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Devil_hit11

Devil_hit11

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  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198753#Comment_3198753

    Where are you getting 100% chance of escape? Base escape chance is 4%,Up the Ante is 9%, Slippery Meat is +4% and three extra chances, and Vigo luck offerings are +3%. Even with four luck offerings that’s only a 29% chance to get off per attempt which comes out to an 87% chance of escape in six attempts, not 100%.

    the math does not work that way. Up the ante is stacks 2 times. As to why it stacks 2 times, I have no clue and if you run slippery meat on all 4 survivors and 2 up the antes with 2 vigo luck offering. You have 98.7% chance to kobe among 6 attempts. You have to be very unlucky to fail 98.7%. One thing to note is that if you escape in your 6th attempt, you will lose 1 hook state, I'm not sure if this is a bug or just how it is intended to work but that is how it works right now.

    I have only went against a single time, it was memorable game. It was a game on Crotus asylum(Nurse map) and I was playing Oni with Old top knot & Akito crutch. The game ended in 2 kill, 2 escape. It happened like 3 weeks after they first released their new MMR system in DBD. All I do not remember much about the game other I killed 1 survivor by 3 hooking them and then slugged two people in end game, but I was forced to pick a survivor near exit gate, I got DS and then the other two surivvor's left after I hooked survivor. This is my only experience vs these perks. I have no opinion of these perks other than they look powerful on paper but in practice they are not used very much.

  • @dugman said:

    Continuing a series of threads on the least used perks according to the aggregate site Nightlight, next up is Ace's perk Up the Ante (0.14% usage)

    Up the Ante - For each other Survivor still alive, grant a 1/2/3% bonus of luck to all remaining Survivors.

    I don't play survivor that often, but when I do I always play Ace simply because he's my favorite looking survivor thematically. (Plus Plunderer Ace rummaging through chests for sweet bling never gets old. 😄) So it's a little disappointingly ineffective his perk Up the Ante is.

    Really this boils down to simply that Luck is a really, really weak effect. The only thing Luck currently does in the game is increase your chance of pulling yourself off a hook. That's it. And since trying to pull yourself off the hook is almost universally a bad idea except as a last ditch effort it's just not worth increasing people's chances of doing it by a few percent. Even if you hypothetically stack Up the Ante and Slippery Meat and a 3% Luck offering you still only have a net 65% chance of pulling yourself off the hook in the six total attempts you get from Slippery Meat, and that's assuming it's even a good idea to try and someone else isn't going to come rescue you and you're not getting face camped, etc. And that's half your perks plus an offering to get that.

    Basically I think the issue here is the Luck effect as a whole could use a boost. Some possible changes might be

    • Make it so your Luck bonus also gives you a passive chance of dodging or blocking damage. Having a small chance of getting lucky and evading an attack that might have hit you otherwise could be a fun effect that's also good enough that people might throw it in a slot.
    • Have Luck give you a chance to ignore the consequences of missed skill checks, or to give you a small chance to get double the benefit from a standard check.
    • Have Luck impact the rarity of loot from chests.
    • Have Luck increase the chance, if you are the last survivor, of the hatch appearing in the closest possible spot to your current location.

    There are a lot of possible things Luck could subtly help with, I think it's a relatively unexplored area of the game that could see some interesting effects you don't get elsewhere.

    Up the ante with slippery meat and 2 vigo luck offering. you have 100% chance to escape the hook among 6 attempts. If the killer camps, you need 3 vigo luck offerings. I wouldn't call the perk useless. if anything, if you build around it, its stronger deliverance with no conditions to trigger. main issue behind the perk is that you need SWF to use it and everyone to commit to the same perks. I am not sure if up the ante stacks, I have heard that it stacks among two survivors, but no confirmation if this is true.

    your suggestion adds random RNG to the game where the successful proc of the rng would be too much impact on the game outcome. competitive games do not like game-changing to have game-changing effects. The main reason why this version of luck is not complained about is because the risk of failure is too high in term of punishment that it is not worth attempting unless you use perks to remove entire rng of the action itself. The only time people commit to self-killing themselves on hook is when they have already lost so the risk vanishes. I would say Mandy's opinion would be the popular opinion on this topic.

    @AGM said:

    Up the Ante does stack. Luck never affected chest loot.

    The only use for this perk is going all in in a SWF with UtA + Slippery Meat + Vigo's Jar offering to basically guarantee a self unhook for everyone.

    The only perk that affects chest loot item rarity is Plunderer's.

    ANYWAY.

    The whole concept of this perk is a waste, because Luck as a mechanic only affects unhooking yourself, and most other implementations of luck would be pretty unfair imo. Honestly I just want them to merge UtA with SM (but make UtA personal) and then go back to the drawing board on the perk entirely.

    They did merge Up the ante+Slippery meat. That perk is called deliverance. They just added a drawback to the perk to prevent it from being a spammed second-chance. Surprisely, its powerful perk vs campers with new self-BT although from BVHR current statistics It is not popular so player do not value the perk precisely because its inconsistent. I wonder if the perk would be more popular if the perk globally only worked once among your entire team.'s hook-states with no drawbacks. Sounds a lot like old decisive strike that used to only work for obsession instantly.

  • @MobTalon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197322#Comment_3197322

    I think the point of those add-on nerfs was to make it so you can actually see people using other add-ons.

    I see it as a missed opportunity to buff base demo in exchange of the addon nerfs instead of "just demo nerf".

    no that is not how it works. weakened add-on does not make weak base-kit. The killer will not use different add-on's. Instead it makes weak killer weaker as a whole and makes the killer continue to use the nerfed version of the add-on.

    The way you make killer use other add-on is you buff their base-kit by including their most used add-on into base-kit such that the killer has no add-on dependency to effective use the power vs their opponent. By making the add-on base-kit, there becomes a lesser gap between using popular add-on's because the difference between the best and the worst is the same.

    For demo, I would say that should be base-kit are barbed glasses and lepron lichen because first add-on helps him be a better pallet-eater and the second add-on gives the killer player information to utilize his portals for ambushing the survivors on a generator. Its just that when you make a killer strong at base-kit, survivor's complain about the killers base-kit being too effective because of certain gameplay style they dislike. In this case, casuals would complain about the inability to stealth demogorgon because of the map-wide aura reading and his ability hit & run using undetectable status. I could go into detail for why barbed glasses would not get complained about but that would be going on to a different tangent, Same with black heart base-kit.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197941#Comment_3197941

    Windows of Opportunity isn't just a "beginner perk", it's actually extremely useful for all survivors which is why it's currently one of the top most used survivor perks.

    I think window is overrated because you can develop skills to emulate the perk's effect. I understand that it is top played perk because many survivor value the information in being able to not go in deadzones in the chase from soloq problems but you can somewhat cross reference a killer's position and the survivor position by using terror radius and your map location for when your repairing a generator. For example, let us say your repairing the Ormond most central generator in the big building, if you do not hear a terror radius, it means that the killer is likely not on left or right hand side of the building so those pallets are not getting broken and the killer is will be on southern side somewhere along the shack-side east-west or the killer will be on northern side up at the top loops. You can use process of elimination on most maps to figure out what pallets are being broken and where your teammates are getting chased.

    Its just that it takes a lot of game-sense and game knowledge to develop the skill to not need window of opportunity. that is why people use it because having to make reads(guesses) on your teammate and the killer is difficult. Using the perk is just easier. Just another one of those perks that make you closer to SWF in soloq. no more guessing, just straight 100% accuracy.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197892#Comment_3197892

    If it were meant as a "beginner level perk" it wouldn't be locked behind a dlc character, it would be a generic perk.

    you can buy oni's dlc with real money and pick him as your first character to max. Kate is dlc character. nothing different for her windows.

    realistically, the only killer where zanshin tactics has any relevance is doctor because part of his skill-floor is knowing where pallets are so that you can prevent pallet drops.

