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@EvilSerje said:
I think they just need to add FOV slider and thats it. I don't know what so good in Shadowborn, completely useless perk.
I use same FOV, same mouse sensitivity in EVERY FPS game (First Person game more accurately). Luckily, default DbD FOV is exactly 90, but I understand pain of people which uses different FOV.
So I vote for FOV slider for everybody else, and for ultrawide monitor support for me, because these black bars on sides are trash, but when you enable it, FOV breaks.
Default DbD FOV is actually 87, Shadowborn brings it up to 102
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If you're below the MMR softcap without tunneling or camping (Which lets be real, everyone here supporting the necessity of tunneling would be below it if they didn't, and might be below it even while tunneling) then it's absolutely not necessary. The reason why? Matchmaking is terrible.
It's wide enough that I can get anything from 12 hooks at 5 gens without tunneling or camping with chill builds to 0 hook games while playing as sweaty as possible, a single game from Otz doesn't really prove anything. Of course not tunneling will lower your kill rate compared to tunneling, the important question that wasn't answered however is "Does avoiding tunneling lower the kill rate to an unacceptable level if you're at the correct non-tunneling MMR?".
For Otz? Maybe, the guys a killer main with thousands of hours whos job it is to play this game.
For regular players? Probably not, they'd eventually start getting faced with survivors they can deal with without tunneling at which point tunneling wouldn't be necessary.
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Locker saves are still possible with flashbangs/firecrackers afaik, though you don't get the 0.4 second buffer so you need to time it perfectly
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@DudelPuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329053#Comment_3329053
What then remains of healing possibilities? what does bhvr want to achieve? that you heal each other? bhvr can show me how to be healed up in the solo q without wasting a lot of time, as with almost all other perks, this is too strong in the SWF and the solo q needs it (it will be displayed to you, you can use it without communication heal up)
meanwhile in the swf "come on shack let's heal there" problem solved for swf, solo q: "a heal beg i'm dying of a heal, healll", selfcare got nerfed because it was too strong ? NO! Wasn't it because it was "meta", yes of course because it was one of the few ways to heal yourself up without the help of others, it makes bhvr :D I watch it nicely from afar as the solo q gets even worse (when the heal options will be even less) while I deleted dbd because your great matchmaking works so well that I will match with bot and when I play swf almost every killer hits the wall and I get so bored because it's not a challenge :DD
If going to a gen you saw being worked on while on hook to get healed is too hard then Medkits (+ Build to Last), survivor aura reading perks like Bond, playing injured and slamming gens, going for a hook rescue when you see another teammate being chased, or even Self Care + Reactive Healing/Botany Knowledge/Desperate Measures all still exist
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@KSzerker said:
Considering how easy it still is to just backrev people he should be nerfed even more IMO.
If you greeded so hard that you can't make it to a pallet or window or any moderately large circular object in under 2.5 seconds against a chainsaw killer then you kinda deserve to get downed
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The visual TR is very cool, but how will it interact with killers like Huntress and Freddy who are balanced around a small TR with a large and obvious lullaby?
Currently the only killers with a lullaby are Huntress, Freddy, Twins, Trickster, Onryo. With some of the easily missable lullabies like Onryo I can see arguments for why it shouldn't be shown visually (God knows that Onryo doesn't need more nerfs to non-condemn playstyles) but there should definitely be at least a case by case for showing a killers lullaby visually if they're clearly balanced around it.
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@sanees said:
the map has become a little smaller, but the number of pallets remained the same, so the pallets are now closer
Thing is that on both old and new Eyrie you're basically never going to run out of pallets outside of 40 minute genkick games. The pallets being closer though means that it's even harder to make a deadzone since you have to break more pallets to make the same sized area a deadzone, while also making it harder to mindgame since it's much more viable to just hold W to the next connected loop if you mess up
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Did you have Hyperfocus equipped?
