Sheridan_LT
Sheridan_LT
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- Sheridan_LT
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@GentlemanFridge said:
Regarding Bubba and Pyramid Head, that may be intentional, as people complained a lot about motion sickness coming from the forced camera movement.
Slinger’s animation is straight up misaligned, though.
I doubt it is considering the animations lack ANY camera movement at all, making them look super unnatural. They only said they reverted the supposed "fix to the rule of Killers not looking down", not that they'd changed basic attack wipes on purpose.
So no, this is definitely a bug to do with the basic attack wipe changes in 7.1.0, not an intentional feature.
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This has been this way for ages, of course Twitter is loaded with misinformation as usual. This is a BUG that BHVR will fix, wait for the fix guys. VERY unfortunate 7.1.2a bug affecting only those who Steam Library share.
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@HugTechLover said:
I’m a hard killer main… but HOLY F*CK the onryo condemnation build is soooooo boring to play against. Slug slug slug…. Slug slug slug….
I love Condemned build Sadako, but I intentionally avoid slugging too. So it's a lot more challenging and I think more fun.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292919#Comment_3292919
And you can only extend chases so long when the game is taking 5ever. The type of player to do the Onryo condemned strat is also going to do the gen kick bot routine and not commit to anyone who is competent in chase.
As a Sadako main, I commit to every chase and still get downs quick, I never slug specifically while using the Condemned playstyle because I think it's more fun and challenging.
Condemned is not a boring strat, you're just playing against boring Sadakos.
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@MeltingPenguins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293245#Comment_3293245
nope. you can't. because you can bet your behind, the knight is nearby as well. also... even if we assume kindred is in play (or a swf on coms)... it's not as easy.
It's so hard to camp with a guard unless you also hold your power until they unhook, which means you are allowed to do the save but the unhooked person is at least distracted by a guard for 12-24 seconds. The ONLY advantage Knight has is he can guarantee a trade unless 3 people go for the save and one gets hunted by the guard, which....
Is really not all that huge and using a patrolling guard to camp the hook is not the most optimal way to play.
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@MeltingPenguins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293239#Comment_3293239
thing is so far the only thing you can really do when you got a guard on your butt is run away, so, banner isn't an option most of the time (are they supposed to phase through vaults btw?)
Yes, they are and Guards are killed when you unhook so this is a non-issue OP. The only problem is when Knight camps ALONGSIDE the Guard, then you have to take a hit.
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Yeah, me too honestly! I prefer Killer over Survivor most of the time unless Survivors are really sweaty that day, but now I find Killer queues are LITERALLY 15 minutes long. Like, I cannot queue for Killer in under 10 minutes, it's ridiculous.
I would hope ASAP too, but they kill-switched Nowhere to Hide being a good perk again and Twins being a usable Killer until 2023, and I only like one of those.
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@pizzaduffyhp90 said:
It's been a year and almost 1 month since SBMM was finally added into DBD.
So how do you feel about it after 1 year?
The problem is that it kinda results in games where you either get matched with the absolute best, strongest players or some of the worst and newest. If it judged skill by in-game performance, I think it would result in lobbies where you might just get matched with Blight after Blight after Nurse after Nurse even when you LOSE.
The current system works because when you lose to a Nurse, you instantly get a much easier Killer.
I think a system that forces Blights and Nurses into high MMR only and makes in-game performance decide your MMR could work, but then BHVR has to stop pretending Blight and Nurse are balanced right now and then you have a problem.
Judging by in-game performance could just result in people going on severe lose streaks and deciding to intentionally not do anything at all.
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@Crowman said:
I imagine it takes time to create unique chase music for a single killer.
I'm not even sure what there is to complain about. Hag didn't have unique chase music before and now she does. Sure there's other killers in the game who also need it, but hag getting chase music means they are working on it.
I get you don't like hag and you don't care, but why not be happy for the people who do like hag and do care?
I suppose but what about you know, Freddy and Pig? Don't they deserve an awesome chase theme? Wraith?? Wraith and Nurse ESPECIALLY, even though I don't like Nurse either at least she's way more iconic lol
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@BowlofTofu said:
Honestly, ive played against nothing but the sweatiest of sweat lords all day. Im doing everything I can to get them, but its always the same thing over and over.
I get a down, go to pick up, flashlight. I try again, get another down, make sure nobodies around. Pick up, then someone sprint bursts in front of me with a flash bang.
Just non stop crap from survivors. Its like Im not allowed to have fun. Im doing my absolute best to just get one down, and when I finally get one hook, five gens have popped cause they always know Im not near them.
I disengage, go to kick gens, search the area for a moment and leave. And as soon as im two fert away it pops.
When is it my turn to have a little fun? As a killer, am I always going to be trolled? Picked on? Tea bagged? Its no fun to be a killer.
And when I switch to killer, all I get is tunneled out of the game or face camped. I have no clue what is going on or why Im not allowed to enjoy the game.
Killers can only really make the game boring for one Survivor. They can't consistently make it boring for all 4. When all 4 Survivors are working toward making the game boring for you, it feels way worse than a Killer who just facecamps you to death.The worst a Killer can do in comparison is slug everyone for 4 minutes which is just really rare and they still need to do really well to make that happen.
I disagree that this game isn't fun for Killers, but I do agree that unless the Killer is playing Nurse or Blight they will in comparison STRUGGLE to make the game as boring as a really good SWF can, or a singular really good Survivor that is part of that SWF that sits on gens perfectly as soon as chase is dropped.
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@supersonic853 said:
Right now insidious is mainly only used for camp instances or some cheaky mindgames. What if ontop of its current effect they just had it add 5 seconds onto undetectable and oblivious perks and addons? Do you think it'd see more use outside of camping? I would think with it supposing to be the "king of stealth perks" a lethal pursuer type effect would help give it that push? What do you think?
Increase Undetectable duration of other perks and addons by 15 seconds and make it instantly put you into Undetectable when standing still.
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@egg_ said:
There is no correlation
Killers call genrushing what most times is the result of their own misplays (commonly referred to as "the game is survivor sided 😢"). And killers camp and tunnel even if the game is going clearly in their favor already
Killers camp and tunnel because every game "going in their favor" can very QUICKLY turn around into not going in their favor anymore.