    At the same time, Windows and Zanshin tactics are pointless perks the more experience you become at killer and survivor because you should have windows and zanshin in your head for every map after enough play-time. for me, on personal level, it took me around 500 hours of one-tricking survivor before I was custom to every single map. hardest map for me to learn were indoor maps. old pre-rework Lery in particular was hardest one for me. so that is my personal experience with learning maps.

  • @dugman said:

    Continuing a series of threads on the least used perks according to the aggregate site Nightlight, next up is Oni's perk Zanshin Tactics (0.34% usage)

    Zanshin Tactics - The auras of all pallets, breakable walls, and vault locations are revealed to you within a 24/28/32 meter range.

    This perks is an interesting example of how something can be really, really great for one side of the game and not that good for the other side. Windows of Opportunity has essentially the same identical effect as Zanshin Tactics, showing survivors the auras of all pallets, breakable walls, and vaults. But while Windows is currently the most picked survivor perk on the site at 24.6% usage (just barely edging out Dead Hard), Zanshin Tactics is one of the least used killer perks.

    And the reason is simple - survivors benefit MUCH more from knowing where pallets and vaults are then killers do. That's because survivors are the ones who actually want to use those props in a chase and are also the ones who for the most part steer the direction the chase is going with the killer following the survivor trying to catch up to them. Survivors get a lot of tactical benefit knowing in advance exactly what path they can use to run toward a pallet or vault, while killers don't really benefit as much from knowing where the pallets and vaults are because their main focus is simply following the survivor in front of them (more or less).

    Personally I don't think simply extending the range of Zanshin Tactics would do anything here. Seeing pallets 50 meters away versus 30 meters away won't help the killer. Instead, the perk needs a secondary effect that thematically compliments the main ability but that is more useful for the killer. One possibility I like is to allow the killer to, once or twice per match, preemptively destroy an undropped pallet. This would allow a killer to, for example, intentionally go and destroy a god pallet in the killer shack or elsewhere before it can even be used, much like they can break breakable walls to weaken other loops. This ability would have to be strictly limited either to one or two uses or to having a very, very long cooldown, otherwise it could be potentially overpowered if it allowed a killer to break too many safe pallets too quickly at the start of the match. But in limited quantity it would be a pretty decent perk and fit the theme.

    destroying standing-pallets is hex-level power-level perk. there is zero chance that should be put on Zanshin tactics. Zanshin is meant to be beginner-type perk for learning the map tiles as killer. Not every perk needs to have a use. Some perks can be learning perks.

    I thought about giving Zanshin tactics an actual effect which goes as follows:

    Survivors near dropped pallets have their aura revealed within 6 meters of a pallet. This effect lingers for 2 seconds but upon further review. I think its better to just make new perk then to try to change a perk made for new players.

  • @Crowman said:

    Honestly Iri Videotape is honestly just kind of nuts.

    It's not the strongest addon in existence, but it goes above the power level an iri addon should be providing. 4 TVs is more than half and against Sadakos without iri videotape, interacting with tvs is just not nessecary. If you try to pre-emptively counter the addon, you are hurting yourself and if you don't you can easily give the Sadako a chance to snowball.

    I fully expect it to get nerfed when the devs address Sadako in a mid chapter.

    how it above and beyond power-level of iri add-on? its suppose to be the strongest add-on's on said killer. I do not really see them changing sadako in general because she's kinda like Myer's. She excels at a particular niche gimmick playstyle similar to Myers. Myer's entire play-style for longest time has centered around J,Myer's memorial+Tombstone piece with Play with your food and J.Myer's+Judith tombstone with PWYF. Nothing has really changed for him. He is still all about mori's ever since his release. as result I do not see anything changing with Sadako since she is all about mori's as well.

    Her mori-play style is not viable at base-kit because no killers that skip hook-states are have viable base-kit mori's because mori's are often seen as too powerful, especially for casual crowd.

    to OP post, In relationship to pig, Pig's power is first slowdown, secondary mori. Pig will not mori you at base-kit, but she has add-on to make mori's more reliable. Sadako power is not about slowdown. its exclusively about mori's. Its made evident by the fact that survivor do not need drop their item, spend very little time to take out tapes out of TV and can complete the insert TV action in 2 seconds.

  • @MobTalon said:

    Ever since the 6.1.0 massive update, the Demogorgon's power became weak. What used to be a pretty decent yet balanced killer, just became an "ok" killer that isn't as threatening as, say, The Dredge or even Pyramid Head, who should be on the same level.

    Pallet breaking (breakable walls included) got buffed by 10% on every killer, which lowered the break time to 2.34 seconds, and the Demogorgon's Shred takes 2.65 seconds to break a pallet if you factor in the 0.65 seconds minimum you need to charge in order to perform a Shred attack. Bring Barb's Glasses and that number only goes down to 2.35 (2 seconds breaking reduced to 1.7 and then add the 0.65 charge time).

    You used to be able to choose whether you should Shred a pallet from a distance or just break it normally if you're close enough, but now you either just "kick it" without a second thought or you're just completely dependent on having an add-on that won't even bring you much of a benefit unless you shred a pallet right when it's dropped.

    I'm assuming that changing Demo can't be done officially until some sort of Stranger Things license renovation comes around, but I wish they'd give him some basekit changes. I'm very much a Demogorgon enjoyer and it saddens me to see his unique characteristics feel so underpowered.

    I'm not going to mention how his portals feel clunky when you compare to other killers with similar means of travel, that'd be a whole other discussion (just add ability to place portals on walls lmao).

    TLDR: Demogorgon's Shred, despite not being nerfed directly, got worse by comparison. You're super dependent on uninteresting add-ons (level 2 Brutal Strength and 3 stacks of STBFL on Shred) which leads to very restrictive add-on choice, if you plan on playing this killer on a competitive level.

    Disclaimer: I do fairly well with The Demogorgon, this isn't a "oof, unplayable" rant, it's just my feelings about how this killer could feel much better to play.

    barbed glasses used to be 20%. Demo barbed glasses were weakened to 15%. Black heart was weakened from 20% to 15%. He got weakened by dev's. Did not deserve it like many other changes.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195973#Comment_3195973

    -"I do not think swf needs to be nerfed. its more killer need to be buffed"

    Buff Killers and buff solo queue players so that "SWF is effectively nerfed" because everyone else got better.

    Given the choice you would always play SWF over solo queue. They need to be an even choice where they have different but equal opportunities.

    Example: give killer +4 perks if the game they are playing features SWF. These perks are chosen ahead of time and only activate "in case of SWF".

    Meanwhile give solo queue players +4 information perks that activate only if they are in a game that features SWF. Information perks include : Bond, Emathy, Kindred, Rookie Spirit, Alert, etc (but obviously not dead hard or adrenaline).

    Now you get 8 perks if you are in a game vs SWF and the killer gets 8 perks if they are in a game vs SWF and the SWF team only gets 4 perks each.

    well swf did not change. its still same. just that soloq is the same as swf at that point if you can see everyone's aura's. I don't think there would be much of a difference playing soloq over SWF. that is just my opinion. Most of killer though in my opinion would get gen-rushed similar to strong SWF with high escape streaks without killer having very much chase gameplay in my opinion.

    Example: give killer +4 perks if the game they are playing features SWF. These perks are chosen ahead of time and only activate "in case of SWF".

    killer do not need more perks. they need functional power that provides value when you use it correctly and is versatile. Its just that they won't make killer power any good if your constantly dying as survivor.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194990#Comment_3194990

    Exactly. If you're playing clown and do not have pinky finger on a large/safe map you just automatically lost if you are playing against a SWF. Might as well afk in the corner and make sure nobody can pip?

    https://forum.deadbydaylight.com/en/discussion/comment/3195081#Comment_3195081

    That number would be very different if we removed all the games where people D/C or killed themself on the hook.

