ByeByeQ
ByeByeQ
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It's just another meh survivor aura perk, on par with Alert. And that's only if the game gives you skill checks.
Bond is still the best choice for an aura perk for survivors. It's always on, gives more information and can help you get healed.
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Playing against him as survivor I have found him boring at best and frustrating at worst.
When chased with some distance it's just hold W and change direction if he sends out a guard.
When chased with little distance and he uses a guard it's frustrating because you have to run from the guard and the Knight just cuts you off.
I can understand the guards ignoring windows but them ignoring pallets completely is just stupid.
The counterplay is only fun if you can somehow get to the banner.
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I agree that the new pallets are too grey and faded and overall harder to see. Even just the normal pallets on the older maps are now harder to spot.
I don't think saying "you'll get used to it" is a valid point here. People with poor eyesight, cheap monitors or playing on a Switch with some screen glare will definitely have a harder time playing regardless of how much they get used to it.
I don't think they should revert the changes but they should make them brighter and the red and blue more prominent/brighter. Players will feel forced to use Windows of Opportunity as an accessibility perk now.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3212491#Comment_3212491
I think that this is a common feeling amongst veteran players, but I think a lot of that comes down to being paired against weaker killers moreso than strong allies.
Could the rank system have been reworked into something decent? Maybe. But that's a fait accompli at this point.
From my experience, MMR has produced better games than what came before - win or lose, I'd say that maybe 3/5 of my games feel mostly 'fair', as opposed to 1/5.
Honestly back when I was playing with color-based matchmaking once I got to red ranks I thought 4/5 or more of games were fair. I was usually the weakest link on the team and I had a hard time, but I still enjoyed it more than the randomness I experience now.
The Rank system was decent. They just needed to not destroy it. That was in 2018. They gutted it after that by removing the matching based on rank colors and players used to lose about 10 ranks every reset which they just changed to bumping them down a color. I still think the Emblem system would be incredible and much better than MMR now if they had believed in it and stuck with it.
You reference you remember the Rank and Emblem system in 2020. Did you get to experience it in its heyday in 2018? Because in 2020 it was a pale shadow of itself. It's like they purposefully destroyed it so people would think MMR was an improvement.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212808#Comment_3212808
Ideally you're playing the "weak" pallets as an M1 killer, because there's almost no way you're gonna a get a decent survivor with your power there. All they have to do is not jump and drop the pallet early. They know as well as you do that it's somewhat easier to hit them once the pallet is down, because then you can potentially Bloodlust them down. So they just wait for you to commit and pallet stun you. They can do this with basically every "weak" pallet in the game except for the underground one in Temple.
I don't recall asking you for advice on weak pallets.
I crush people on Midwich when I play Clown, Bubba or Legion, among others.
If I am close enough there is no safe place for them to run on Midwich. There's no shack and nothing really safe that lasts for long. If the survivors don't find the gens quick and get them done quick, I harvest their souls in offering to the Entity.
I also find it much easier to find and close hatch on Midwich before the last survivor finds it.
There are areas of other maps where I am literally afraid to chase a good survivor as an M1 killer. Like parts of the game, Father Campbell's shack usually, sometimes the center of Suffocation Pit and Garden of Joy's main building. When survivors head to those areas I more often than not look for a better target instead of following them. Midwich has nothing even close to that.
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Movie: Little Shop of Horrors.
Game: Bioshock. I've always dreamt of a Bouncer Big Daddy skin for Billy and splicer outfits for survivors.
I can't think any books.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212754#Comment_3212754
We clearly have different definitions of weak and strong pallets.
- There's the one in the medical room that is certainly strong.
- A decently strong pallet can spawn in a tile in the courtyard.
- There's the one by the stairs that I guess is strong. Yes the killer has to break it to continue chasing but it's not loopable.
Those are the ones I count as strong.
There is the bathroom pallet that is a strong pallet too. I don't consider it strong because once the survivor drops it they can't get away to anywhere safe and even if they have Dead Hard it can be easily waited out.
Maybe the pallets by the hidden room can be strong but it's not hard to zone a survivor there where again they can't get anywhere safe.
The rest of the pallets mostly have fairly small loops that are weak, especially once the survivor drops the pallet.
The Gideon Meat Plant has more strong pallets in the quadrant by the basement than the entire Midwich map has total.
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There are only 2, maybe 3, strong pallets on the map and the rest are all fairly weak.
Once the walls are broken almost all the windows are pretty weak.
