Comments
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MMR works by reducing your score when you lose, and adding to it when you win. If your MMR is at the same level as killers using slowdown perks, you should be winning about as often (in theory). Your theory is correct if you suddenly stop using slowdown perks though, as your MMR was adjusted to your mechanical skill and…
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I don't get the complaint here. If your time's so valuable, just let the animation finish?
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And most other games also favor the attacker like this, because the alternative is having to aim ahead of the target to account for their ping when attacking.
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And in many of those sorts of games, people frequently prefer to ignore the objective and just deathmatch. Now, you're trying to convince people who've won by killing for years that actually killing doesn't matter and it's just the hooks? To me, this feels like making hockey games won by shots on the goal, not actual…
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Because I don't think the game can tell you "You win!!!" enough to make four survivors running out the gate feel more like a win than no survivors running out the gate.
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That's nice, but I still don't think clown is very good.
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Normally, I'm a bit more amenable to spirit of the rule arguments, but did it escape you that the rules explicitly forbid the use of new survivors as well? I don't think it's possible that the rules couldn't mean that.
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Because neither scenario actually happened.
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Block nurse, wesker, and blight and rake in the easy wins without the having to face the best characters
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Lmao
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Match quality has gotten a bit better with the ui, but solo queue is still solo queue.
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>waits it out >pallet hits you in the head Wow very successful, now they still have dead hard and a pallet between us
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How many loops can you actually wait an extra second in without getting a pallet in the face?
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But eliminating the opposing team's players *is* the goal in dead by daylight. As such, playing better is eliminating more of the enemy team.
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Hah, I remember when people were saying that after the 6.1 dead hard "nerf"
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And everyone still uses it, what a huge nerf
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No way, 10% on kicked gens won't even be as good a jolt, and we all know how op jolt is. Aura reading on repairing survivors after downs is perhaps the least useful time. The only time the aura will be useful is if someone is repairing a generator very nearby and you're slugging. At least gearhead can help you find people…
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If it's easy to work around, why is it so used by the top players? Surely they don't take a bad perk just for fun.
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Remember when Dead Hard changes were announced, and the forums exploded with survivors swearing up and down that Dead Hard wasn't actually that good, it was just fun, that the "nerf" would totally destroy it, and that within a month killers would be crying about sprint burst and wishing for Dead Hard back? I wonder what…
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Ah, just like the last "nerf" to Dead Hard?