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Most likely they got grabbed off a gen or something and another survivor was there to flashlight save during the grab
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It's very much counterable with perks, just bring Deliverance and don't get hooked first then go pull the person off the hook and unhook yourself at the last second. If done properly you waste 3 minutes of their time and they have basically nothing from the facecamp
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https://www.youtube.com/watch?v=orkzXTuIzwU
In short, your grade (Ash 4-Iri 1) has no impact on matchmaking and is only used to give you BP at the 13th of every month when they reset. They're pretty much just an indicator of your playtime that month
Matchmaking is determined by a hidden MMR rating. As survivor it increases by escaping through the exit gates and decreases by dying, with hatch being MMR neutral. As killer it increases by killing survivors and decreases by having survivors escape through exit gates, with hatch escapes being MMR neutral. More specifically, while playing killer the game is treated as four simultaneous 1v1's for the purposes of adjusting MMR. Game length also determines how much MMR you gain or lose, with short games being worth less MMR and only getting the maximum MMR if the match has lasted at least 10 minutes
On the killer side every killer has their own MMR, though if you have a few killers already at high MMR the rest of your killers that you don't play will be higher MMR than they normally would on a new account.
What's happening here is that your Trapper MMR is lower than the rest of the killers that you play, and you can fix this pretty quickly by just getting 4k's or 3k + hatch in every game. If you never have any survivors escape from an exit gate you should be able to get to a high enough MMR where going higher doesn't impact matchmaking much in only ~30-60 games
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I don't expect it to have too big of an impact on kill rates because it should only really improve the gameplay of a very specific subset of survivors, namely:
- Not on comms
- Good enough to interpret the status icons to know what they should be doing
- Not good enough to do so without the status icons
At the fabled "high MMR" most survivors are either going to be on comms or will have enough game sense to know what's happening even without icons.
At "low MMR" most survivors won't be able to interpret the information well enough to do anything with it.
It's only at "mid MMR" that survivors might see some use out of this, but even then since there's no way to see if the killer is camping from the icons (other than not seeing anyone in chase for a while) you'll still see people just straight up bringing Kindred
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For the Wesker clip, you only take damage from his power once you hit a wall. If you go through the video frame by frame you can see your endurance from DH runs out a few frames before you take damage from hitting the wall
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@[Deleted User] said:
Not to post this to get people to call them out, but this got me thinking;
When Otz and the rest did Hardcore Survivor last summer on new accounts, how likely is it they actually reached the soft cap of MMR?
They played 101 games of survivor with only 26 deaths between the four of them, once you're at 1k MMR you can only get up to 20 MMR per game if you have at least 10 minute long games
In the most conservative case of every game lasting only 5 minutes and there always being a hatch escape and deaths always being the max MMR loss that would mean an escape distribution of:
- 26 deaths (-20 MMR/death * 26 deaths = -720 MMR)
- 101 hatch escapes
- 277 gate escapes (10 MMR/escape * 277 escapes = 2770 MMR)
Assuming that no one person died more than the others the MMR would be:
1000MMR (Base) + 2770/4 (Gates) - 720/4 (Deaths) = 1512.5 MMR
In the absolute worst case scenario they get within ~10 games of the softcap, more realistically the MMR gain per match is probably closer to ~15-20 MMR since they extended matches to try to get more emblems and pretty much all of them would be above the softcap in that case
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I'd be down to do it if accessibility perks like Shadowborn and Spine Chill were still available
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307710#Comment_3307710
That requires a SWF who wants to meme though. Not useful at all.
It's a pretty sweaty build if you're playing seriously; 3x Salty Lips + Map offering and every survivor sacrificing 1-2 perk slots in order to deny any pressure from first hooks is really strong if they're efficient on gens since you can still do 3x DH+OTR/DS+UtA+SM and 1x DH+CoH+UtA+SM and just never waste time on altruism since everyone can self unhook and go heal in the boon
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With the caveat that more information = more escapes not always being true with bad survivors, since getting confirmation your team is being useless can incentivize DCing or suiciding on hook in games where they would have otherwise played it out if they didn't know what their team was doing.