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@AshInTheTallGrass said:
A lot of posts critique many Killers as being boring, too powerful (oftentimes, too weak), and not fun (either to play as or against). So, truly, what original Killer ideas do you have that check off all of those boxes? How can the devs create multiple Killers that meet all of that criteria (in your opinion)? This is not an antagonistic and rhetorical post. It's a genuine question.
Wesker, Oni, Pyramid Head and Deathslinger feel the closest to this ideal for me. The punishment for missing with their power is very severe, giving the Survivors a lot of counterplay but also the rewards for hitting with it are very huge too. It's high risk, high reward gameplay that encourages Killers to take shots they normally wouldn't and don't feel confident about initially, encourages massive risk taking to end chases faster and improve your skill with the Killer.
Especially with Wesker and Oni, against good Survivors there are rarely "guaranteed" shots that always hit on target, decent Survivors will always be unpredictable and play in erratic ways to avoid hits. As Survivor it feels great to make them miss because you know the punishment is huge.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3220422#Comment_3220422
Thank you!
I find Nurse is fun to verse when the Nurse is decent or just 'good', because that's when the difficulty level is most adjacent to other killers while allowing you to partake in Nurse's unique and sometimes wacky counterplay. It's pure prediction on both sides and I enjoy those last ditch "you don't know what I'm doing if I don't know what I'm doing" moments. But a really experienced Nurse usually mops the floor with you before you have the opportunity to do anything (bonus points if there's starstruck/if) and a baby Nurse just feels bad.
I feel that so much, an average Nurse is some of the most fun in this game!
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@adsads123123123123 said:
I was playing Clown and there was a lot of ggs, especially when I got 0k. I switch to Plague then 4k 20 matches in a row and not a single gg. Very strange.
It's weird, isn't it? I try to say GGs as losing Killer and Survivor unless it was like a really awful Killer or the Survivors brought 4 BNPs and stealthed the whole game.
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@Marik1987 said:
Well... if Sadako had anything in her kit to slow the game down it wouldnt be necessary to play the way she is played currently. Pig for example wins most of her matches (if u believe in some inofficial stats). Why? Because she has an awesome slowdown which got buffed Recently. Imagine a pig without her RBTs. Oh boy, that would make her worst killer in the game instantly. No Slowdown and a bad Chase-Power. A few years ago killers had more time to chill I assume (when watching old videos I can feel its far slower than nowadays... maybe its a MMR-Thing).
Killers didn't have more time to chill, just more crushing gen perks and more crushing Killers. Without running the best perks on the best Killers, you actually had WAY less time to chill between 2016 and 2019 compared to now.
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@BabyCameron10 said:
Majority of people say he is fun to verse apparently but I don’t see it/feel it
Here are the reason why I don’t enjoy going against him:
His hitbox makes Huntress hitbox look perfect.
He is able to tunnel with ease
and His Voice Lines already annoy the ######### out of me.
It is mostly likely due to him still being new and everyone wanting to try him out but I think he will be a killer that I will want of finish Gens asap.
What do you guys think of him?
I really like him, I find him fun to verse and play as. He's challenging to win with and challenging to win against, but never overpowered in any respect. Whenever I get caught by a Deathslinger spear, Demo Shred or Wesker bound as Survivor I never really catch myself thinking "wow that was complete bs, their power is so easy to use and I get punished for BREATHING!!! NERFFFF" lol
He's very fun but he's also the kind of Killer where you either gain everything or nothing. You either do well with him, or you do badly make a mistake and suddenly you're in a really bad position. Even in chase he's very punishing if you don't hit your bounds perfectly.
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/3214666#Comment_3214666
Let's ban them. Better yet let's find out who they are so we can sue them.
Sue them INTO THE GROUND, I'll get you OnePumpWillie! I'll SANCTION THEM ALL lol
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@Regulus47 said:
Wesker's a eugenicist and follows Nazi ideology.
Yeah.... He's a Killer, he's not SUPPOSED to be a good guy lol
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@Xernoton said:
A killer trying to use her power to win? How dare she?!
It's INSANE, how dare they try to use the most gimmicky and difficult power in the game to get kills??
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@ReverseVelocity said:
Iridescent Tape is a nuts addon to be honest, I can imagine it'd get looked at
whenif she ever gets a balance pass.Good luck, it's gonna be like Freddy where they just give her a really boring passive with zero chase power and permanent TVs. Would be fun if TVs gave passive Condemned tho.
@Official_hilbert said:
This last week every time I play against an Onryo they have all done the same tactic over and over again and it’s getting ridiculous.
With constant teleporting to tvs, addons that give comdemned when doing actions, tv placements on maps being completely inconsistent, and Onryo slugging on top of it all, has been a nightmare to face.
They try to go for full condemned which I’m not saying is bad, but they slug is the problem. Plus the tvs are too rng dependent and way too close together or apart. I had two tvs right next to one Gen and after teleporting to both got two levels of condemned off.
On top of that, inserting a tape doesn’t interrupt the Onryo teleporting at all. Do if you’re right at the tv ready to insert the tape, nothing stops her from teleporting.
In my opinion, the addons that apply condemning to healing shouldn’t apply if they’re downed. The slugging is just annoying at this point. Can they also please fix the tv rng, every Onryo I have faced has been like this and it’s getting completely unfun to face
Wow, I am so happy Sadakos are playing the game correctly. But to answer your question, not complaint, "how do I counter a Sadako going for a 4 Condemned kill playstyle?" I would answer "go do TVs." Take tapes, turn off a lot of TVs. Stop complaining and actually engage with the Killer's base mechanic, if you're being slugged often then play in a 4 man SWF. Run Unbreakable, Flip Flop and Tenacity lol. It's not difficult.
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@Bot_Salvo88 said:
Just watched this video about the new Finishing Mori PTB and a very cool bug happened.
This ######### is just like a Mortal Kombat fatality, I really like this! It kinda makes sense too, since Moris are basically Mortal Kombat fatalities anyway.