    People were throwing games when the patch came out to make the numbers look worse.

    ALso the devs stated that killer queue times went down by 2:40. I find that my queue times are +2:40 considering that before the 6.1 patch my queue times as killer were almost always instant. Now I wait 3-6 minutes for a game with killer.

    Last night there was a 100% killer boost and games were still taking about 2-5 minutes to give me a lobby.

    https://forum.deadbydaylight.com/en/discussion/comment/3195860#Comment_3195860

    "They break 95% of killer roast because 95% of roaster is weak because 95% of roaster is balanced around solo-q"

    Then give killer an option to only play solo queue when not playing Blight/Nurse. The simple truth is that playing alone or with friends shouldn't break the game but it does. SWF needs to get nerfed but can never be nerfed because the community would crucify the developers.

    "Strangers do not want to talk to other strangers."

    People with a common interest - such as a video game they both love and understand can easily become fast friends.

    I do not think swf needs to be nerfed. its more killer need to be buffed, but issue with making killer stronger is that soloq already has an average of 39% kill-rate with most of the killer powers being not that amazing. If you make all killers have the opportunity to beat strong man 4 swf, the kill-rate for soloq would be like 20% escape rate.

    that is not balanced for soloq on top of the annoying self-suicides that people do on hook in protest of "killer favored patch". First you need make soloq closer to SWF before you make killers stronger so they have at least equal opportunity to escape like giving survivors auto global bond like what they have when a survivor is slugged on the floor.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193995#Comment_3193995

    The sadako mori path is not great on bp generation which means actually stringing games together is more expensive then many consider. Traditional hook and down killers will generate way more bp since they will get full value from the sacrifice category.

    With busted powerful killer add ons your rarely losing to much on po8nts but tombstone penace centric playstyles tend to rob you on potential sacrifice points.

    I get around 29,000 bloodpoints per match as sadako If I win. that is decent amount of bloodpoints per match.

    The lowest score for me is sacrifice which is around 4000 bloodpoints. Its because I don't really hook anyone besides last two hooks.

    Sadako bloodpoints is gains are fine. Its mostly that since your not hooking anyone, sacrifice category suffers from killer win condition.

    Dredge is kinda overrated. I think haddies calendar is placebo add-on. in my opinion, you should run Lavalier Microphone + Malthinker's skull with sloppy butcher for dredge. they're his best add-on for spamming nightfall and setting up ambushes with aura-reading.

    I wouldn't say he is add-on dependant more so that his kit only good against inexperienced players that do not know loop locations in nightfall and do not know how to switch tiles against remnant.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/347281/solo-queue-is-destined-to-be-terrible

    -"SWFS are now the standard by which killer is balanced"

    Nurse and Blight are fair if you are on a large map or playing vs a SWF. Almost all the other killers are at a huge disadvantage. If that's not the case for you then you are either not good at survivor or you are playing baby survivors as killer. Watch the 7-9k hour streamers and they will all say what I have just said in a much nicer way.

    -"I think this game could really benefit from a "Search for Party" function"

    This game would be better off with 5 people go into a custom game and the killer rotates. If people are farming give them a "BP" debt of 1m or a 24 hr time out or something.

    The reality is that SWF breaks the game for 95% of the killer roster. Being able to say the killer is over here - he is doing xyz gives you information you are supposed to only know if you spend perk slots for that. If you want to give the killer +4 perks for going against a SWF - fine that might be fair.

    I would love to play against 4 man sweat swf squads if I could bring 8 perks of my choice. The SWF teams would want to play solo. That is the kind of change the game really needs to make SWF fair when compared to solo play.

    they break 95% of killer roast because 95% of roaster is weak because 95% of roaster is balanced around solo-q.

    Balance 95% of roaster around 4 man strong SWF and they'll stop breaking 95% of the roaster.


    @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194990#Comment_3194990

    the kill rates, the reality of the matter that not every single map is awful for killer, and the fact that the game was more balanced than people wanted to admit even before 6.1.0. Yes, there are still problematic maps and perks, but those also exist for BOTH sides. Yes, there is obviously weaker killers, but is a given in most multiplayer games after 6 years. People will know what is weak or not. If you are trying to win every single match you play as Myers, you won't lol that is just how it works. You won't win every single one of your matches. What IS problematic is the black and white situations, like how Nurse and Blight can ALSO bring the best perks and map offerings. In fact, I'm sure most people forget as killer you can bring your best stuff every game as well as map offerings lol.

    The game isn't out to hurt your ego, I'm honestly surprised there is still this amount of people that genuinely still believe the game is survivor sided lol

    I think this game could really benefit from a "Search for Party" function.

    Strangers do not want to talk to other strangers. Your only playing a single match of DBD together. Making everyone SWF does not make everyone a good coordinated SWF if their no communication. One advantage of SWF is that you get to play with them a multiple times and you know who your playing with.

    With strangers, you need build team synergy in 1 game. aura-reading perks enables synergy to occur without needing any talking. Icons are enable better synergy. both these are not synergy itself. you need to learn how to use information to make correct plays. auto kindred is not auto-win. swf win more often because they are able to always make the most optimal correct play where as solo doesn't know what correct play to make because there is no information to make the correct play thus you end up making a lot of mistakes in solo without knowing it.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195455#Comment_3195455

    I will say that while Wesker's cooldowns and slowdown prevent him from being a good zoner on it's own. The animation from the survivor perspective when it comes to Wesker cancelling his power is often not clear enough, imo. While on Wesker's screen it'll show the Uroboros virus losing it's grip and going back into his arm, it doesn't really convey that well on the survivor side.

    There is a sound that plays when this is happening, but it's can be easy to miss especially over his music.

    yeah its one of those things where you need to play killer and memorize data on killer.

    For example, when I play against pinhead, There is no indication where his gateway portal spawns for the survivor, but I can visualize the travel time when pinhead shows his animation of his hand going forward where the gateway travel-time is going without indicator allowing you to play mindgames where he doesn't just spawn the gateway on you and instantly chain hit you. memorizing cast times and cooldown times is important vs all killers, like Twin's victor, Clown's bottle arc, Deathslinger's gun, Plague's puke etc.

    You have to know when can use killer the ability to hit you and when he cannot so you know when to starting juking and when to keep running forward.

  • @Coder said:

    A lot of "jUsT jUkE" answers.

    Ok... applying the same dumb logic I don't know what the problem is with nurse. JUsT jUkE hEr and you'll be fine, right? She's a balanced killer. No core issues, no problems at all, nothing. JuSt jUkE.

    nurse is not same as Wesker. Wesker is straight line skillshot with travel time. Its possible side-step his dash as seen by when his hitbox was 20 meters. Still possible but it is easier for Wesker to hit you with 30 cm. At middle and max distances. you can consistently dodge his bounds if you make the correct read. Wesker has no zoning, He is all about dodging the skillshot except when he can't physically use it because of large cast times and... pallet dropping.

    Saying you can juke Nurse is like saying you can 360 killers. you can't juke M1 attacks. The only aspect you can do is to try make the nurse make a mistake using her blinks such that she is not in distance to m1, but that is easier said then done considering her ability to blink through objects at fast speeds. She exhibits an unhealthy amount of zoning that is largely unpreventable in most instances.

    Wesker is everything for how nurse should play minus the bad variable balance.