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All I can really say is skill issue, currently have a 43/56 kill rate over 14 games on RPD as killer
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Luck is useful, you just need the entire team to be bringing 4x Salty Lips + 4x Up the Ante. At that point you can kobe extremely consistently (89% without Slippery Meat, 99% with Slippery Meat) and it's basically Deliverance without being Broken for 60 seconds and without needing to get a safe unhook first.
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@DudelPuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307441#Comment_3307441
okok i got it now, MMR or skill based matchmaking (sbmm) called, its not a skill based matchmaking understand it! btw football has nothing to do with a ball you kick, you just call it that and when i walk into a candy store I hope I only find fruit
no matter how bhvr wants to call the alleged MMR, it is nothing more than a hidden embem system in the guise of the mmr
Scott Jund do a well video for that, its dosent exsist that is what i say too (logical mind says it when you deal with it)
https://www.youtube.com/watch?v=GHEkN-oDLrk
https://www.youtube.com/watch?v=5u1bWJtT_nM&ab_channel=ScottJund
if you would take a quick look at what mmr stands for then I wouldn't have to tell you that but I mean the word itself so (sbmm) it becomes obvious what this is about
here for you again what "MMR" stands for: - Matchmaking Rating, or MMR is a value that determines the skill level of each player. This value is used in matchmaking. Winning increases a player's MMR, while losing decreases it. Ranked Matchmaking allows players to earn seasonal ranking medals based on their MMR.
you are welcome to say "in all games where there is an mmr it will be measured by skill but not in dbd" i would accept that and it is byfar an insult to any mmr what we have in dbd is a simple matchmaking from 100-200h will you are matched with everyone if you have less you will also be matched with newbis
Actually, MMR not directly measuring skill is a property of every MMR system on the planet. What any functioning MMR attempts to do is to be able to predict the result of a match, of which skill is only part of what influences that.
As an example, if I start all of my chess matches with the Bongcloud Attack as white (1. e4 e5 2. Ke2, widely considered to be one of the worst possible openings for white) then I will have more skill than other players at the same ELO because my opening is bad and that causes me to lose more games compared to a person with similar skill and a more sensible opening. Similarly if you play CS:GO and only ever use the Desert Eagle then you're going to be miles more skilled than your opponents who are at the same MMR as you because your opponents are using actually good guns.
The reason why MMR directly measuring skill would be unusable for a matchmaking system is pretty obvious when you think about it; people don't want matches of similar skill, they want fair matches. If I have the same amount of skill on Trapper as I do on Nurse, I'd prefer getting the seal team SWF games on Nurse instead of Trapper because in those games I can actually do something to win compared to Trapper where I'd want less skilled opponents because I have less tools to deal with the other side.
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I don't really worry about prestige when I'm playing. Both my easiest and my hardest killer matches have been against p100's and as survivor I play as a p0 level 0 Yun-Jin half the time anyways so complaining about other survivors being low prestige would be pretty hypocritical there.
Mostly I tend to be weirded out by high prestige survivors with low hours because why wouldn't you spend bp on other survivors to get perks.
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MMR was never designed to be an indicator of skill, and the correlation to skill is only because skilled play tends to lead to more kills or escapes. What the Kill Based Matchmaking system in use was designed to do is provide a function that can predict the chances of a survivor escaping/dying given everyones MMR and then attempt to match people in games where any given survivor has an equal chance of escaping through the gates as they do dying.
MMR in this system is not a measure of skill, it's a measure of your likelihood of escaping. Whether this happens because you're a god looper who can loop every killer for 15 minutes or because you Urban Evade around the map and then open the gate with Wake Up + Sole Survivor when hatch gets closed doesn't matter, only whether you escaped.