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/3214452#Comment_3214452
It is a horror game after all. How did you feel after reading the body? Any thoughts?
It's not very scary though, is it? Outlast 1 and 2 were scarier.
@RiskyKara said:
To be open and honest this community has an issue with keeping their enthusiasm to themselves sometimes. With such nicknames involving 'Daddy Mikey' and 'Vommy Mommy' we know exactly where a lot of people's heads are at. We've all run into people unashamedly using usernames such as 'Ghosties Boyfriend' and 'Rin's wife' that serve to scream to the wider world what they so desperately need.
The entire genre of American horror is honestly embroiled in the concept of desire, with the classical trope of the 'final girl' being one who is able to keep herself, to herself.
I lurk these forums and the reddit, not to mention make some general pre-game and post game chat, and I've noticed a severe lack of love and lust for Wesker. That's not to say he isn't popular, but I've noticed his popularity ranges from 'like a friend' to 'good killer mechanically.' I know he's licensed and had a solid 30 ish years to attract a fanbase. But I notice that even before DBD his role in memes were purely for memes and quotations. It just feels like a strange absence or blind spot in the romance side of this community.
I admit, as much as I love Wesker I don't love him like some fans love Pyramid for example.
Have you guys run into Wesker fanboys and fangirls? They've gotta be out there, or maybe he's just not made of the same stuff as Clown and Huntress are?
As a Killer? Yes. Do I consider him attractive? Kinda charming, so I guess yeah (he's also way better looking in Resident Evil 5, his character model looks much better.)
Are you shaming people who are just innocently enjoying the design of certain Killers? Also yes.
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@kizuati said:
Hello this is styled this as a developer update for funsies - if you haven't seen Part 1 - click here.
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We're back with a scheduled continuation of our unscheduled developer update,focusing on many upcoming changes coming to Dead By Daylight soon in the 6.9.0 PTB. In this edition,we'll cover technical updates to the game,perk updates,spawn logic changes & more Killer changes.
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Generator Speeds:
A lot of KIller players have been in this situation. You start the chase with a survivor,down them rather quickly,get to a generator that's about to get done and stop it at the last second..only for 2 more generators to activate in the distance. Sucks,right? Well we're going to address this,but not the way you think.
Going forward we're going to be retiring the Shroud offerings. This is due to us updating the Survivor spawn logic to either spawn in pairs of 2 or all together. This will naturally force survivors either to inefficiently stack up or to spend time spreading out instead of lucking out with their spawn. Believe it or not,this will massively skew the game's start towards the Killer's favor and allow them to pretty effectively apply pressure.
Additionally,some problematic items and addons in regards to generator speeds will be addressed in this mid-chapter as well.
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Items: Buffs,Nerfs,Reworks
It's been a hot minute since we did a major change to the item roster in Dead By Daylight and we think it's just the time to do that.
Medkits:
- Camping Aid Kit - 16 charges,bonus speed for healing others is 33%,self-healing speed reduced to 75%.
- First Aid Kit - 16 charges,bonus speed for healing others is 33%,self-healing speed reduced to 85%.
- Emergency Medkit - 16 charges,cannot be used for healing others,self-healing speed reduced to 105%.
- Ranger Medkit - 32 charges,can only be used for altruistic healing,bonus speed for healing others is 45%.
Dev Note: Medkits' time efficiency has been significantly over-performing for a while and required a substantial nerf. We hope these changes will now bring them back in line.
Toolboxes:
- Worn Out Tools - No Changes.
- Toolbox - Charges increased to 24.
- Mechanic's Toolbox - Retired.
- Commodious Toolbox - Decreased repair speed bonus to 40%,added a 15% sabotage speed bonus.
- Engineer's Toolbox - Charges increased to 18,removed sabotage speed penalty. Increased great skill check zone by 5% relative to it's current size.
- Alex's Toolbox - Removed the ability to be used on generators.
Keys:
- Broken Key - Increased time of use to 30s.
- Dull Key - Increased time of use to 15s.
- Skeleton Key - Decreased time of use to 25s.
Maps
Maps are being retired this mid-chapter. In the coming mid-chapter we seek to rework maps and keys into one uniform item instead.
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Survivor Perk Changes
Meta Perk Updates:
- Prove Thyself - No longer provides the repair bonus to your teammates. For the same result as pre 6.9.0 PT speeds,all survivors repairing a generator will have to sacrifice a perk slot. Now grants Objective points that do not count towards the objective cap.
- Dead Hard - No longer uses the Endurance status effect. The perk can now be used in Deep Wounds,but if you're not in deep wounds,the perk will put you in them upon tanking a hit. This change mainly seeks to make DH work while you're being tunneled.
- Boon: Circle Of Healing - Removed the Self-Healing ability. Upped the healing bonus back to 75%.
- Iron Will - Removed the exhaustion aspect of the perk. Additionally we have now returned to additive calculations of survivor grunts,which means with No Mither and Iron Will you can be completely silent once more!
- Reassurance - Now works once per hook state,instead of instance.
- Hyperfocus - The perk's synergies have been reduced. Now when attempting to use it with Stake Out and toolboxes at the same time,the perk will simply not trigger Stake Out's effects. Using it alone with Toolboxes or with Stake Out will still work. This limits it's power,but still allows for synergies with either Stake Out or Toolboxes,but not both.
- Self-Care - Allows you to heal yourself with a medkit at a set 100% speed with a 50% efficiency bonus.
Non-Meta Perk Updates:
- Buckle Up - Once a survivor has been slugged for 16 seconds,all survivors can see each other's auras until the survivor is picked up by the killer or survivor. Boost recovery speeds by 33% in a 18m radius of you.
- Dance With Me - Allows you to get a fast vault regardless of your angular momentum.
- Calm Spirit - Removed the speed penalty.
- Decisive Strike - Stuns the killer for 3,5 seconds,disabling their power for 6 seconds. Activates on both hooks. This change limits it power on weaker killers,but stops the high mobility ones from instantly catching the survivor they're trying to tunnel with their power. As the perk is deactivated in the end game,there is no one affected by it but tunneling Killers.