The map is small so killers like Nurse, Hag and Doctor have a pretty easy time on it.
The gates are too easy to guard.
I rarely have problems with hooks on Midwich, but running Agitation all the time helps.
Survivors often have trouble finding generators on Midwich.
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Old Haddonfield wasn't as bad as new Haddonfield.
Once they kept the god window by the basement closed I actually grew to like that map. Especially when I played Trapper.
Seriously why did they have to make the street so damn wide?
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There a no incentives in the game to encourage killers to not camp and tunnel.
BBQ & Chili wasn't that good of an incentive but it certainly helped.
I miss my stacks.
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yawn
Because any "braindead" killer can figure out that tunneling and camping are the easiest and most effective strategies to win.
Barring the actual perk BT, OTR and Dead Hard, hard tunneling can often avoid extra health states. It takes less skill to tunnel than play more fairly and salty survivors love to use hyperbole and say "0 skill" or outright lie.
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If you go back to when the matched based on Rank color, I think it did, yes. Before about mid-2019.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3211787#Comment_3211787
Hah. Yes, you were.
I'm not sure how much you played back then, but every month, on the 13th, Ranks would reset and thus would MMR.
For the rest of that week, you could be paired with/against anything from a 30 hour newbie to a 1000 hour monster.
Killer was also borked because it was super easy to rank up, meaning that you'd either have to 'manage' your rank (see: deranking - which was rampant, so frequent that even prominent community members were doing it and completely broke the system) or you'd quickly start facing opponents way beyond your skill level.
This was my experience as a new killer in 2020. It was brutal.
I played a lot back then. Much more than I do now. That was back before the devs seemed to phone everything in. I was a perennial rank 4 solo survivor.
I never said it was perfect. It certainly had it's problems.
But I still miss that old system. It measured more than just kills and escapes.
It boils my blood thinking about how much better DbD would be know if they kept the Emblem and Rank system and continued tweaking and improving it and instead spent the time they spent making the MMR system on something else. With DC penalties alone the rank manipulation would be greatly reduced.
By 2020 it was a shadow of itself anyway after they took away the color-based matchmaking back in early 2019. At that point it was pretty much already being decommissioned because they were working on MMR already. When they downgraded it from losing 10 ranks to just going down 1 color it was a massive downgrade.
Their approach to matchmaking is flawed. They care about queue times first and matching based on skill second with some stupid kill rate in mind they want to achieve. Fun is factored out.
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If you're not going to fix it any time soon can you at least disable the ritual?
I've gotten this bugged ritual 3 times this week already. Come the F on.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/348759/does-anyone-else-miss-emblem-based-matchmaking
Short answer: No.
Long answer: Hell no.
Let me see if I can explain why.
https://forum.deadbydaylight.com/en/discussion/comment/3211383#Comment_3211383
Chill for who exactly?
RBMM made things easier on veterans, as they'd be paired against (on average) easier opponents than they are now.
It was a bloody nightmare for newbies, especially factoring in a week every month where the game basically had no matchmaking whatsoever, due to the full reset.
https://forum.deadbydaylight.com/en/discussion/comment/3210949#Comment_3210949
Define 'everyone'.
https://forum.deadbydaylight.com/en/discussion/comment/3210024#Comment_3210024
You really didn't, though.
The first week after the reset? You could be paired with literally anyone.
Even after that - I was in purple ranks within my first month of playing, and facing off against 1000+ hours people with less than 100 on my side.
With color-based Rank matchmaking at least once you got into purple and especially red ranks you weren't getting teamed with once a week casual gamers and complete newb-taters. Also we got to know our rank back then so at least we had a much better idea what we could expect from matchmaking.
Generally speaking once I got to red ranks I consistently got paired with good teammates. Sure there was the odd one out who got carried there by their friends but it was still pretty consistent.
When I play SoloQ now I have no idea what my rank is and the matchmaking seems to be essentially random and team compositions are generally horrible. There is nothing consistent about MMR except it being consistently bad. It seems like what was the first week after reset back then is all the damn time now.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/3211060#Comment_3211060
For what pc players? I highly doubt there could be a overall database leaderboards across all platforms but i could be wrong. Name of player associated with the killer being used and they're overall results? I would love to see that.
https://forum.deadbydaylight.com/en/discussion/comment/3211065#Comment_3211065
No shes not at all none of you know or seen a top Sadako! Your comment about "the only successful Sadakos "you've seen" run Overcharge etc is limited to just that what you've seen. The builds i run with Sadako are unique and synergize and i wreck with her at least with a 85% win rate. This means i constantly 3 and 4k with her and rarely lose no matter the map!