This does start to break down as you go over the softcap of 1600 MMR but you being able to get matched with a completely new Myers would indicate that at least one person in the SWF wasn't over it (Even in the worst case scenario of the Myers player already having another killer over the MMR softcap, it would still only bring their Myers MMR up to ~1200 MMR [assuming they haven't changed MMR in the past 3 months since how MMR works was revealed by dataminers]. We don't know exactly how big the expansion range for MMR is [How mismatched of an MMR lobby you can get thrown in] but before the March/April MMR test it was 500 MMR and was lowered by an unspecified amount after the test and during the test they tried lowering it to 250 MMR and then 350 MMR. Even in the 350 MMR expansion range case they'd only be able to match with up to 1550 MMR players, which is below the softcap)
As a final note, it's absolutely possible to play Solo Queue past the MMR softcap and still do fine. You need a lot more gamesense to simulate the effects of comms, but the good part of being past the softcap is that you can generally reasonably assume your teammates have some idea of what they need to do and so makes it easier to predict where they are and what they're doing.
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Reassurance can be useful if the killer is camping basement inside the basement instead of at the top of the stairs (e.g. Insidious Bubba) if you pair it with Sprint Burst. 99 your exhaustion, run downstairs, apply Reassurance, Sprint Burst out.
If the killer is smart and camps the top of the stairs then it's a lot harder and riskier to do but Head On + Quick and Quiet can let you take a hit, apply reassurance, jump in a locker, and then force a 50/50. If they guess the wrong locker then Head On is active and you can stun and exit basement.
The problem with all of this though is that if you're already running altruistic anti-camp perks why wouldn't you just run Deliverance + Unbreakable and go for a hook trade while also getting value from those perks even in games where the killer doesn't camp.
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You can do very well without gen regression as killer, it just requires survivors to make a mistake in positioning at any point to allow you to snowball and then have short enough chases for the rest of the game to prevent them from resetting.
On Wraith I alternate between running gen regression (Shadowborn/Jolt/Scourge Hook: Pain Resonance/Agitation) and backpack build (Shadowborn/Mad Grit/Agitation/Iron Grasp) with a 50% kill rate with gen regression and a 68% kill rate with the backpack build. (If I wasn't addicted to Shadowborn I'd replace it with DMS/Deadlock for gen regression or BBQ/Awakened Awareness for a serious backpack build)
While you probably could be getting high kill rates with Call of Brine + Eruption + Nowhere to Hide, it doesn't fit my playstyle of applying constant pressure, since in order to use genkick perks you have to ease up on pressuring survivors in order to go kick gens.
Backpack build however can very quickly snowball a game if you can get a surprise down or multiple hits while carrying a survivor, since you get a huge amount of pressure through those injures/downs (Hook + whole team injured means they can't save until they reset, hook + slug at hook means you can basically force hook trades until you get hit with Deliverance or Unbreakable while not getting genrushed). Even if survivors successfully reset at that point you can generally burn through 3+ hook states during this time while no gens are getting done and win from there as long as you're having productive chases.
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As someone who regularly plays like this
there's three main skills I've found that need to be up to par with people running perks in order to have a normal escape rate:
- Your looping skills need to be on the same level as someone bringing exhaustion perks, Windows of Opportunity, Resilience, Self Aware, and other such chase perks
- Your awareness skills need to be on the same level as someone bringing Kindred, Bond, Empathy, and other such aura reading perks
- Your gen rush skills need to be on the same level as someone running Prove Thyself and no toolbox, so learn to hit great skill checks
Therefore if you're bringing an item for this challenge I'd argue that the strongest one you can bring is a Skeleton Key (30 charges) with Blood Amber (Shows killers aura within 32 meters, key uses 2 charges/second) and Prayer Beads (+15 charges). The reason for this is that it makes lots of unsafe loops that you'd normally just predrop (e.g. pallet gyms) or get hit at (LT walls) playable with the aura reading.
Your awareness of what your team is doing will come from two (sometimes three) sources:
- Seeing or hearing your teammates or signs of their presence (e.g. blood, generator sounds, injured noises, etc.)
- Auras when you or your teammates go down
- Your team running aura perks such as Kindred, Aftercare, Blood Pact, Wiretap, etc.