- Head On - Reduced the exhaustion timer to 35s.
- Kinship - Added visual indicator on the survivor portrait,that's only visible to other survivors.
- Bite The Bullet - Hides the auras of the healer and the healed person while the perk is active. Now also applies in reverse,whenever you're being healed.
- Visionary - You see generator auras within 48 meters. The 3 generators closest to each other are highlighted in a white aura.
- Deja Vu - You remember the mistakes that are about to happen. Whenever you're afflicted with the exposed status effect,see it before it's revealed to others and once per trial,ignore the exposed status effect.
- Solidarity - Boosted conversion rate to 66%,added visual indicator.
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Killer Perk Updates:
Meta Perk Changes:
- Call Of Brine - Reduced regression rate to 175%. Removed the informational aspect of the perk.
- Dead Lock - Reduced time for which a generator is blocked to 25s.
- Hex: Pentimento - Reduced generator speed penalty to 15%.
- Jolt - Now works with special attacks. Based on a 32M radius around the survivor going down.
- Overcharge - Removed the difficult skill check. Now speeds up generator skill checks by 15% and removes the great skill check. Overcharge's secondary effect (beyond the regression) can only apply to one generator at a time.
- Eruption - Reduced the incapacitated status effect to 10 seconds. Reduced the cooldown to 23 seconds.
- Hex: No One Escapes Death - Removed the haste bonus.
- Scourge Hook: Pain Resonance - Once more no longer makes the survivors scream.
- Dead Man's Switch - Upped to 50 seconds.
Non Meta Perk Changes:
- Iron Grasp - Allows you to lunge while carrying for 50% the distance.
- Fire Up - Increased the bonus to 5%. Now applies to hooking,stomping boons and opening lockers.
- Brutal Strength - Now affects stomping out boons.
- Agitation - Increases pick up speed by 10%.
- Mad Grit - Allows you to drop a survivor once without a wiggle progress penalty.
- Grim Embrace - Reduced unique hook requirement to 3. Upped the generator block time to 45 seconds. Upon activation all generators lose 5% of their progress before blocking.
- Hex: Huntress Lullaby - Now caps at 3 stacks. At 3 stacks survivors suffer from 35% faster skillchecks with reduced warning time.
- Hex: Coup De Grace (Formerly Coup De Grace) - Permanently increases your lunge speed by 50% as long as the Hex totem is standing. Revealed to the survivors once you injure a survivor with a lunge attack.
- Overwhelming Presence - Instead of being based on the TR,the perk works in a flat 32M radius of you,unless you're undetectable. Additionally,survivors passively lose charges around you at 25% of the normal rate.
- Oppression - Now also allows you to kick a regressing generator. Cooldown reduced to 40 seconds.
- Dragon's Grip - Has a cooldown of 15 seconds upon downing the exposed survivor. If the survivor isnt downed,suffer no cooldown.
- Lightborn - No longer stops flashlight beams from thinning,tricking survivors into thinking you're getting blinded.
- Nemesis - Your obsession is permanently afflicted with the Oblivious status effect.
- Dissolution - Works on a flat 38m radius instead of the TR.
- Predator - Scratchmarks stay lit for longer. Also stops the perk Lightweight from masking the survivor's scratchmarks.
- Starstruck - Increased exposed duration to 40 seconds.
- Thanatophobia - Now caps repair,cleansing and healing speeds at 95% of the normal speed when there are two or more survivors injured.
- Unnerving Presence - Causes skillchecks to appear on more interactions like Sabotaging,Mending and Opening Exit Gates.
- Beast Of Prey - After 15s in chase,you no longer have a red stain. This effect lingers for 5 seconds after losing chase.
Killer Updates - Part 2
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The Deathslinger
- Increased movement speed to 112,5%.
- Reduced mending time to 5 seconds.
Dev Note: Caleb has received a substantial but deserved nerf in the 5.3.0 patch and we think it's about time we give him some more love. He's the first Killer in-between the 110 %and 115% speeds and we're excited what people think of his current balance.
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The Blight
- Reduced movement speed to 110%.
- Now suffers a 2 charge penalty after hitting a basic attack.
Dev Note: The Blight's extremely strong catch up power (especially with the reduced injury speedboost) has proven a bit too oppressive. We aim to make him weaker as a regular Killer,leaning into his power more.
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The Plague
- Slightly reduced movement speed while using the Vile and Corrupt Purges.
- Significantly skewed the baseline corrupted fountain to spawn towards the middle of the map.
Dev Note: We found Plague to be a little bit too forgiving while using her purges in terms of distance. However we wanted to stabilize her RNG by focusing her one fountain in the middle of the map.
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The Mastermind
- Lowered the Hindered status effect on full infection to 2%.
- Removed infection progression in chase.
- Slowed infection progression by 15%.
Dev Note: We felt it was too easy to tunnel survivors out when they were already infected - it progressed fast and the hindered felt very strong. It was deemed unhealthy to have such a strong hindered effect - the insta-down from his power is enough deterance on it's own and we also slowed down the infection rates,stopping it entirely in chase. We don't want the infection to overshadow his entire power.
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The Pig
- Increased Crouched Speed to 107%.
- Decreased the time to go into Ambush by 15%.
- Halved the Jigsaw Box search time.
Dev Note: The Pig has started overperforming with the 6.1.0 patch and we decided to nerf her overperforming aspect,while buffing her in-chase abilities.
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The Oni
- Slightly increased blood orb drop rates.
- At the start of the match before getting in a single injured state,The Oni benefits from a 15% increased pallet kick speed. This is signified by a slight roar as he kicks the pallets during the early game.
Dev Note: The Oni is a great and fun Killer,although some survivors developed a strategy of pre-dropping every pallet at the start of the match,effectively never giving Kazan his power. We decided this was a little bit too unfun.
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PERFORMANCE UPDATES:
We'll be honest. Dead By Daylight is not running as smooth as we'd like it to. It's been pretty difficult to try and work with our existing code and we know a lot of you have been suffering from performance issues so we have multiple things upcoming for you all.