  • @dugman said:

    Continuing a series of threads about the least popular perks on the aggregate site Nightlight, next up is Yun-Jin Lee’s perk Self Preservation (0.13% usage)

    Self Preservation - Whenever another Survivor within 16 meters of you gets hit by a basic attack or a special attack, Self-Preservation activates. Your scratch marks, pools of blood and grunts of pain are hidden for 6/8/10 seconds.

    Hiding scratch marks, pools of blood and grunts of pain is a great combo, no doubt! The problem here is two fold - it only lasts 10 seconds at a time and only triggers when the killer hits someone while being so close to you that there’s a good chance they already see you anyway. Maybe it can help you hide on occasion but it’s very unpredictable when it will trigger and the window of opportunity to take advantage of it is narrow.

    Buffing this perk seems like a good idea. Fortunately in this case I think simply beefing up the numbers would do the trick. Just extend the duration and increase or even eliminate the range restriction and it can become a really effective stealth perk. The trick is just finding the number ranges where it’s good but not on most of the match.

    Change the "Whenever another survivor" -> When you lose a health-state, you gain these effects. I am sure the perk is meant to be used with overcome. You get hit, you run fast, you leave no scratch marks, blood marks or make any sound hoping to lose the killer. It is terrible perk, no reason to use it even if the perk functionally did something in the chase. Lucky break exists. Lucky break is better then any of these scratch mark chase-oriented perks.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193746#Comment_3193746

    The thing is DBD there's being good at then there's just being good on gens. Survivors can get away with just being good on gens, even if they go down in chase really quick. So if the survivors aren't required to really be good and they're beating a killer who's playing good, we're wondering how that's fair to the killer.

    I think there is weird misconception that survivors need to be amazing at looping, but you really do not need to be that good at looping. you just survive the chase for long enough time. Holding m1 on generator efficiently as a collective team is big part of survivor's skill just as much as being good at the chase. here's some simple math. each gen takes 90 seconds to do. multiply 90 seconds by 5 gens for total of 450 seconds. Divide 450 seconds by 3 survivors while 1 person is in chase. you get 150 seconds. survivor only need loop the killer for 2 minutes and 30 seconds collectively. its not really that long.

    to illustrate how little time 2 minutes and 30 seconds is. Just look otz 1vs1 cowshed video.

    https://www.youtube.com/watch?v=1Ca5XPVfY48&t=287s

    Take Zubat alone loops trapper for 3 minutes and 41 seconds.

    I'd say the game is reasonable well-balanced at base-foundation level, however a lot of the killer have pretty weak powers that do very little in terms of helping them win the game. as a result, killer skill-expression is pretty low for most of weaker killers. that is why very little changed for high-level because none of killer powers got changed. Only the base stats got changed slightly but nothing too significant that changes the outcome in term of looping the killer for long time. Soloq finds it overwhelming because soloq is heavily disorganized from lack of information they have, so even doing simple healing tasks and m1 generators can prove to be struggle in term of coordination.

  • pig does not need lower base-terror radius.

    What she needs is increase in movement when crouching. Her default should be 115% m/s when crouching and remove silly add-on that increase m/s when crouching. why is that an add-on? make her undetectable not garbage.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194112#Comment_3194112

    Fog was removed from DBD because consoles could not handle it. It was a mistake in my opinion to add consoles to DBD because the fog was essential to stealth. That part of the game is effectively gone and it is dearly missed. One of the best counters to Nurse was the fact that you could hide from her before a chase.

    Several console players have told me that the game routinely has micro freezes at regular intervals such as when someone completes a generator.

    However it is also important to note that DBD is modeled after Payday 2 and has influences from Starbreeze. They took part of the PD2 frame added a 5th player slot and it already stretched their code to an uncomfortable degree. Once upon a time there was an old bug where people could join a lobby to take the place of a survivor that had just died. Most of the time when this happened the game immediately crashed because it had to "juggle" 6-8 players potentially being in the game.

    I had this old bug happen at least 20 times and once I had about 12 people in my lobby in total. The other time it was stable was a game where only one more person was added . Every other time it was a nearly instant crash. Note the survivors who logged in never moved but became something else the game had to deal with.

    Something else to consider is that Horvath wrote the nurse code as he created that killer. From what I have heard nobody wants to mess with that too much because it's code soup to someone else. The zombies might be the same problem. Joe coder might have made the zombies, then got a job at intertrode (so he can go to lunch at flingers everyday). Nobody knows how Joe made the zombies work exactly and cant get it working better.

    wow. I didn't know that. I used to play stealth payday 2 on deathwish difficulty and run solo missions completing entire mission solo. I was really good at stealth that I could beat the mission often in the first try, sometimes I messed up and need 2-3 tries. The lobby looks a lot like payday where you can see heisters but dbd, you see survivors. fascinating. I imagine AI is hard to code. Nemesis zombie power is really unique and really cool. I think not enough people give credit to how unique each dbd killer is despite the balance of each killer being less then optimal.

  • @dugman said:

    TLDR Sadako buffs to her TV CDs should help her build condemnation pressure without the need to slug excessively. Limiting Ring Drawing is a worthwhile trade for increased map presence. She needs buffs or else slugging will remain one of the best ways to play her.

    I’ll never understand why people complain about slugging versus being hooked. If you’re slugged you can at least move around, you can’t do anything at all on the hook. And slugging Sadako is getting into chases more quickly and is directly interacting with all the survivors at once versus, say, facecamping a hook. To say a hit and run heavy slugging style is “boring” like some people in this thread seem to think is bizarre to me. How is constantly being chased “boring”?

    I have no understanding of it either. in general survivor complain about anything that makes them lose/die. same reason why survivor complain about tunneling and camping killers. I believe survivor complained about hit & run wraith so they got his post-speed boost and all-seeing add-on nerfed. I'm concern about buffing her mainly because she might turn to be wraith 2.0 where she might get improved and then weakened to worse then before. Its not too surprising for someone like OP to think sadako who is hit & run slugging killer to get complaints.

    You know the drill, If your camping, slugging and tunneling survivors, your just a baby killer.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193383#Comment_3193383

    "I am not against fixing zombies so, that they don't get stuck. But saying, that they are totally useless is huge exageration. They can be totally useless in some games"

    I watched Otz play one game of Nemesis today. He played on Mother's Dwelling which is the largest map at over 12,000m². Both zombies were stuck for almost the entire game. Neither zombie applied any pressure because the map is so big. I was trying to say that zombies are nearly completely worthless on large maps.

    Honestly there shouldn't be "large maps". But that's just something we have to deal with and is unlikely to change so zombies should maybe have double detection radius on large maps. Maybe we should change the infected status to double the zombie detection radius? So then If you play a large map and someone is infected then the zombie (which wont get stuck anymore) will detect you from 4x the normal radius that it would compared to a "small map".

    i'd say zombies are useless/have low impact on all maps that are not indoor's. in my experience from playing vs nemesis, the mains maps that i would notice their effectiveness is elementary school, lery and RPD. I think its because of narrow hallways for zombies simplifies AI pathing.

    zombie-wise, he would need like 3-4 zombies for zombies to have good impact on the match but they said that the reason why his zombies are limited to two is lagging issues but there are many games that host more then 2 AI's in the game and the game does not lag. i have played some mods games that have had AI playing the game and one issue behind AI is that if AI get stuck, they will spam commands into the game-command prompt which causes your computer to lag and the more complicated the AI, the more you will freeze the game. for DBD AI, it can only has like 5 actions, up, down, left, right and melee attack, but for most complicate games, like league of legend style, you can make AI active item skills and do combos, like flash-throw iceball, ability 1, 2, 3 etc. but if an AI like this gets stuck with inputs, you will like freeze the game and lag client.