At the start of the game you will most likely have no idea what your team is doing unless you all spawn together (very bad, advice stays the same in that case). Therefore, your main priority should be to immediately run towards a center gen to decrease the chances of a 3 gen and start doing it. While you're going there pay attention to the sounds of generators being done close by and to pistons moving on far gens, this is where your teammates are and where you should stay away from if you get chased first.
If by some miracle someone is giving a juicer of a chase you should be soloing gens until there's 2 or less gens, then go group up on gens to get them done faster.
Before 10 second Borrowed Time became basekit I would pretty much never unhook, but now if someone is hooked then follow the following checklist:
- If no one else can go for the save and you can (e.g. 3v1, other survivor is getting chased), go unhook
- If you are healthy and the rest of your team is injured, go unhook
- If you are right next to them and your team isn't, go unhook
- If they're about to die on hook and you're not dead on hook, go unhook
- Otherwise, stay on your gen
If the person getting chased runs near your gen and doesn't make it to any loop while they're injured and you're not, go bodyblock for them until they either make it somewhere or you get hit (IMPORTANT: when you get hit you should be using your speed boost to run towards a usable loop but away from your teammate). Afterwards go back to doing gens.
Every time you're not in chase you should be looking around you for usable loops with the following checklist:
- What pallets, windows, and line of sight blockers are near me?
- What areas of the map should I avoid bringing the killer to? (e.g. gens being worked on, people healing under the hook, etc.)
- What areas of the map should I encourage the killer to go to? (e.g. places where all the gens are done, strong structures such as Garden of Joy main building, etc.)
- Which approximate direction is the killer likely to be coming from? (Generally from the last place you saw them, but teleport killers such as Demogorgon or Onryo might be coming from any direction and stealth killers such as Wraith or Ghostface might sneak up behind you)
- Are there any killer perks in play that would make specific loops unusable? (e.g. Bamboozle, Spirit Fury + Enduring, etc.)
- How at risk am I of dying compared to the rest of my team? (If you're healthy at 0 hooks you probably don't want to be dropping god pallets, if you're injured on death hook you should probably be going for the strongest loops and playing safe)
- Knowing all this, towards which loop should I be running to, and which loop should I be chaining after?
- If I get hit in the first loop, is there a better loop I can run to with the speedboost or should I stay in the same loop? (e.g. you'd want to leave an LT but stay in Garden of Joy's main building if you know how to run the loops, you should almost always stay away from tiles you don't know how to run)
Once you're in chase there's also a few things you can change compared to normal looping:
- Accept you will probably go down faster than usual and use this to your advantage
- If you go down, comp corner yourself
- If you know you're getting injured in the next second, immediately start running in a straight line towards either a strong loop if there's no time critical situation your team needs to get done or towards the exact opposite side of the map of the thing that needs to be done (e.g. 3 gen being broken, basement rescues against trapper/hag, etc.)
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@Lost_Boy said:
I honestly can't see how anyone playing solo could have an escape rate of 45-50% just now?
Unless you're playing a build that you basically don't interact with the killer at all & run multiple perks/items/add-ons that allow you to escape at the end via hatch or gate it's statistically impossible. You would literally have to play every game very selfishly & try your hardest not to interact with the killer.
DCs/hook suicide must account for like at least 30% of a solo queue players loses. So that effectively means if you didn't have to deal with DC/suicide you would probably be in the region of escaping like 75% of the time with a current escape rate of 45-50%.
Speaking as someone who plays perkless quite a bit and pretty much never stealths outside of killers like Nurse or Spirit, the only thing you need to have a decent winrate in solo queue is the ability to adapt to whatever role is not being done by the rest of your team, and to go for high percentage plays that lead to 2-3 escapes instead of risking everything for the 4 out.
Teammates going down fast? Give a long chase. Teammates not doing gens? Get on a gen. Everyone gens before friends? Go for the save. Killer tunneling someone out? Gen rush and give a bodyblock if the opportunity comes up. Killer tunneling you? Give a 5 gen chase by dropping every pallet. Killer camping? Gen rush and trade at the last second.