First: We're incorporating AMD'S FSR 2.0 into the game. This allows us to render at a lower resolution and bring it back up to your native one. This will be now automatically enabled with the auto-adjust feature on the resolution slider. (You'll now be able to even scale beyond your native resolution for better antialiasing just ticking the box asking you whether or not you want to push resolutions higher when your desired framerate is reached without your GPU dying)
Second: We'll be unlocking the framerate on PC by default. We want to push for 120 FPS to become the norm of smoothness on computers and we're hoping FSR 2.0 will help us to achieve that along with other changes under the hood.
Third: We're starting a large re-factor of the game's underlying systems that requires your support. We're going to be releasing a cosmetic bundle for a higher price than usual soon as a DLC. The profits from that DLC will go DIRECTLY to this. It's a lot of work,but we're slowly moving more and more game logic from the client to our dedicated servers. There are many benefits - less hackers,less lag,less performance taxes on your system!
Fourth: We're adding a lower graphics setting option for older generation console players. With us optimizing our code,some players might want to push the framerates even further with lower graphics settings. We're not taking that option away from you. In fact,we'll soon be overhauling our graphical options menu to include more detailed settings and newer AA methods.
With that... I hope you enjoyed this alternate reality train into a world where BHVR actually cranks their work up to 11 and we all enjoy the best version of DBD we could hope for. Feedback is welcome in the comments. Part One of our imaginary dev update trip can be found here: https://forum.deadbydaylight.com/en/discussion/348404/my-dream-patch-to-try-and-fix-dead-by-daylight-part-1
You put a space after every comma in most languages including English. Also, I guess I like most of these changes? I REALLY like the buffs to niche perks, though things like Nemesis are a little too strong (should maybe become a Hex or apply a longer Obliviousness effect every time you get stunned? then Fire Up is STILL way too weak. You could buff it to 8% per gen and it wouldn't be very crazy, because you need to lose gens to make it work.
Hysteria needs a buff, Fearmonger needs a small buff, your Overcharge and Call of Brine nerfs are very weird. I like Dissolution's buff, it shouldn't be a TR reliant perk at all because it can stop applying mid chase with stealth Killers, with Tinkerer, Hysteria and Obliviousness perks and the status effect. 38 meters is a little wide but the Survivors get a notification for it and you can slow vault pallets during that time out of the Killer's TR, so not the worst thing ever. I would maybe even make it just a map wide effect? Slow vaulting pallets is not very oppressive.
Weird Deathslinger change, good Blight change, terrible Wesker nerf. I know after this patch we would get a very interesting new meta, and good riddance to strong medkits and toolboxes.
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@BlueHorkew said:
While i applaud the devs for trying new things and changing up the game, i think the current system with the moris is fine, i think when the killer brings a mori or a perk that can mori you results in fun tension for the survivors, and the fact that doesn´t happen every game makes it special, seeing a hidden offering and speculating to be a mori , or having the devour or rancor prop up in match, it really catches you and leads to great tension. I dont feel like moris are toxic, they almost feel like a challenge, like now im really gonna tryhard, because this guy is serious or silly photobombs. Idk i just feel that the new system might make mori just an ending animation that you need to watch just so you get to the next match, like rubbing salt in the wound.
About the slugging changes, probably problematic in someways, but i guess the ptb will tell how people feel. I know this change probably took a lot of work to produce and i dont want to be the guy that just doesnt like change without trying, im just afraid that we might loose some interesting situations without gaining much in return
I like it as well, I don't know why Survivors assume Moris are somehow toxic.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3207600#Comment_3207600
The proposed new system wouldn't change that. If the killer wants to Mori, they will need to tunnel out 2 survivors, then slug the remaining 2 until they get them both on the ground at the same time.
And killers will be incentivised to Mori due to; the BP bonus from the offerings that require them, the ability to bypass hook states, or just the desire to secure a 4K.
So from when this goes live, every time you see a Mori offering, you know that you're either getting tunnelled or slugged. Before it might have been likely, now it will be certain.
This new system will suck.
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@Bot_Salvo88 said:
I don't know you but from my experience, every time a killer brought a Mori it wasn't nice. What happened was that the killer, in order to get the Mori, would tunnel every survivor one by one.
It's not really fun to be tunneled all match. If the killer also use a Mori on you it just makes you quit the game and call it a day.
If a single person is tunneled all game, how do you not finish 3 gens in that time? Why would a Killer using a feature of the game make you that mad??
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@Percival_nxs said:
honestly, I have 3000 hours but never like in this period I feel weak and powerless to use this killer, stealth against capable people is almost useless, I literally can't keep up with surv during the game, which obviously in this meta, they use to genrush more than ever, and it is useless to use gen defence perks with him because with ghostface I can not make many hooks against capable people.
The only solution is to go with noed and hope to recover in endgame.
.
Here's a huge tip: don't use your Stealth Mode to sneak up on gens, INSTEAD use it mid chase to finish off 99'd Survivors!
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@dugman said:
Continuing a series of threads about the least popular perks on the aggregate site Nightlight, next up is Freddy's perk Remember Me (0.57% usage)
Remember Me - You become obsessed with one Survivor. Each time your Obsession loses a health state, you increase the opening time of the exit gates by 4 seconds up to a maximum of 8/12/16 additional seconds. The Obsession is not affected by Remember Me. The Killer can only be obsessed with one Survivor at a time.
Slowing down opening the Exits is in principle not a bad effect. In fact, No Way Out is the #11 most used perk and it likewise slows down the survivors opening the Exits.
The problem with Remember Me, though, is 16 additional seconds just isn't a huge amount of time. No Way Out is popular largely because it can stall the Exits for a full 60 seconds (on top of giving a useful noise notification which gate the survivors attempted). Compared to that Remember Me delaying the gates 16 seconds, and only for the non-Obsession survivors, with no other effect is very, very weak.
On the face of it one way to buff Remember Me would simply be to extend its duration to 60 seconds to match No Way Out. (No Way Out would still give the noise notification while Remember Me would still not work on the Obsession so those are kind of a wash.) However, there is a possible problem with that approach, namely that these two perks would then combine to stall opening the Exits a full two minutes which might be too much of a delay.