    I would say when zombies getting stuck is likely reason why they're lagging from spamming 100's of inputs even if its just spamming right-left 10 times per second. Another aspect that might be causing zombies to lag is that no killer in dbd creates real-units, so when nemesis kills a zombie or a survivor drops a pallet. they might not be deleting the unit in memory which can create memory leaks. Zombies are likely underwhelming because they did not bother/had no time to optimize them. as a result, the zombie power not that amazing.

  • @lachenstars said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193281#Comment_3193281

    You missed all the buffs I suggested. I was just saying that straight buffs like reducing her TV CDs too much (as I said, if you read, they NEED to be reduced.) would result in an oppressive amount of condemnation. Maybe you're okay with that, but I think you missed my point if what you took away from this post is that I want negative changes for Sadako.

    her iri add-on reduces her TV to no cooldown as long you are hitting survivors and its not exactly oppressive with 0 cooldown TV'S. Ring drawing is her best add-on. Weakening ring drawing weakens her as a whole as the entire character is based around mori and condemn build-up. Your reducing her condemn build-up by changing the add-on. Reducing TV cooldown just makes her less dependent on pink add-on. Unfortunately, unless the cooldown is extremely low, like 30 seconds, Sadako's will still rely on the pink add-on because even at 60 seconds, pink add-on is better then any of her other add-on's for condemn build-up excluding ring drawing.

    She gains additional pressure by not only chasing off gens but through condemnation. Removing 4 stacks instead of 3 when cleansing and even reducing passive condemnation would help keep condemnation from being too oppressive.

    Just reading these two sentences is contradiction. Your saying she needs more pressure through condemn but your next two lines are making it easier for survivors to remove condemn so condemn is even less of threat and reducing condemn build-up so there is even LESS urgency to put a tape into a TV. Needs more pressure, gives two extra nerfs.

    Sadako is m1 killer with almost no chasing power. The best way to counter slugging is to get better at the chase aspect of the game. She is seriously 5 gen chase loopable, like pig-level loopable. There is nothing toxic about Sadako's gameplay style. If your getting slugged by an M1 killer, Its learn to play issue.

  • This is first post that I have read that says Sadako needs negative changes. This is last character that I would think would need negative changes.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192528#Comment_3192528

    You dodge their abilities by breaking line of sight. That's the correct and consistent counterplay. Juking is a last resort that you only try when you're about to go down and can't break line of sight.

    so how does killer counter-play line of sight if line of sight is consistent counter-play against his ability?

  • @Brokenbones said:

    I don't understand the point of the perk

    Like, you're inflicting status effects on a survivor who's either healing someone else in the TR (Which is a bad play) or they are sneakily healing themselves somewhere, in which case the perk will do absolutely nothing

    At least Fearmonger's effect is tied to an objective that Killers defend and know for sure that a survivor is affected by it.

    I think i know the point of the perk but its kinda stupid. I think its meant to be slugging perk that blinds users+exhaust when another survivor heals a survivor off the floor when they have sprint burst.

    Picture new player rank 20 meg that walks to a slugged teammate with sprint burst. She picks Dwight up and now she is blinded+exhausted unable to use sprint burst.

    I think terror radius condition was put specifically so that killer like Twins cannot use the perk. Killer using smart synergy? Bad killer! I don't think anyone would use this perk even if it had good numbers.

    I would probably rework to something completely different. I would rework the perk to be that survivors that fully complete a single health-state heal outside of your terror radius, both survivors are exhausted and their aura is revealed for 10 seconds.

  • @HarlockTaliesin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191946#Comment_3191946

    Isn't a bug. Stake Out only converts Normal skill checks to Great skill checks. If you get a natural Great skill check there's nothing to convert.

    Almo stated that he intended the perk to increase base-skill check reward only when using a token from stake out by 1% but the way he coded it, when he weakened base-skill progression by -1% is that he increased skill-check chance globally by 1% when a survivor hits great skill-check.

    so now the perk tooltip is wrong.

    What stake out should be saying is

    Increases bonus progression of great skill-checks by 1%.

    When stake out has at least 1 token, good skill-checks consume 1 token and are considered great skill-checks. up to 2/3/4 max tokens can be acquired by standing in the killer terror radius every 15 seconds.

    --

    Personally, if you ask me, I think he took wrong perk to change. Stake out was a perk designed for the days where old hex:ruin was a perk and detectives tap's perks were designed to counter old hex:ruin. I think the perk that should received bonus progression base-skill checks is this is not happening while stake out should just remain for auto-great skill-checks. perhaps in compensation, Stake can turn failed skill-checks into normal skill-checks so people that have trouble landing doctor snap out skill-checks can hit snap out skill-checks using the perk or those coulrophobia healing-checks that some people have trouble landing.

    This is not happening should have bonus progression of skill-check increase by 1% and healing skill-checks increased by 2.5%. Its little strange because I remember something along lines of him wanting to improve this is not happening a long time ago though the change never came.

  • funny aspect is that 360 do not work because you can just walk backwards as the survivor tries to run into you, then lunge. just careful of dead hard. you can also follow the survivors movement and baby m1 so I do not even know what what the bad FOV for killer is about.

  • you cannot see your mmr. I am just trying explain it using arbitrary numbers. I think a lot of killer think they're high MMR, but in reality, they are low mmr but they end up facing players of higher-level then their skill, so they think its hard game, but its because they are not good at the game.

    For example, if your 1200 MMR normally as killer, and you won a bunch of teams and your MMR hits 1300. You face 1400 team. You might think that this 1400 team is unbeatable but it is not. Its just that your skill-level with that killer has not reached a point where that team is beatable for you where another killer who is 1400-1500 MMR will find that team super-easy to beat.

    Your hard games are not the same as everyone else hard-games. there is different levels of hard-games. your hard is not my hard game.

    Most of dbd's imbalances happen at very very very highest level. not at middle or low-level. bad swf are not hard to beat if your good at killer. only good swf are challenging to beat.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179447#Comment_3179447

    Not really, the way keys worked was based on how many survivors were left and how many gens were done in total. Im talking if you finished 2/5ths of gens on your own, you deserve to escape. If you fixed 4 gens together, both of you deserve to escape.

    Now, that might screw over the person who is being tunneled, but the main reasons why killers tunnel, is because no one can escape. Add the threat of people being able to escape, and killers have less reason to tunnel

    i got no notification of your post. your suggestion is more specific but general layout of how keys worked was similar to old keys. hatch is bad design because hatch mechanic towards killer is rng mechanic for the killer where there is little consistency for the killer to control hatch escapes. Technically, you can memorize the hatch spawns location on every map to improve your consistency however the survivor can also do that.

    let us imagine this scenario, The killer, hooks random number of times and he killed two survivors. There are two survivors remaining and say 3 gens have been completed. With your mechanic or dev old hatch mechanic with keys, The deciding factor whether killer wins or loses is based off whether survivor finds the hatch and both survivor jump through the hatch. It discounts anything the killer did precious to get into win position in order for survivor to still win. it does not make much sense for the killer player that worked hard to get into winning position to lose randomly. at that point, hatch is suppose to be more of closing to the match similar to end game collapse where your trying not lose as survivor and the killer will win the match. the only difference for him is how hard he wins which is why 3k and 4k is almost same thing in DBD. Its like, did you win ultra hard or just win? Same thing in the end. this another reason why kill-rates are misleading in dbd for killer because the killer can lose a bunch of times with 1-2 kills and also win bunch times with 4 kills even though 2 kills meant nothing and 4 kills made no difference in winning compare 3k.

    This is why some players used to compare keys to mori's because they allowed survivor to "skip"' their generator objective similarly how mori's allowed you to skip the survivor's hook-states. Brand new parts that completed gens in 5 seconds were same story. that is in short why I do not like the items too much in dbd because they ended up being too game-changing.