The reason this is harder than in a SWF is because unlike SWFs where you're as good as your strongest skillset because you can co-ordinate who does what, in solo queue the requirement to be good at everything means you're only as good as your weakest skillset. In a SWF if you're not great at looping you can gen jockey and let your stronger loopers take chase; in solo queue if you're not great at looping you might be queued up with three other people who also can't loop and you just lose. In a SWF if you're allergic to gens you can let your gen jockeys hold M1 while you loop the killer; in solo queue you might instead get queued up with people who're looking for totems to boon and opening chests, meaning you need to be able to identify how much gens are being pressured and if you need to do them instead of taking chase or being altruistic.
The other part of having a decent winrate is to stop taking risks that on average give the killer more kills. While we all have those stories of saving someone being camped with noed next to the totem with the exit gate on the other side of the map, the reality is that most of the time you'll get more people out if you just hammer gens and give the killer their kill in the endgame if it doesn't look like a save can happen. Stop being overly altruistic when it's a bad idea
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Can't really say how many of those randoms were duo/trio but the escape rate in my solo games is 45.2% overall, with my personal escape rate being 41.2% over 422 games. Escape rate presumably drops if there's no swf's in the game but I doubt it'd be below a 35% overall escape rate
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/3282838#Comment_3282838
It says right there in game that purposefully losing the game and not participating is reportable.
https://us.v-cdn.net/6030815/uploads/0I1XK2C9B0SD/dbdrep.jpg
BHVR hasn't updated that screen in ages, the stuff that's actually reportable can be found here: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
You'll notice that suiciding on hook and going AFK aren't listed as reportable offenses
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Not only is hiding your red stain a part of mindgaming, showing your red stain can also be used as a mindgame to bait a vault
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@NerfedFreddy said:
Killer players want to take away last and the only viable survivor item
I see we're conveniently forgetting about Commodious Toolboxes with Wire Spool + Socket Swivels/BNP as well as Skeleton Keys with Blood Amber + Prayer Beads
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Play yellow bottle only Clown, you'll get it in like two games
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Apart from the advice given on how to make the KI information useless you can also counter it by not getting into situations that would trigger KI in the first place. Stuff like being oblivious/outside the TR against Legion (Oblivious can be forced with Blue Glyphs even if the killer is running no oblivious perks/addons), not revealing Ghostface, not being near opened Demogorgon Portals, not running over PH's trails, crouching while near Victor, etc.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/3277372#Comment_3277372
How would someone set up report ticket for a person who's on a whole different system or client, though? There's no steam-id to connect them with. I also wonder how BHVR would deal with those who use anonymous mode.
Support can see the matches you've reported, so if you provide your id and enough information to identify the match they can find the cheaters id. You don't need the id of the person you're reporting anymore
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@Unimatrix00 said:
Hate to disappoint survivors, but the "buff" that happened to Eruption was a bug fix to make it work the way it was intended to.
Just because it was a bug fix doesn't mean that it didn't buff Eruption, much like how the Blast Mine bug fix nerfed the perk when it stopped giving you back Blast Mine if the killer didn't kick the gen
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Dataminers have been able to determine specific peoples MMR in the past, though that doesn't necessarily mean that the cheater had access to hacks that specifically tell them other peoples MMR
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Additional information:
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@Entitled_survivor said:
0.25 seconds won't make a big difference unless they made it even more lenient
They made it more lenient, it's now 0.4 seconds
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3270337#Comment_3270337
What aura reading perk consistently shows when a teammate is about to be put into the dying state?
Mettle of Man + Object of Obsession + Empathy. Mettle reveals your aura to the killer when active so comboing with OoO lets you see the killers aura, and if it's not an instadown killer then empathy lets you see when the person getting chased will go down.
The problem with this of course is that asking every solo queue player to bring 3 perks and also get Mettle active just to counter Eruption is dumb as hell when SWF can just call out when they're going down
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Deja Vu is around the same strength as Windows of Opportunity, in that for bad to above average survivors it helps a lot while for good survivors who could already do the things it does without it it's a dead perk.