I think a more interesting approach that gets around the possible problem of stacking too much with No Way Out would be to make Remember Me do something different from simply stalling the gates. For example, maybe if the Killer has No Way Out then the Exit gates, in addition to taking 16 seconds longer for non-Obsessions, would also regress if left unattended. That way Remember Me would become a possible counter to the survivor strategy of 99% completing Exit gates. And if the gates regress when not being actively opened, that extra 16 seconds becomes a bit more dangerous since it means the survivor has to actually stay on the gen that much longer all at once to actually open the door lest they accidentally allow it to lose too much progress while they are hiding or running off somewhere else.
I think the obsession should be affected by the effect and make the effect give an additional 30 charges to a gate unless another gate was already opened or the EGC timer has started.
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@Leachy_Jr said:
I've noticed that a lot of the recent killers have some add ons that would benefit being base kit, either because they're just nice or that there's never a reason not to run it.
They should do what they did to legion, make QoL base (fatigue add ons) and rework the add on(s) that effected that mechanic.
- Wesker: Leather gloves
- Dredge: Haddies calendar (pls im begging make this base)
- Sadi: Newspaper, mirror, fingernails, literally all of her add ons
- Artist: Festering carrion
- Binhead: Any box solve time add on
The list goes on.
Seriously, what's the point of keeping (for example) toy sword an add on and not base if the 4 twins players run it every match and there's never a reason to NOT run it?
I wouldn't say all of Sadako's addons... Actually nevermind. if they just made all of her addons base, they could really balance her properly because she's in such a bad spot right now.
I think addons should enable different playstyles, but they shouldn't decide if a Killer is any good or completely worthless.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/348268/im-having-trouble-playing-ghostface
I'm finding him pretty decent. He has a bonkers OP purple and tons of lethality. I run Discordance, LP, BBQ and Surge and do really well with him. Info is absolutely king, as you want to find people who won't know you are coming and can't easily be told where you are coming from. LP gives you massive early stalks too - 99% people, then pop them mid chase.
Driver's License and Drop-Leg Knife Sheath REALLY are not as insane as you think, he requires a massive amount of skill to make up for being revealed every 12 seconds.
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P100 and P90+ a few times. It was crazy lol.
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@MDRSan said:
In solo q, we’re a team so far as we’re all working toward a similar objective. Similar, not the same. I would like everyone to escape, and play to help my fellow survivors get out with me. My primary goal however, is to escape myself. There is no ‘b’, ‘l’, ‘o’,’o’, ‘d’, ‘p’, ‘o’, ‘i’, ‘n’, ‘t’, or ‘s’ in ‘team’.
So for the love of the entity, stop letting me get well into to 2nd stage on my 1st hook early in the game. If, however, you do choose to do so realize my secondary objective switches from ‘help teammates escape’ to ‘avoid helping teammates even at my own detriment because I’m just that spiteful’.
I brought circle of healing and you’re literally shoving a dull totem in my face? Boons? Never heard of them.
You get hooked? Sorry, I’m on death hook and am not going to be sticking my neck out.
You need a heal? You know, I would but I’m kind of busy with this generator.
If you're on death hook and working on a gen, that is what you should be doing. Not giving out heals because you're doing gens is a little stupid though. It's perfectly reasonable you don't wanna help a team that waits out your entire hook stage against a Killer that isn't camping.
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I can't get a single RPD match as Wesker recently, but in the first two weeks of Project W's release it was a lot more common.
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@Odawg241 said:
I don't want this post to come off too ungrateful, I'm grateful for any horror legends to come to the game in whatever form we get them.
I don't hate the idea of a one character licensed DLC's, however it is of my humble and relatively non-influential opinion these should be reserved for licenses that are less iconic but still widely recognizable, or one that's only known for it's killer and has no iconic survivor, or one whose killer wouldn't work in dbd but has an iconic survivor
Examples that come to mind include Buffy Summers, Cindy Campbell from Scary Movie, Isaac Clarke from Dead Space, The Fly, The Babadook, a killer from Outlast, Clarice Starling from Silence of the Lambs, Heather from the Blair Witch Project, Alan Wake, Big Daddy, a killer from The Purge, etc.
Having them by themselves is better than not having them at all, but imo Ghostface and Leatherface definitely deserved counterparts, and arguably Pinhead and Ash
Leatherface doesn't really HAVE an iconic counterpart besides the first movie, whose protagonist no one knows the name of. Pinhead has no iconic rival, Ghostface has Sidney Prescott but licensing "iconic" Survivors is the hardest thing to do for any property. They couldn't license Jamie Lee Curtis, they couldn't license Danny Glover, they couldn't even license Kyle Gallner from 2010's Nightmare not because the actor didn't wanna do it (he wanted to do it for free) but because the movie rights owners had the rights to Kyle's FACE in the movie, likely what also happened with Halloween.
Licensing Killers is much less of a problem but the only licensed Survivors in the game right now with correct portrayals are the Stranger Things teens and the Resident Evil Survivors, who are technically played by real life models and voice actors.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205675#Comment_3205675
More or less, DBD is balanced around the killer getting two hits for a down. As far as Wesker goes, he has a shotgun where he doesn't need to aim for the head. He shouldn't have a one-shot ability, period. His built-in Compound 33 is enough.
...Built in Compound 33?? He needs an ADDON to even use the pallet break and otherwise he's forced to vault every pallet which most Survivors in most loops can outplay. In some cases, you can even literally get behind a Wesker mid pallet vaults and vault the pallet behind him.
Also, Deathslinger Iri Coin. Starstruck Agi Nurse. Leatherface, Myers, Billy. All Killers that can instadown, what's the problem?
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205639#Comment_3205639
He has a one-shot ability, that makes him like Myers, to an extent. He's a bit like Legion and Nurse, too. He also has mobility, anti-loop, built-in slowdown, built-in information, etc. He's a little bit of this killer, a little bit of that killer.
He has a one shot and a Hindered effect to fully infected Survivors to encourage them to USE THE SPRAYS.