    TL:DR you definitely shouldn't be playing for win when the killer is in a winning position.

  • @Ciabe said:

    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.

    https://us.v-cdn.net/6030815/uploads/TPJJM9MWMGFK/image.png

    Unless your at very top of killer-level like top 5%, All of your matches are balanced and perfectly winnable. its only at very high-level where swf vs solo balance exists. i.e if your top-level solo, you'll have lesser escape rate(15% less) then that of high mmr 4 man swf. it has vague implication that soloq players generally have a lower max-mmr then 4 man swf's so for example, if your soloq player that is good at the game, your max mmr is likely to range between 1800-1900 where as top MMR swf would range between 2000-2200 or something along those lines.

    for everyone else, it's basically same. a team that has 4 solo players survivors that are 1500 MMR vs 4 man swf that is 1500 MMR would have same/similar escape rate since their overall success-rate for both teams is suppose to be arbitrarily equal. both teams are of equal skill against a killer that is 1500 MMR range. as said, swf doesn't give you an advantage if you are not stellar at dbd in the first place.


  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190587#Comment_3190587

    The point is, self care is the best killer perk.

    There HAS to be SOMETHING to make it WORK when you use it, and people are NOT using it.

    https://forum.deadbydaylight.com/en/discussion/comment/3190874#Comment_3190874

    Whatever you do, anything is fine as long as you won't run self care and JUST self care.

    people didn't do that with old-self care. so why would they do that with current self-care? issue is that survivors want health-states but the problem is that health-states are too powerful if they're spammable and by extension med-kits being too strong. they're kinda did soft-weaken them with 1.8 sec sprint and 10% less cooldown. They'd need a bit more like 1.5 sec. then healing in general could be more accessible with faster healing. At the same time, self-care is one of those perks that will have near 100% pick-rate or low pick-rate with negative drawback on the survivor team.


  • @Kasamsky said:

    I just think you should lose stacks with M2 attacks too.

    https://www.youtube.com/watch?v=MzhvQ_WQjIY

    memes.

    balanced perk in my opinion. it helps killer that no mobility options post-health state and have problems vs body blocking though the perk gets countered by body blocking.

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189965#Comment_3189965

    No.

    You can compare him with almost any killer. Even with, arguably, the best killer in the game, Nurse.

    She blinks and goes to fatigue, THAT'S IT.

    Could you Imagine if nurse had either a slow down mechanic (like a virus or infection),

    Or a passive way to locate survivors,

    Or if she misses a blink she could be right on your tail for the next blink (like when whesker misses a dash to a window he'd automatically vault and be right behind you).

    Or a larger TR, so "Starstruck Nurse" would be an even worse issue.

    Or insta downs under certain conditions (like fully infected survivors can be insta grabbed with a dash).

    Or if she could hit two survivors at once,

    Or if she could stop you from leaving at the exit gates...

    Any of those, any.

    My point is that Wesker has a full pack of small things that make him already unbalanced and way strong, and when "Wesker mains" start popping up in the next months, believe me, you'd beg for a match against a Starstruck Nurse on Midwich instead of playing against any of them. And I didn't even mention his addons.

    wesker mobility is worse then nurse and worse then most killers because it doesn't travel as far, has long recharge time and has to respect pathing rules. With every killer, they need respect the map layout like a big building in your way? you have to walk around it as other killers including him, Nurse? Just blink through thebuilding from one end to another. Its funny you mention wraith because wraith is way better mobility since its consistently active in his cloak and has no cooldowns.

    Nurse's chase is among strongest in the game because she has unique ability to blink through pallets, blink through windows and travels collective distance of 30 meters per blink, though due to average human reaction time, its closer to around ~26 meters the player has 0.3 reaction time required to decide whether to 2nd blink fully or not blink at all. Thanks to her whopping 3 second recharge time also further decreased by fragile wheeze and dull bracelet, She has 6(4 second) cooldown for these blink distances while wesker has 4x(12 sec) as much cooldown and unlike nurse's recovery add-on that shave off 33% cooldown, His version of the same add-on is 10%.

    I am not even going to begin talk about poorly balanced the vaulted mechanic and charge-time/cooldown + m/s reduction for wesker debilitate his chase the better the survivor player is at utilizing his disadvantages against him.

    Nurse doesn't have instant downs or larger terror radius, but she can emulate instant downs through perks. Starstruck gives situational instant downs on her while agitation increases her terror radius for starstruck. Information perks? Wow she uses them better than any other killer in the game, Just look at BBQ, Flood of rage and Awaken Awareness. Wesker's information is situational and doesn't amount to anything practical because he doesn't control when information occurs. These perks do and they have insane impact on nurse.

    The infection is perhaps wesker's redeeming quality right now but you need to tunnel so hard into this gameplay to get any value from it. the actual generator slowdown is not that significant and the instant down takes too setup time to be practical in most games. you need focus entire add-on sets and builds to build around this mechanic for it to benefit you, otherwise playing normally and treating as passive barely impacts the match. your way more likely to get instant downs with starstruck nurse then this mechanic.

    conclusively, his mobility is too weak and his chase too weak against stronger survivor players. The infection is ok as passive slowdown mechanic but he should not rely on critically infected survivors to be relevant. Just another water-down killer due to soloq kill-rates.

  • it is pretty good with botany knowledge but its not enough of threshold for 2 perk slots. I'd say you need around average of 100% healing speed for it to be worth 2 perk slots. maybe if the number were like 14/16/18%, player's might use it. you would get permanent we'll make it that works with self-care. Nostalgia moment.


  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186247#Comment_3186247

    • Pop Goes the Weasel is still used, it’s about 7% on the aggregate site I follow which is in the top 20 perks. Calm Spirit in comparison is one of the least used survivor perks now, about 0.37%, so it’s not even close between the two.
    • Pain Resonance is still extremely good and is currently the top used killer perk by a pretty solid margin (29% usage)

    jolt is 19% and pain res is 17% according to bvhr official stats with BBQ being 16%. they said the killer perks are call of brine, overcharge, sloppy, thano(Really why is this getting used now?) and save the best for last. killer perks pretty low impact now largely for same reason of soloq vs swf problem where swf could definitely handle stronger killer perks and higher impact killer perks while solo struggles with the base-game as a whole. Same problem a lot of killer power are watered-down and devoid of much challenge and fun.

  • @C3Tooth said:

    People said at high MMR, killers have less kill so thats fair.

    Thats also mean survivors at low MMR have less escape.

    If we tell high MMR survivors like Ayrun has 60% escape rate. Newbie / low MMR survivors would have 20% escape rate. For the fact 40% escape in average.

    If you think playing a game knowing you have 20% chance to win as killers. Do you keep playing it?

    yes i keep playing it as killer. its almost like banging your head into the wall.

    personally i think that killer-rate should be around 60-65% and the escape rate should be around 35-40%.

    Given that in my opinion the 0-2k is loss and 3-4 kills is a win for killer. the win-rate for survivor should average out to be 50/50. it means that on average, 5/10 of your games as survivor should be possible to open exit gate and have two people leave while other 50% of the games the game will be locked therefore resulting in 3-4k.

    kill-rate is a bit misleading where as win-rate would be a lot more informative. I am not sure though if killer would like to play killer at 50/50 win-ratio, so perhaps 60/40 win-rate ratio might be better though survivor would have to accept losing more then winning.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189056#Comment_3189056

    But this is exactly it. There is a huge difference between knowing that killer is chasing someone and knowing when, where and what direction is he going to loop them (note - away from all survivors until taking hit/flash saving/sabo is beneficial).

    Both teams can be SWF, but the way they can utilize that information is on completly different level.