Clown is one of my killers too and i love Clown but hes still weak and cant be compared to killers like Huntress and Hag at all. I win with Clown and do well but i also lose with him thus lowering my mmr with him. I dont lose with Sadako almost at all and the reason that is is because Sadako is bs! I know how good i am but i also know its the character too.
https://forum.deadbydaylight.com/en/discussion/comment/3211076#Comment_3211076
Yeah and at the highest level against high calibur he still isnt nor has he ever been top 5! I've seen good Spirits and Artists the killers are good you just want me to put them S tier or above other killers and i just dont see that because they are not S tier killers.
Hag is in a tier of her own and artist doesnt even come close to being as good as Hag are you kidding me!? Hag gets hits for free, Artist has to work for her hits, big difference!
Sadako is not A tier. Period.
You are obviously biased.
I am more scared of all the killers you put in your A and B+ tiers than her.
@Chocolate_Cosmos said:
I stopped at Sadako.
I regret not doing this and promptly leaving the thread.
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Sadako is so weak it's pathetic. Whenever anyone asks "Who's the weakest killer in the game?" Some people chime in with Sadako.
The only successful Sadakos I see are running Overcharge, CoB and Merciless Storm or other nasty full slowdown builds.
I do very well with Clown and he is one of my mains, but I can still admit he's a C or D tier killer.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3210488#Comment_3210488
Hiding in a locker is not counterplay. He can still just throw you on the hook.
Counterplay is not feeding him THAT much succ.
If he's in tier 3 and moving slower than normal, then hiding in a locker is counterplay. Especially if you are not dead on hook and even then it wastes his time.
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No, you can turn cross play off yourself in the options and it shouldn't be forced on everyone.
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One of the most interesting interactions between survivors and killers in DbD is trying to get or avoid flashlight saves.
They're making flashlights harder to use so we'll see less of those interactions. It will make the game more boring.
If they limited the flashlight clicks to 5 clicks per second I bet that would be a sensible solution. Instead it's less than 2 clicks a second or something ridiculous and it devours the batteries.
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@Gandor said:
It's not just franklins. It's also some addons that consume item (or itself), or killer's power that force you to drop it (and sometimes you can't pick it up again - especially against pinhead), or some archive challenge that "forces" you to carry different item. The only one that gets full value every game is AFAIK black ward.
And map offerings are fine. Delete them, and you can delete scratchmirror meyers & other niche stuff that requires specific map.
Your scenarios constitute a rare minority of cases. Franklins is the most common and ran less than 5% of games, Pinhead less than 3% (and how often is it actually a Franklin's/Hoarder Pinhead?) and killer addons that make players drop items are trash. I can count on 1 finger how many times I encountered an item-dropping addon as a survivor. No one should be trying to protect a brand new part or a styptic/needle med-kit with a ward, that's just silly. If a survivor uses a White Ward while attempting a White Glyph or other challenge then that's on them for messing up.
More than 90% of the time a White Ward will safely get your item and addons out of the match should you die.
A more valid point is that a White Ward is wasted if you survive.
Do you actually have a problem with my suggestion to slightly buff Sacrificial Wards or are you just saber-rattling?
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@Gandor said:
I don't like this. If anything, focus on solving tunnel/camp. This is hiding the problem and curing one of the symptoms. Getting 10K BP does not magically make the game more enjoyable after face camp + tunnel.
It might not make it more enjoyable but it's not meant to.
It's just meant to make those crappy rounds slightly more rewarding.
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Blast Mine is already a trash perk for the most part. It could be used to counter Pop Goes The Weasel and finish a gen in the killer's face while they're stunned, but most of the time it's just a small waste of the killer's time, prevents a little gen regression and a "Haha, I stunned the killer" moment.
For me I know all the tiles and maps pretty well already. If I got blinded while kicking a gen I would still be able to move in the direction I want to go while blinded without getting stuck very often. I don't even think it would be much more than a minor inconvenience even for players with less experience.
Without the stun the killer archive challenges no one would run this perk so if you remove the stun it won't get ran at all.
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@WesCravenFan said:
We just need to give Myers a Kill mori for the Locker when he is in T3.
Just remove all counterplay to the Tombstone. That's a great idea.
Honestly I wouldn't be against it if the Tombstone Piece got deleted.
