potatoscream
potatoscream
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1023794#Comment_1023794
It used to be that way for killer and to a certain extent survivors haha.
I know, I played the game back then. But there were and still are problems with that.
- Rank resets happen to often. For other games they usually happen twice a year (or not at all), but in DBD each month the playerbase gets completely mixed, which is not good.
- It was too inflexible. It never accounted for a rank survivors were on and it allowed to pip quite easily on all ranks. So that system mostly reflected how much time you spend in game rather than your skill level.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1023717#Comment_1023717
What would they do though? Any ideas on how to more accurately depict a Survivor's skill?
It's 80/20 rule[1]. Devs might try to account for all possible situations, e.g. reward survivors for long chases according to how they were downed (NOED, chainsaw, M1, etc.), how many pallets there were on the map during the chase, how many gens got completed. But it's almost impossible to do it right.
But if it were simply based on number of hooks (not kills) for a killer and on escape rate for a survivor, it would almost always (80%) be correct. Which is more than fine for this game.
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@willoftheboss said:
to add to this i wish matchmaking would also account for your character level as well. really not fun going up against fully kitted out survivors with a level 1 killer.
No, it shouldn't. There are good players with low level and awfully bad players with high level. Also it allows for smurfscumming, which is never good.
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@[Deleted User] said:
I think Pig is one of the most disgustingly broken characters in the game, not that they are overpowered but in the sense they are designed to reward tunneling killers. The RNG boxes are absolute rubbish and I think they should give her a light re-work.
Also I hate the people that side with her because "Lol boop the snoot pig so cyoot" after she tunneled 2 people into the ground.
Learn how to play Pig then.
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I do completely agree with that. And I wish this issue were raised more often instead of things like Ruin or similar stuff.
If you don't mind there is a discussion from this comment on we had about it:
https://forum.deadbydaylight.com/en/discussion/comment/1023567/#Comment_1023567
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@thrawn3054 said:
I started trying to play her today (God help me). What perks/addons do you recommend?
My build is somewhat controversial but you may want to try it anyway.
- Agitation. Free hits, fast hooks, allows to keep the game on the side of the map you want it to be.
- Infectious Fright. Yes, terror radius is small, but it's even better, you might get free hits if there is a survivor close to you. Which is essential to keep pressure.
- Whispers. Saves a lot of time when the game starts (and when you need to save time the most). Also helps with end games - just wait near the hatch for the perk to activate and close it. Now the last survivor has nowhere to run.
- For the last I usually try different perks, but most often I use either Iron Maiden, I don't like how long it takes to take hatchets without it (unless I use addons of course) or Enduring, you may think it's strange to use it on Huntress but you are wrong, you may respect a pallet and wind up a hatchet or you may not and try to get a free hit instead - that happens a lot, especially against good players, without Enduring it would be painful when survivors outplay and stun you.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/1023322#Comment_1023322
It's clear you never been in Red ranks, because 2 kills is an Auto-depip. Heck even 3 kills can make you de-pip. A 4k will either make you safety pip, pip, or double pip.
Where as survivors can just do gens, escape, and barely get chased, and still pip, heck survivors that do gens, get chased, and die can still pip.
I have more than 1500 hours, have a nice day.
If you have lots of healthy chases and manage to kill only 2 (even though I usually 4k) you almost always get a pip.
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@MiniPixels said:
Unfortunately while I can play optimally and 4k in red ranks without ruin it takes me being a c**t to do it.
To win you only need 2 kills, what a mentality.
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I also only play Huntress, most of the maps are fine but I feel quite miserable on all closed maps.
I never had problems on maps you mentioned.
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@TitanByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1023279#Comment_1023279
But in the end, the men/women u called allies will perish. Y'all r finished Bubba's are about to reign hell on y'all
You'll just get bored and go to school, works fine for me.
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@TitanByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1023266#Comment_1023266
Incorrect, there's always the one guy who wants to be a hero, all u need is him
Time increase still gives other 2 survivors a lot of time to do something useful (all gens).
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There is actually not that difficult a change to get rid of all of this.
Making an icon of hooked survivor glow red if a killer is in the vicinity of a hook for more than, say, 5 seconds, coupled with twofold increase of the time it takes to die on a hook will make you all go away (literally, from a hook).
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/1022126#Comment_1022126
So Survivor nerfs and Killer buffs are "necessary to actually make the game fun" but Killer nerfs aren't every necessary? I played old Stun on teleport Hag back in the day. Ruin was strong back then as well. Now that we have had about 2 years or solid Survivor nerfs... maybe some stuff that was strong back when Survivors were truly OP... are now OP themselves?
Also forgot L4D shirt changes, faster pick up animation for Killers, faster pallet break speed, moon offerings removed, insta heals nerfed, medkits altered, SC nerfs...
Killers have received a massive net buff over the years and Survivors a net nerf over the years. Anyone who ignores this is being extremely bias. Both sides require balancing. They always will. And that comes with BOTH nerfs and buffs.
You also forgot heal increase (coupled with Sloppy), bloodlust and fast vault mechanics.
And the number of pallets was not even halved. No more than a third of what was on maps still remains.
I'm not saying that most of those nerfs weren't necessary (heal time increases were though, it's so boring against Sloppy), but so many people on this forum complain how devs have been nerfing killers for all eternity, I wish devs made an official statement to disprove it once and for all.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1023140#Comment_1023140
Here's one thing though: None of those can flatout make the game unwinnable just a lot harder.
Both pre-nerf sabotage and BNP can both pervent the killer from being able to win so they are exploits.
PS: There's a reason why I don't have keys on here and thats because they need 3 gens done before they can win the game for the survivors. Meaning the killer CAN STILL WIN against keys unlike the above 2.
Same logic for the keys applies to moris as they don't stop survivors from winning because they require a hook thus just simply removes 1 hook strike ultimately.
That only proves that you wasn't here when BNP and Sabo were a thing. You know that machinegun build didn't care how faster gens were done, if you could hook somebody in the basement it was pretty much gg for survivors. Same goes for sabo - you could pretty much slug everyone, plus almost everyone had Iron Grasp so it was relatively easy to get to the basement.