    That's exactly why I said most SWF are "baby nurse". They could have been OP, but they can't "use" their power effectively.

    If you give everone game-wide bond and other stuff (same as giving extra aura perks to killer) - you are buffing everyone to sweatiest SWF out there.

    i would say you would be giving opportunity to make everyone as strong as swf, not that every game be a strong swf since the 4 survivors could play survivor badly despite having a lot of information.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188974#Comment_3188974

    "It's not as huge as you make it sound"

    Extra information is a huge advantage. That's why SWF groups have a 15% escape advantage. For sake of comparison Freddy got reworked from his former "OP" state because he had a win rate that was apparently 4% too high.

    If getting more information isn't a huge advantage then give the killer extra perks to combat against SWF groups. If that sounds oppressive then limit SWF groups in a very simple way so that it is impossible to bully the killer. How do we do that? Make the rule that no character, perk or item can be repeated in a SWF. Since most people are in a two man party that's not a big deal. People playing in a four man team can just play solo if it's too much of a hassle to coordinate perks. Better yet they could have all the perks the squad is bringing apear over that survivor's head. Non repeated perks would aooear as blue (like the vigil buff) and have any repeated perks appear in red (like the Pentimento debuff).

    https://www.youtube.com/watch?v=vm2rzuOUKaA

    Extra information is a huge advantage. That's why SWF groups have a 15% escape advantage. For sake of comparison Freddy got reworked from his former "OP" state because he had a win rate that was apparently 4% too high.

    Sure, but you need to be good at the game to utilize the advantage. just because your in swf doesn't mean you will escape 15% of the time extra, it just gives you opportunity to do better. I don't understand why this gameplay right here can't just be base-kit to the survivor.

    Instead needing number system to locate the survivor locations on the map, rookie spirit(to know gen progression) and bunch of other aspects such as window of opportuntiy(to know what pallets have been used by your teammates)

    just give ability for every solo survivor to have global bond and you can use your game-sense to emulate most of information perks that swf use through communication.

    For example, instead of aura reading on pallets, you will see the animation of your teammate dropping a pallet so you will know that pallet got used. (Window of opportunity)

    If a teammate is working on generator, you can estimate that after 40 seconds, that gen is 40% complete etc. (Better together /Rookie spirit)

    finding people to heal quicker instead of wasting time looking for teammate to heal you post unhook will be faster. (Empathy/Emphatic connection)

    Unhooking teammates will be easier, no more having 3 people going for a save. just 1-2 survivors depending on camping-level of the killer. (Kindred)

    when your looping, you'll loop away from your teammates and not bring killer to the gen to not give the killer free gen pressure and heal pressure. (Better together)

    the survivor gameplay will be so much more mainstream and killer powers can be a lot stronger now because you no longer need balance the power for solo and SWF where you get this crazy-level of imbalance of 51 escape streaks...

  • @VideoGameMage said:

    The duration nerf was so random. Were streamers fear mongering about the perk or what?

    some killer main made posts saying that decisive strike can be used with parental guidance which buffs decisive strike giving 5 second stun and 10 second scratch mark loss. realistically nobody was going to use it because its wasted perk slot. if the perk did something like heal you after you get stunned, then yeah, it would be problematic with DS but scratch marks? for such low amount of time, no please.

  • @dugman said:

    Continuing looking at the least used perks on the aggregate site I follow, Jane’s perk Poised is the second least used survivor perk (0.12% pick rate)

    Poised - After a generator is completed, you leave no scratch marks for 6/8/10 seconds.

    Pretty straightforward effect, it’s just not that strong is the problem. Not having scratches for 10 seconds only when a generator is completed is way too unpredictable to be useful. You could easily be on another gen yourself for instance and the 10 seconds goes totally to waste. Or you could already be in a chase and the killer is simply going to be hard to lose since they can see you directly. Not to mention if you’re injured you still leave bloodtrails and make loud noises which also mitigate the effectiveness of losing scratches for that short a time.

    That’s not to say the idea is necessarily bad, but it really needs to be way stronger if its only going to trigger up to five times a match and you have no control when it happens. Compare this to Lucky Break, for instance, which hides your scratches and your bloodtrail for 60 seconds at a time when you become injured and you can immediately see how much weaker Poised is.

    A possible buff would be to give it an effect similar to Lucky Break but triggering on gen completion, i.e. 60 seconds of no scratches or blood each gen completion. That would at least put it on par with that perk which has a bit more use.

    I would add 7% haste effect for 10 seconds. if its still not used very much, then I'll add 10 seconds of aura reading on the killer.

  • @CocoLuma said:

    110% speed killers are because of range.

    110 Wesker wouldnt make any sense at all.

    I disagree, I think wesker is easily 110%. he could even be 100% m/s or 96 m/s if his power was buffed a lot.

    Artist could be 110% m/s but her crows would have to be a lot stronger, range-wise. its too clunky and has too long cooldown to be used as range-tool. Its more of zoning tool now then a ranged tool in regards to the 1vs1 chase.

    Blight could be 110% m/s but his power would need to have less cooldown like 5 seconds instead of 10. Hug tech is not required for blight to be successful, but at 110% m/s, it will force him to use it as basic skill. I think punishing lesser skilled blights and raising his skill-floor is not necessary. He is fine where he is.

    I do not think pyramid head is candiate for 110% m/s. His POTD is unreliable because by nature, his ability is suppose to feel like a delay-skill shot that the survivor need to walk into. Its too unreliable for his power to be 110% m/s. Maybe if it granted him instant down but even that is a large stretch.

  • I imagine team MMR will be something like giving draws to the survivor if two or more survivors escape exit gate with the killer losing mmr equal to two survivors escaping. The two survivor that escape go up in MMR. 3/4 kills is win for killer, the final survivor escaping through exit gate or hatch during end game collapse will be given a draw instead of a win/loss to prevent the whole sole survivor+wake up farming MMR.

    that is how I would do it. as Peanut said, escapes are proxy to skill, they are not skill itself. The skill itself is doing actions needed to win. In patrick's analogy for hockey, hockey uses goals to determine victor, but in order to score goals, you need puck carrying skills, passing skills, goal shooting skills in order to score goals and beat your opponent. In DBD, you need generator skills, chasing skills and altruism/teamwork skills while the killer requires other skills that vary from killer to killer to get kills.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187705#Comment_3187705

    I have the same stance with how spirit's mindgame worked as well, and have not been able to enjoy playing as or against her since the change. Slinger I absolutely hate how they handled it, but I at least understand why: they were trying to address his ability to option select interactables to create lose/lose scenarios instead of mixup ones. They have no idea how to prevent that so they added a clunky mechanical delay that just ruins how he feels to use, but i don't necessarily disagree with them removing the option select.

    A lot of times these decisions, and people's logic surrounding them, can be both wrong and understandable at the same time. Most of the time it has to do with missing data or considerations that can have a reasonable impact on the situation.

    I agree with your analysis. I would say a big part of skill in dbd especially on the survivor side is avoiding/preventing lose/lose from occurring in advance. I share same sentiments as you in regards to playing as and playing against both of these two killers.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187558#Comment_3187558

    I will never understand this argument. The dark souls series is pretty notorious for extremely bad latency issues, and yet look at these parry windows in DS2:

    https://us.v-cdn.net/6030815/uploads/0LP73GK3JTU8/parrywindowdks2.png

    Not only are most of them pretty damn small for their active windows, they don't even have uniform startup windows to boot. Yet people can use them online just fine in a game where you can be looking eye to eye then suddenly be teleported into a backstab. The absolute "best" weapon for parrying only has an active window of 18 frames, or 0.3 seconds. Bare fists and fist weapons are also some of the more popular ones, and they're only 4 and 5 frames respectively. after a startup of over 15 frames to begin with.