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I play a lot of Bubba and he's just up the creek without a paddle against good survivors. It's almost like not having an M2 at all.
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If it hasn't been added by now, I don't think it ever will.
I hope it doesn't ever either. DbD could never do a xenomorph a proper treatment.
DbD is best suited for budget horror movies.
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Every day I play DbD I miss it.
Back when you matched with your own rank color was the best time for DbD's matchmaking. You knew your rank and you had some idea of the quality of the teammates you were getting.
Now as a SoloQ your teammates are essentially random.
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I think it is a good change. I don't get sick or have seizures but quantum-speed clicking can make my skin crawl.
@Sluzzy said:
The removal of the clicking and the way the flashlights worked will make them undoubtedly and without a doubt less fun to use. I don't think DBD needs that right now. Survivors have already been packing their bags and leaving from what I can see.
If survivors who macro or scroll-wheel flashlights are leaving the game, screw them. It's probably not the only reason they're leaving. They're more likely to leave because the game is stale and they're bored.
Survivors can still click their flashlights and and have fun.
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@sizzlingmario4 said:
The cooldown is fine the way it is. You should be punished for getting hit mid-sabotage and it’s going to be even stronger with basekit UB coming.
What they should do though is change it to use the active ability button instead of M1, so accidental sabotages when trying to heal can’t happen.
No it is not fine.
Sometimes you want to heal the survivor right under the hook after unhooking and since Sabo uses the same input (M1 on PC) the hook can vacuum you right in and make you try to sabo it and then you're stuck on cooldown.
It's a crap perk as it is.
If a hook is actually sabotaged then you should get the 90/75/60 second cooldown. If the hook isn't sabotaged then it should incur a 5 second cooldown, just enough to stop the survivor from being able to take a hit and still get the sabo off when the killer is trying to hook while carrying.
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I still to this day why they removed distance fog/blur. If any game should have it, it's DbD.
Over the years they seem to have discarded more good than they've kept.
RIP Maurice.
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Killers already can pretty much ignore DS with its negligible effectively 2 second stun duration.
With 45s UB base kit I'll eat DS all day long and not care. I'm coming for dat arse.
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I'd take a bribe like I've suggested to stay on the hook longer.
@ByeByeQ said:
Give survivors a bribe to hang around. I think this could especially help SoloQs.
I am envisioning something along these lines:
In first stage survivors should get 25 bloodpoints per second in the survival category just to hang there. Hanging in there and not trying to kobe is the best thing a survivor can do for their team most of the time. If they hang the full minute, that'd be an easy 1,500 points.
Struggling on the hook should be 400 points per skill check. (2,400 for 6 skill checks) Or start at 250 and increase by 50 for each successive skill check. (2,250 for 6 skill checks)
In total this could lead to survivors earning up to 3,900 points for hanging on the hook for the full 2 minutes vs the paltry <900 (15BP/s in struggle phase only) points we currently get.
I know this certainly would not eliminate suiciding on hook, but it would reduce it.
I know I would hang around for that 3,900 bloodpoints. It would be a worthwhile incentive for me.
I made a poll about this as well.
What do you guys, gals and non-binary pals think?
But 900 measly points in a lousy losing game... I'm going next and I don't care. Make me care.
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Which killer mains are on here saying "slugging is great'?
Please enlighten me.
A lot of people are saying base kit 45 second unlimited Unbreakable is not the solution, including myself, but I don't see anyone saying "slugging is great."
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3205994#Comment_3205994
Solo and SWF is not an absolute dichotomy.
You are not guaranteed an advantage when playing with friends, and you are not guaranteed to be paired with potatoes as a Solo survivor.
SWF merely offers the opportunity, the possibility, for coordination via communication, an opportunity that I can attest is not always taken advantage of. I often SWF without voice comms, and even when I do, I have voice in one ear, game sounds in the other ear, so no sense of directional sounds, and my friends spend the game talking ######### instead of making call outs. Throw in a discrete handicap to playing with friends and I simply won't.
As such, I much prefer playing Solo survivor, and my team mates are not always terrible. If you get players with decent game sense, players who are good survivors and know how to make good plays, you can communicate with as little as pointing and teabagging, and can pull off coordinated plays that the killer will assume must be a SWF.
For this reason, you cannot implement any significant mechanics that single out players who are in a preformed party. You simply can't know that they're at an advantage. They may not even have voice comms.