With rare exceptions like Suffocation Pit spawning 5 gens on one side you can generally expect gens to be evenly spread out around the map, and since you always get a notification of what gen was done when it pops you should also have a general idea of where the rest of the gens are. Likewise, doing the middle gen first already prevents most 3-gens unless your team is completely clueless (in which case you were probably going to get 3-genned even with Deja Vu, since if they're that clueless on gens they're also probably bad at chase and you won't have time to solo more than 1 gen if you're planning on powering the gates).
If you're having trouble finding gens or you can find gens but forget which gens are already done then sure, put it on. If you can already find gens and already do the middle gen first though, why would you ever run Deja Vu over something like Unbreakable, Off the Record, Boon: Circle of Healing, or an exhaustion perk.
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Build: No perks, no items, no offerings, mostly solo queue (Two of the games are a 2 man SWF with text comms, don't have the option to filter them out), P0 survivor. Lobby dodging was only done for ping reasons, otherwise played with what I got
Overall kill/escape rate:
Personal escape rate:
Escapes per trial:
Outcomes:
Personal outcomes:
Killer pick rate:
Kill rate:
Items brought by teammates:
@JustAnotherNewbie said:
Do you escapes include both hatch and exit gate escapes? Can you also track down the rates at which you escaped via exit gates or hatch and in case of hatch, how many gens were done?
Also, did you ever dodge lobbies or just played with whomever you got?
And did you notice certain builds for killers who won/lost more or was there no correlation?
Escape rate includes both gate and hatch escapes, and there's no way of tracking how many gens were done unless the OP manually tagged the game. Also no way to track what builds did better/worse, only the overall pick rate of perks
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@danielmaster87 said:
Wow, you lost an entire half a gen from the killer having to down 5 times. That's like really strong or something. Reminds me of pre-nerf Pop and Pain Res.
You can't heal, but you can be healed. It's not the same.
I like how it's always "20 minute matches" yet I haven't been party to even 1, at least not because of the killer's "OP slowdown." It's not a lack of comms itself that causes this. It's solo having horrendous matchmaking that gives you awful teammates, and no other reason.
No, you won't be able to do anything as killer. Not against good survivors.
No they lost ~1.89 generators from the killer getting 5 downs (125/90 + 0.5), the incapacitated effect is gen regression in the form of opportunity cost since otherwise they'd be sitting on the gen that just got eruptioned.
Compare this with Scourge Hook: Pain Resonance which would only cause 0.75 gens worth of regression and you might start to see why a perk having double the regression of a meta gen regression perk at the "cost" of kicking a gen instead of finding a scourge hook can start to be a problem.
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Disagree with 4, 5, 6, 7, 8, and 9.
If I'm on deathhook you bet your ass I'm running to non-deathhook survivors doing gens instead of turning the game into a 3v1 early
IRL situational awareness can replace perks like Kindred/Bond/Situational Awareness by paying attention to what gens are being done, where boon totems are when someone gets healed, and who's where when you get downed/hooked/see them with your eyes. Likewise since the only reason to group up is to get healed you can also replace all that with a good medkit or Boon: Circle of Healing
You don't need an exhaustion perk or a 2nd health state if you know how to loop properly (Though it does mean that you can't do unsafe unhooks with No Mither which can be a problem if the killer proxycamps or facecamps, but that's what your healthy teammates are for)
I need the items for my collection since I don't spend bloodpoints and can't see your perks
If it glows it goes
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Nurse, Spirit, Hugtech Blight, Oni, Curve Billy, Basement Bubba
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/352944/today-is-dc-i-m-a-baby-day-lol
i dont see how they leaving affects you in any way is them getting penalization, not you.