    It's quite literally a skill issue. Because again, reads are a skilled play: You are committing to your opponent doing something before having any confirmation they are, in fact, doing the thing. You're straight up reading their mind and calling it out like goddamn Joseph Joestar. I feel like people who play fighting games take to this stuff a lot easier than others because its an overlapping concept with the genre (and obviously with things like fencing, as the DS series shows.) It's ok to not really be too familiar or skilled with these types of things, it just means you don't get as much value from the perk as people who are.

    It's quite literally a skill issue. Because again, reads are a skilled play: You are committing to your opponent doing something before having any confirmation they are, in fact, doing the thing. You're straight up reading their mind and calling it out like goddamn Joseph Joestar.

    Careful, old Spirit was all about guessing and making reads. 50/50 coins flips were considered unfair. In that same patch, they also weakened deathslinger who had 0.15 scope and you had to predict shots which apparently had no counter-play. Spirit was apparently bs and deathslinger was "If he aims well, he hits you, so it has no counter-play" almost as if the killer is suppose to aim and then miss every time he aims well. Incredible survivor logic.

    @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186827#Comment_3186827

    If anything it takes luck because 0.5 seconds of Endurance means even the smallest bit of latency will either make you get hit JUST before the game registers you Dead Harding or JUST after the Endurance ran out during the animation.

    That's why many people complain about getting downed and being exhausted. It's unreliable as hell so people think it now takes "skill" when it's basically become a luck dependant perk that's still annoying to go against.

    I activate dead hard around 2/3 of my chases against all killers, so I would not say it is luck based more so then being knowledge based. OP post is complaining about dead hard users that are good at using dead hard, though he does not explain it or rather he briefly mentions what bothers him. I'm going to take a guess that a lot of the comments are missing why he is frustrated by dead hard users. The comment section of the post suggests that you need to time dead hard and while that is true... it is only half true.

    this perk is slowly becoming as frustrating to deal with as old dh, and getting robbed out of hits when using powers that don't allow you to wait it out like wesker's bound , trickster's knives or when survivors force a lunge by going to a pallet feels awful.

    to focus on last part of his sentence, The way to use new dead hard against m1 killers is that many pallets in DBD are unsafe, for example RPD room pallet in the center of the room is unsafe pallet. Once you put this pallet down, If the killer respects the pallet and does not get stunned, The killer can go on the side of this pallet and the survivor is prompted to what players will refer to as panic-sliding. since the survivor is animation locked when sliding a pallet, you can generally get a hit by lunging at the correct time on one side of the pallet.

    Since this situation forces the killer to lunge, this allows survivors to time their dead hard and get a near guaranteed sprint burst, therefore grants a second chance. In order for killer to avoid giving the survivor a sprint burst, you have to break the unsafe pallet but breaking pallets is slow for virtually all killers apart from 2 of them. The result is that your either force to give the survivor an extra-health state or to break the pallet giving the survivor an opportunity to go the next pallet.

    this is how you use new dead hard vs m1 killers and OP frustrated by the second chance that dead hard provides. In term of killer powers, new dead hard is less versatile at dodging killer powers as a lot of killer-power have controlling properties such as Deathslinger, Trapper, Doctor and Pinhead.preventing endurance effect from being effective.

    Dead hard is not really about dodging hits out in the open, Its about creating situations where the killer is forced to lunge so that you can press the button for an extra health-state. Dead hard never fell out of the meta, It was just changed to be less universally effective in all situations. Old dead hard was closer to 99% sprint burst that was activatable on demand. New dead hard is situational extra health-state requires precision timing and game-sense to utilize correctly.

  • the counter should be not getting hit and split up like it is with legion.

  • 50% is too high. set it to 20% and it will be about as good before the nerf.

  • @TheGentlemen said:

    https://us.v-cdn.net/6030815/uploads/URW1653MZ37C/motivational-poist.jpg

    Just a reminder to all you D Tier strugglers out there,

    This was a match on Cowshed.

    Remember my advice:

    https://us.v-cdn.net/6030815/uploads/XJRLBDJ7OPWM/252-2520618-arnold-swartzenegger-motivational-fitness-quote-motivational-workout-quotes-281-29.jpg

    If you see yourself with a 4k,

    You will receive the 4k.

    sadako is a bit under-rated. i just wish her mori was a bit more viable vs higher-level survivors.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185422#Comment_3185422

    Legion can't injure a team effectively if they spread out. Ignoring that, the "never heal" rule is a fallacy. Just be very selective about the times you heal. Ignoring even THAT, so what? He's still Legion. He can have all the time in the world, but he's still an M1 killer.

    Plague is... just cleanse. Literally, do that. If she's infected the entire team, cleanse. Yeah, she gets a Corrupt fountain. It's strong, but she's not Oni. Far as I see it, it's a hell of your own making if you choose to remain injured, especially if she has Thana, meaning she's COUNTING on it.

    I don't think we're ever going to convince each other, but I had to make my disagreements known.

    Thanatophobia is a perk that requires injuring people. At most, you're keeping 1-2 survivors injured at a time. So, that was around 8% to 10% slowdown, which while okay, was fiercely outclassed by other perks. It was a niche perk that never saw uses outside of two killers (Plague/Legion) despite repeated buffs.

    repeated buffs? more like repeated nerfs. it used to affect healing speed and repair speed, then got nerfed to only affect repair speed but the % increase was too little, then when it finally got improved to matter, it got nerfed.

    I just wish the perk affected healing speeds so that you could at least keep more then 1-2 survivor injured with sloppy butcher. the main reason i stopped using it on other killers was because it was near impossible for most killers to keep survivors injured to have a high uptime on 3-4 stacks, so it never matter what % was because the max % was impossible achieve. why can't the perk just add 5%/10%/15%/20% -healing speed?

    Sure it's nice to have -repair bonus on top of the perk, but dev did not like lose/lose aspect of extra time on healing and extra time on generators.

    Legion and Plague are killers designed to create lose/lose situation for the survivor. That is literally what their power is all about. Thana for legion reinforces his significance of injuring survivors and plague does not need thanotophobia because her reinforcement comes from her ranged corrupt puke. It was just nice perk on plague for some extra-gen defense.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/346389/nemesis-hindered-is-awful-now

    Not to mention Licker's Tongue, the ONLY add-on that actually makes his tentacle lash stronger... only increases it by 0.2 seconds. Like, wow, a fifth of a second more of a hindered effect, who cares. It manages to be one of his worst add-ons even though almost all of them are bad.

    By the way, his Hindered Effect is not THAT small. According to the Wiki, 20%. The problem is, they still get a speed boost, so all the hindered effect does is making a survivor run for either 130% (if Hindered is additive) or 120% (if it's multiplicative) movement speed for 0,25 seconds. So yeah, it makes a laughably small difference.

    yeah they need to buff to 30% for 1.8 seconds. Currently I don't even bother to hit survivors with his tentacle after hitting tier 2 because of speed boosts and extra-health states.

  • @NerfDejaVu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183874#Comment_3183874

    Try doing that in a real game, majority of the time you don't have enough distance to crouch because he hits you during animation or ping gets you hit. At loops he's trying to hit over he can just hold it and go around as he's basically a more forgiving huntress in situations like that.

    his m/s is reduced to 95% when holding tentacle. that is slower then survivor. only at tier 3 is he 100% m/s. i just loop around pallets and crouch on reaction. He is only relevant for his pallet-break. hitting survivor for free sprint bursts 8 times per match is a really silly mechanic in my opinion.

  • @Mazoobi said:

    His ant-loop is already oppressive. This is not needed.

    you can crouch on any loop and he can't hit you over any obstacle/loop.

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