Instead, you implement mechanics that by their design do not give an advantage to players using voice comms. You create abilities that provide information that is superfluous to voice comms. Such as:
https://forum.deadbydaylight.com/en/discussion/comment/3206168#Comment_3206168
SWF does confer a guaranteed advantage. Being in a SWF means you have teammates that give a tish about you.
I didn't ask for a nerf to SWF, just a buff to SoloQ that anyone in a SWF wouldn't benefit from. If the SWF isn't on comms or listening to and watching a fellow survivors, that's them wasting their opportunity to coordinate.
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@fake said:
The idea to help solo queue is great.
However, since SWFs are not supposed to be punished for just playing with friends, one could argue that it is unfair that they cannot get this solo queue advantage just because they are SWFs.
I think it is really hard to buff a solo without buffing a SWF.
I don't buy the argument that "if you buff SoloQ you have to give SWFs the same buffs or they'll complain" argument.
They get to have fun with their friends, there is no punishment there, while SoloQs get punished everyday because they're lost and alone.
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@About8Genjis said:
https://forum.deadbydaylight.com/en/discussion/comment/3205895#Comment_3205895
It's like you said, the biggest meta shift, which caused A LOT of survivor players (especially solo players) to take a break, due to them feeling like the game has turned into a "killer-favoured" game.
The avg. escape rate of all survs together is 39%, tunneling is at an all time high due to DS being nerfed and even the basekit BT not really helping (especially against STBFL users), Nurse and Blight('s addons) still being unchanged after people making big discussions about them and how their powers/addons are problematic.
What I am seeing is not a "stagnant" player base but a base that shifted in both directions very fast: Lots of players leaving due to the changes, lots of players coming in due to the chapter (and coming back due to the changes).
Also, very convenient of you to not show the June/July stats, as this is the time period where said balance changes were announced and implemented and the stats speak for themselves:
How is June/July relevant? People came back for the anniversary and tried the new changes and left again just like they do every year.
When I say stagnant I am referring to year over year growth, which is true. The player base is always in flux month to month so it's certainly not actually stagnant like the Grim Pantry.
My point is more about the fact that despite having some of the biggest releases and meta shifts over the last 2 years, DbD is still in pretty much and hasn't grown in 2 years. I'd much rather they make proper changes to the game and if they did, I am sure they would see better player retention.
What stats site are you using? That doesn't look like Steam Charts.
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If the game is in such a good spot and BHVR continues to make good changes, where is the growth?
We just had a huge chapter drop preceded by the biggest meta shift in DbD history, yet the game is stagnant.
Sorry to interrupt you all snorting rails of copium. Carry on.
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Don't worry, I'm coming!
*loud Jeff breathing*
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@MDRSan said:
https://forum.deadbydaylight.com/en/discussion/comment/3204613#Comment_3204613
A throw is intentionally losing a match, not merely playing in a way that isn’t the most strategically efficient. No one should claim they can’t win a match unless they can leave their opponents on the ground for longer than 20-30 seconds. Will they be able to win as fast? Probably not. Is it worth it to give survivors a tool to not have their match be 90% browsing the internet in exchange for killers having to actually use the hook mechanic that’s been core to the game since launch? I think yes.
If everyone brings unbreakable or no mother today, does that mean survivors just steamroll the killer? Of course not.
Well for me I'll know I'm throwing when I choose not to tunnel when I play as Clown or Bubba. Currently sometimes I return to the hook and I can't find the rescuer and end up chasing and downing the recently unhooked. I like to leave them slugged if there are any gens left and I would get value from them being slugged because someone has to come pick them up. With 45 second UB, I know it'll be a throw to just leave them on the ground as another survivor doesn't even have to get off their gen and they'll be back up on their own.
As a survivor holding M1 on a gen and I see a survivor get downed and left slugged a fair distance from where I am at... Currently I am tempted to leave the gen to see if I can find a way to pick them up and possibly heal them to full. With 45 second UB, often it'll be a throw to leave my gen to pick them up and when they're up they can come to me for a heal if they even need to.
I'm not the only one who feels this way. Most killers don't need to tunnel in the current game to win. We still see a lot of tunneling.
If killers think they need to tunnel, how much more common do you think it will become?
If they do introduce base kit UB, 45 seconds is disgustingly too short. It should be double that, 90 seconds or 75 seconds at the bare minimum. Killers should know they'll get value from leaving a slug on the ground and survivors should know that they have to help their teammates off the ground. Survivors are fine with holding M1 on a gen for 90 seconds, why should they only have to suffer being slugged for 45 seconds?