This applies slowdown which he really needs, because his power doesn't instantly do damage in most cases. Grabbing a Survivor and slamming or throwing them into a wall, while it looks cool, can sometimes take up to 8 seconds just to get out of the way. He wastes time doing this instead of instantly damaging like a Killer like Blight and while doing so, he loses the ability to use his power for mobility at all. His mobility is very limited and requires him to use both charges of his only power which are often better spent hitting people and applying infection, information on someone who just used a spray is pretty normal.
The reason he instantly picks up an injured Survivor after Bounding into them and why he's immune to flashlights is a few reasons: rewarding him for using his ability correctly which is still difficult against even decent Survivors and saving the insane amount of time wasted by using his cool looking power. The problem with cool powers that don't consistently instadown is that they waste a lot of time, which is why Killers with cooler powers have something to compensate like good map mobility, teleportation or a passive slowdown.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205507#Comment_3205507
Get rid of the one-shot down. He's not skillful enough to justify it. Killer mains complained and his hitbox became easy-to-use, like Huntress. One for one. A buff receives a nerf.
@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205547#Comment_3205547
Killers have basekit aura-reading. They can see the auras of gens. The killer needs either game sense or mechanical skill to justify one-shot downs. Wesker needs neither. Myers and Ghostface have no mobility and there's a lore aspect to their power. Billy needs mechanical skill and Leatherface needs to play tiles. Wesker is like none of these examples.
His hitbox is NOT easy to use because he moves at HALF the speed of a completely uncharged hatchet throw (he moves at about 14 m/s, uncharged hatchet moves at 25 m/s) it only makes sense his hitbox is wide to both encompass his first person view and to compensate for how slow he is even compared to a much wider hitbox Killer like Demogorgon with his shred. There is a lore aspect to Wesker's power, punching canisters of Uroboros has infected him with Uroboros as well and he wants to spread Uroboros all over the world. Myers and Ghostface have no mobility and they suck because of it, their powers tend to be inconsistent without overpowered addons for Myers or insane luck with Ghostface. Billy and Leatherface need to play tiles but so does Wesker.
Wesker needs skilful usage of his power in loops to get a hit. Wesker is limited by windows and pallets. Wesker needs mechanical skill, he has pretty limited mobility compared to a much stronger Killer like Blight or Nurse or even Hillbilly and Dredge which is compensated for with his infection slowdown. Wesker's power usage is very lore accurate, as he truly believes Uroboros is the next step in human evolution.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3198431#Comment_3198431
I am a little curious.
Why can Hag place her Phantasm Traps almost under the Hooked Survivor but Artist can't place her Dire Crows anywhere near the Hook?
Phantasm traps require the Hag to hit and she's 4.4 so she often relies on traps to hit, while Dire Crows facing the hooked Survivor could down both Survivors through Endurance and guarantee a hit and Artist is 4.6 m/s. She's already pretty powerful without this also, though it's very wonky when you recently hook a person and you want to check gens like how Twins feel with this mechanic lol.
Hag RELIES on her power but Artist technically doesn't.
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@Mandy said:
I can understand the thought behind this - thinking of Trapper traps as technically that's his power and he cannot use them by the hook, but I think disabling a killers power completely near a hook that they've been at for 7s is impractical as there are so many ways this can be abused - Myers in T3 for example wouldn't be able to go near a hook - so you'd have "safe spaces" on the map where survivors are protected and that's something that's very abusable.
Also the STBFL comment re toning it down...a lot of that is on the Obsession in the match, it's very visible if the killer is running this perk and has gained stacks, pretty easy from the survivor side to tell - so to reduce the effect the Obsession can quite easily take a hit and cause the killer to lose their stacks that they've built up. There's outplay around the perk, players just do have to consider what perks the opposing side is running in the game and play around them to a degree.
Well if they're keeping you in chase then they take you to the hook you could make the power re enable after a few seconds. It would still take a Myers camping at the hook to get this to work that way and you could just pause his Tier 3 instead of making him lose it. Count any situation where a Survivor drags the Killer into this zone a sufficient distance away and with enough time in chase as "not camping" except if the Killer gets a down.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3198415#Comment_3198415
I rest my case. Good luck with you future endeavours.
My name isn't Future Endeavors but thanks dude. You too!
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3198369#Comment_3198369
I would suggest you take on reading about cognitive biases and logical fallacies. It will do you good.
You may start with the strawman.
Using clever language and terms that most people including me are familiar with do NOT make your argument more convincing, your hours and personal cognitive biases stack AGAINST you and you're not immune from logical fallacies yourself like, "I'm better than someone with a lot more experience than me because I call them an 'Entertainer'".
He's a content creator, not a literal clown. Being a content creator doesn't make you better or worse inherently.
He doesn't play worse for content, he doesn't waste time cracking jokes when playing seriously, he plays the game. That isn't to say Otz is incredible or insane with every single Killer, like he's pretty bad with some decent Killers like Doctor and Deathslinger and misses the power more than people who have more experience with them. He does take this into consideration too.
He's not superhuman nor does he need to be to be decent.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3197935#Comment_3197935
I need to point out that the opinion of an entertainer, as popular has he may be, holds no more weight as the opinion any other experienced player. ( Not much ;) )
so you're saying your opinion holds about as much weight as Otz's then? I thought uhhh... Otz has been playing for over 6,000 hours since 2017. You're also saying your opinion doesn't matter, which yeah. I think someone who literally is paid to play DbD professionally since at least 2018 and is his actual career that he uses to pay bills and sustain himself and his wife for years with rent and food probably knows a little more about this game than you.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3198096#Comment_3198096
Maybe, but even so this would only punish camping on weaker killers anyway. Nurse, Blight, and Billy can be outside of the radius and then be on top of the hook in seconds. Huntress and Deathslinger can both proxy camp from a pretty big distance (Huntress moreso). Oh... and then there's Hag, who can camp from up to 40m away.
It's a good idea on paper but it just doesn't work.
Cool idea, hear me out: a Killer is drained of all their charges when near hook in this fashion with a lingering 15 second effect.