Except for the fact that you now have to play out a 3v1
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@Sava18 said:
How killer mmr is judged is at least mostly accurate, I'm not entirely sure if hooks would be a better judge than kills. But when it comes to survivor mmr, escapes mean almost nothing. It should be based off of your score maybe? At the very least it would be more accurate than the current rating, like yes you can still get tunneled and camped to death and go down. But that happens in the current system anyway. Now the Claudette that has been hiding all game and gets the exit gate after hatch is closed isn't rewarded and the absolute juicer survivor who did 5 gens while running the killer who then dies alone is rewarded. There is more nuance to it than score but how they came to the conclusion that it's less accurate than escapes is beyond me. Elo hell is a term used in a lot of other game's but in dbd if you get stuck in low mmr solo queue, good luck you are never getting out unless you are so far beyond the killer he doesn't down you once.
If MMR is by score instead of kills/escapes then categories would need to be uncapped, even if it's just internally for MMR and you still max out at 10k bp per category, otherwise the guy getting tunneled for 5 gens and dying in the endgame with 10k points after getting 0 objective or altruism points looks like they did worse than their teammate who held m1 on gens the entire match and also got altruism points from unhooking the tunneled person and survival points from escaping.
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There's also clips of people working on a gen for a few seconds before it gets blocked by corrupt intervention
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With stun challenges if you're trying to get them with pallet stuns you have to condition the killer into thinking you'll greed every pallet by actually greeding every pallet and never dropping, once they start walking through pallets with the expectation that you'll keep greeding then thats when you start vacuuming into a stun. This does require you to be a good looper so if you're not confident in your skills then just stick to the DS/Head On/Blast Mine type builds.
Also if you notice the killer has Enduring, just pretend that they'll never respect a pallet and you'll get plenty of stuns
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It always amazes me when people tell on themselves this hard by saying you have to camp pallets or bring an entire build dedicated to it to get a stun. Newsflash, if you don't get a pallet stun on shorter loops (e.g. any of the midwitch non-god pallets) against killers who don't ignore pallets (Nurse) or aren't solely countered by predropping (Doctor, Clown, etc.) then you wastefully dropped the pallet when you should have greeded for another loop or vacuumed hard for a stun and what you really need to do is get better at looping.
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@sizzlingmario4 said:
I'm not really too sure what to do with this perk. On one hand, it's fun to go in a match with your friends and all run it + Up the Ante and basically everyone can unhook themselves, lol. But on the other hand it's not really worth the perk slot on its own and if you want that flexibility, Deliverance is typically better as long as you're not the first chased. Being Broken for the guaranteed self-unhook is more than worth it as long as you use it correctly.
Like I've said before, I think luck should be expanded to affect chest loot as well, but that's about it. Beyond that, Slippery Meat could maybe use some better numbers if you want to make it more viable on its own and a secondary effect which I don't have a lot of ideas for right now admittedly.
Funnily enough the self-unhook part of the build can be pretty reliable with just 4x Up the Ante and 4x Salty Lips (88.9% self unhook chance across 3 attempts). Slippery Meat is pretty much only really useful in that setup for freeing up your offering slots for stuff like hook and map offerings, and for not tipping off the killer exactly what's gonna happen that game when they see 4x Salty Lips
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It's pretty much only really seriously usable in a SWF where 4x Up the Ante is in play, but if it is:
Base unhook chance: 4% Base + 4% Slippery Meat + (9*4)% Up the Ante = 44%
Unhook chance over 6 attempts: 1 - 0.56^6 = 96.9%
Chance that all four survivors unhook themselves: 0.969^4 = 88.2%
If you're stacking Salty Lips the chances get even more ridiculous, but dedicating 2 perk slots to give the entire team deliverance basically destroys any pressure the killer has in the early game and can be very strong if used properly. It also messes with the killers idea of roughly where the team is, since unlike deliverance there's very little indication of it being a kobe if you're not paying attention to the hud while the self-unhooking is taking play (and even then, if they get lucky and do it first try which happens 44% of the time then there's literally no indication of it being a kobe if you just look at the hud)
I'd argue that Slippery Meat is to Deliverance what No Mither is to Unbreakable. It pisses off survivors if only one person is running it and it pisses off the killer if the entire team is running it (Since then they can actually get value from it)