@Seraphor said:
This will not prevent slugging, it will make slugging meta:
https://forum.deadbydaylight.com/en/discussion/348083/basekit-unbreakable-is-a-cursed-wish
- Killers will now be encouraged to slug for the 4K in order to skip hook phases, and will infact be forced to slug for the 4K if they bring a Mori offering.
- Solo survivor will be 'every man for themselves' as no one is going to come to the rescue of someone they know has Unbreakable. Why would they risk their own safety and risk giving the killer a Mori? Be prepared to hang out on the ground for your entire recovery duration, which may well be increased from the proposed 45 seconds.
An actual anti-slugging mechanic would look like this:
I can only think of a few scenarios where it'll be meta to slug with 4 survivors left in the game. Starstruck Nurse and maybe Blight, Spirit. Bubba when he gets lucky and somehow downs 2 or 3 survivors with one chainsaw and knows where the last survivor(s) is(are). Maybe a god Billy. I can't really think of many other scenarios where a killer can get all 4 survivors down inside of a 45 second window. Certainly not any Clown, Wraith or Pig.
For many killers the meta will be to tunnel 1 or 2 players out of the game first and then maybe slug the rest to end the game. Killers will hard tunnel more since they know they won't get as much value from leaving a survivor slugged.
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We need a slugging rework...
But not this slugging rework. Killers will have to tunnel to win, everything else will just be a throw.
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- I'd say no here, especially if the killer knows there is almost no progress on gens. If there are 3 about to pop, it's fine.
- The killer put themselves in a position to be flashlit, this is fine.
Bye. 🙋♂️
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Just happened to me too on PC/Steam.
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I honestly wonder how often the auto-kill mechanic will be used that this 45s UB base kit is supposed to be balanced by. Seriously, how often can a killer get all the survivors on the ground inside of 45s?
If they just added the auto-kill mechanic to the game without base kit UB, survivors would try to adapt. Then they could see the effect it had on the game and decide what to do from there. If survivors couldn't adapt and kill rates became too high the system could be tweaked or another mechanic could be introduced later.
Putting in both mechanics at the same time means we'll never actually know the effects on the game independent of each other. I think putting both mechanics in the game at the same time is a gross overreach.
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@Dwight_Fairfield said:
I wonder would we have gotten this statement at all if Otz and Spookyloopz had not spoken up about it.
Most definitely not. Both BHVR and the hackers need big streamers to promote their wares.
I've noticed Otz is streaming less DbD recently since he dropped that vid. This has to make BHVR go to DEFCON 1.
I am sure Otz would survive without DbD, but could DbD survive without Otz?
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@egg_ said:
They literally said they're comfortable with a 60/40 winrate, after a year of killer buffs that made solo queue and almost any non seal six team swf very unfun to play. The moment they give some QoL buffs to improve unfun mechanics though it's the end of the world. This stuff doesn't even come with next patch so they have a lot of time to work on it and rebalance numbers, but apparently a lot of you are unable to read this too
I could agree with you if they ever actually did it right. But they always overdo things.
At 45 seconds players can pick themselves up 5 times a game each without help with time left over before they bleed out. There are dozens of suggestions on these forums that would be far better for the game, but they never really listen to us.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202877#Comment_3202877
This is actually ancient data from right before I joined the Forums (I was lurking tho).
https://us.v-cdn.net/6030815/uploads/PSABWQYMV5JJ/image.png
To give some newer people some idea of how ancient, the newest Killer was Plague and the next Killer would be Ghostface, who was completely leaked in a Mid-Chapter PTB, iirc.
Yep, that's the one. Thanks for finding it.
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Just doing some quick math Wesker's terror radius affects an area just over 1.5 times larger than Doc's, assuming part of it isn't chopped off by map edges.
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I remember they did show the statistics at some point. I'm too lazy to try to find it now.
I remember SoloQs being more than 50% of all survivors, Duos being like 25-30%, Trios 10-15% and full Quads less than 10%.
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I remember when matchmaking was based on Emblems and Rank back when you only matched with players of the dame color rank as you. Once you got to purple ranks you started to get much better teammates than the randoms you get today as a SoloQ.
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When used properly, 1 person running 1 Unbreakable and getting 1 use of it is enough to pick up an entire team and give them a second chance and bring them back from the brink.
The proposed changes give every survivor up to 5 Unbreakables each.
It's hard not to see a problem here.