Nurse can't camp, because we know literally no Nurse ever goes for first Blink hits at 20 meters away (almost always 2 because skill isn't a factor to doing well with her), Blight would run out of Rush tokens, Leatherface would tantrum before getting close enough, Slinger is too slow and needs 18 meters to hit, Huntress is fine.. Billy would overheat.
Every single "but what if??" of yours is countered by literally, adding more conditions. Small map so "camping" is now literally anywhere? No problem! Just increase and decrease the numbers relatively to the map's size, so 12 meters is camping on Gideon but 20 meters is camping on maps like Badham, Haddonfield and whatever. It doesn't take an insanely genius Mastermind to add more code to a flawed system to fix it without doing something incredibly stupid like "pause the hook timer and disable killer power within 92 meters of a hooked Survivor on Midwich while increasing gen repair speeds by 45%, stackable with Prove Thyself."
Also nerf Nurse and Blight.
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@drakolyr said:
Fun times.
I didn't initially, when chases would end fast due to players using new DH and DS very inefficiently and being bad at chase, with Prove Thyself and tool boxes not being EVERY single game.
Now that chases take basically the same exact amount of time if not longer and that gens are technically going the same speed as before with Prove, it's a lot harder to play nice and not tunnel and slug.
In the first two weeks that people sucked at using Dead Hard and the meta was fresh, it was very understandable to want Killers to play nice and even possible. Then Killers still used old 6.1.0 Thana...... As Plague, Legion, Nurse and Blight......
If you want Killers to chill and play nice, stop doing GENS. If you want to not be a threat to Killers, be as useless to your team as possible and you won't get tunneled.
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@Ciabe said:
Edit: This is NOT a discussion of SoloQ vs SWF. Enough other threads arguing that.
Statistics are the best liars.
I don't doubt 39% is the actual mean of escape rate for all survivors from all matches globally. However, that is masking a very big lie through omission with selective statistical presentation. Pre Patch BHVR happily released perk usage rate by MMR tier to justify itself. Note how they did NOT break down escape rate by MMR this time. The reason is quite simple.
High MMR SWF survivors probably have an escape rate of 50-75% going off data I can find and I think most true high mmr killers would concur. Those high mmr survivors also play a lot of games. So you have a small subset of your playerbase, maybe 10-20% who play lots of games that are skewing the number higher to 39% (which already seems painfully low).
So this means our low and medium mmr survivors are likely seeing escape rates of 15-25%, 30% tops. My own data from just under 400 games since 6.x patch pegs it around 15-20% (yes I'm probably low tier mmr now) and I've seen similar data sets from others.
What we need is escape rate broken down into MMR ranges and SoloQ vs SWF. Would also be interesting to average every players individual escape rate, then take a global mean and median of all players. This would remove impact of a pro survivor playing 1000 games in a week vs casual playing 10 games in a week. If there is a huge difference between the mean and mode, that would heavily indicate stats being skewed by a few highly skilled survivors. Same thing is done in economics, looking at the average/mean income isn't helpful because you have a few outliers earning tens of millions of dollars while the median shows your more true "average".
I'm also unclear how they intend an elo based mmr system to function if they aren't aiming for a 50/50 win rate. Seems like they were really close to good pre patch with 47/53 (although even that was getting skewed by high escape rate survivors). If most of your survivor player base sees under 30% win rate and killers get over 70% win rate, your mmr distributions are going to look like two inverse curves. Fear my mspaint skills to see the issue. How are you going to make good matches when each player base is lumped together on each end? With two different pools you have to match between, you would ideally want them to be similar shapes. This is probably why high MMR killers had bad queue times early on before they widened the spread.
....If high MMR Survivors are getting much higher escape rates than lower and medium MMR Survivors, doesn't that mean this is a Survivor-sided game and that a 39% escape rate is actually pretty reasonable considering what it is at high MMR, and that 47% escape rate was NEVER considered low to begin with?
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@Pulsar said:
Gonna keep saying it until something is done about it. Survivor is an absolutely miserable experience. Included a long video just so that it was clear that this isn't some gen rushing squad and that I wasn't being toxic.
Anybody wanna guess what happened after I got unhooked? If you guessed, "He tunnels straight off of hook through BT and bodyblocks", then congrats, you'd be right.
This is Bubba, Nurse, Spirit and Blight. Not every Killer in the game.
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@Bran said:
I could say almost the whole roster, but I'll settle with Ghost face.
I don't need to really explain, but he's weak.
And he doesn't have an addon the shows survivors auras through walls for some reason. I thought he did and wanted 700k trynna get It. It was a pig add on I was thinking of. a PIG one. Outrageous.
He's just too easy and fast to reveal, really bad mechanics wise.
@K139K05 said:
Blight, sadly.
I tried to play him but his turn rate (even with add-ons) feels worse than Onis. But I recently watched Tofu's Pallet Break Video and he could turn better than me (even with adrenaline vile).
Is there a hidden technic to turn more or is just putting your sensitivity all the way up to 100%.
Also Hillbilly feels very weak and unrewarding, especially against experienced survivors. And to make it worse, there are pretty annoying maps for him, making enjoying him very unlikely.
I also have bad experience with set-up killers, since you get:
a) completely stomped with almost no hooks
or
b) two or all survivors die with little stress.
There's a binding in the keyboard settings called "Look Left/Right" that you can bind to keys on your keyboard that always give you the max turnrate with Killer abilities like Oni, Blight and Billy (even though they don't output the max turn rate for normal gameplay.) Try it and you will see you can literally turn 100 degrees to your side as Blight.
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@sizzlingmario4 said:
I feel like most of the time, you kinda need to combine it with NWO to really get maximum potential.
But it is certainly not a bad pick in endgame builds.
That and maybe Blood Warden just to bully Survivors into panicking into opening gates. Endgame builds carry massive risk however. If you're good at finding Endgame Survivors, great but often the risk is really not worth it.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3195005#Comment_3195005
No killer playing their best should be thought of as being so low that they may as well be a perkless survivor.
Factually they are tho. Perks on Survivor aren't that insane.
