Dreamnomad
Dreamnomad
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- Dreamnomad
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I've seen this suggested before. It was a good idea then and it's a good idea now.
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I have very low expectations of other survivors in this game. Frankly, I think they are often more dangerous than the killer. If a survivor unhooks you without borrowed time right in front of the killer and the killer knocks you down and hooks you again who is at fault there? I don't blame the killer in that situation. It's the survivor that I'm yelling at. It's like if your neighbor has a dog that has bitten 3 people. Do you blame the dog or the owner?
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From my experience that is true. I've come across a far higher percentage of female gamers in DBD than just about another other game I've played.
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He isn't getting a nerf. If anything he could use a little love.
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@Aztreonam78 said:
I am sure that Myers, Pigg or Clown will be reworked or get significant look
There are two terrible realmes: Haddonfield and Gideon. The former is not liked by both sides. The latter is very small, but there are enormous ammount of very safe pallets.
Clown's power is the most poor. I see him hetting some love with Disturbed Ward update.
What are your thoughts?
Myers is a masterpiece. Don't even bring him up in this thread.
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Clown would be near the top of my list. I wouldn't mind them taking a look at Cannibal soon too.
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@Zaitsev said:
I am sick to death of being caught in a stalemate. You all know the one. Two survs are dead, and the last two are hiding, waiting for the other to be found so they can get hatch. I should not have to search the entire map, with all the nooks and crannies, to find one guy, only for the other to get the hatch, and I should not have to hide for 20 minutes waiting for the other guy to be found.
So, my solution?
Stillness crows happen when you dont touch a gen, totem, trap, hook etc. for 30 seconds. Then they slowly ramp up to the noise notifications as they do now.
Your solution isn't a solution at all. Whether it is 30 seconds or 2 minutes it would be easily gamed. Just crawl over and touch a gen for 2 seconds and crawl away when the killer isn't nearby. Nothing would change. An actual solution would be to make it when 2 survivors are dead the remaining survivors get a 30% bonus to generator repair speed. Then they might be inclined to actually try and work on generators instead of waiting for the other guy to die.
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@Cheeki_Beaky_Bird said:
Just remove hatch, problem solved.
No. Problem not solved. In fact, I would go so far as you say that you don't understand the problem to begin with. The problem lies in the fact that when there are only 2 survivors there isn't a feasible way for them to complete generators and escape through the exit gates like normal. Therefore the survivors don't want to die so what option do they have? Currently the only option is the hatch. Take away the hatch and what do you have? Answer: Nothing. There is no feasible way for survivors to escape.
What do you think is more likely? The survivors just walking up to the killer and offering themselves as sacrifice or the survivors crawling around the map wasting the killers time as petty revenge? I can tell you for a fact they will just waste as much time as possible the majority of the time. No hatch means survivors wasting killer's time. The hatch exists as much for the killers benefit as it does the survivor. If you can't understand that basic premise then you don't understand the issue at all.
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@Chatkovski said:
https://forum.deadbydaylight.com/en/discussion/comment/1155253#Comment_1155253
Toolboxes (items), a major impact on generators?
For a generator repaired by a survivor, without any bonus or add-on, but with a toolbox, the repair time (as a reminder, the reference is 80 seconds):
- Worn-Out Tools. Before: 69.5 seconds. Now 76.8.
- Toolbox. Before: 69.8 seconds. Now 73.3.
- Mechanic's Toolbox. Before: 66.67 seconds. Now 73.1.
- Commodious Toolbox. Before: 69.5 seconds. Now 69.3. (the only buff, 0.2 seconds)
- Engineer's Toolbox. Before: 64 seconds. Now 72.
- Alex's Toolbox. Before: 72.7 seconds. Now 75.2.
Respectively, before the toolboxes reduced the repair time by 10.4 / 10.4 / 13.3 / 10.4 / 16 / 7.2 seconds.
Respectively, now the toolboxes reduce repair time by 3.2 / 6.6 / 6.8 / 10.6 / 8 / 4.8 seconds.
Small fact: a generator is repaired more quickly by two survivors without toolboxes than by a single survivor with the old Engineer's Toolbox. And not just a little: there are 20 seconds of difference.
Are these changes going to stop the killers from crying over the speed of repair? I have huge doubts. However, survivors now empty their toolbox in less than 15 seconds to gain 6 seconds of repair.
Toolboxes have never had a major impact on generator repair time. And now this one is really ridiculous. So ridiculous that this feature should just be removed. It sounds like a scam.
The changes seem pretty reasonable to me. If you required toolboxes to survive before and can't survive now then it sounds like you need to improve your skills as a survivor.
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I don't think Iron Will needs any changes.
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If you get shot with a harpoon then you aren't meant to walk away unscathed. It shouldn't be easy to get out of. He isn't broken or overpowered in anyway. If anything, he could use a buff.
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Similar experience. I've had a few try but only lost one hook due to sabo so far.
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He definitely doesn't need a nerf!
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There are plenty of survivor perks that give literally no value at all unless very specific conditions are met. I would say that no value is a downside.
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They need to start removing cooldowns on killer perks. Not adding new ones.
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I played a handful of games yesterday and only had to drop one survivor due to sabotaging hooks. There were several attempts where I could see a survivor going to a hook and I was able to just change my route to a different hook. So the only way to effectively sabotage requires multiple survivors running to different hooks which requires a lot of survivors not doing gens. It'll be a thing killers need to be aware of but it is also 100% counterable. If you are getting sabo bullied then you need to adjust your tactics.
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1151306#Comment_1151306
Thank you. I'd love to see official stats aswell.
@Peanits said:
Stats are back at last! We've taken some time to gather some data and make some fancy graphs for your viewing pleasure. Be sure to let us know if you'd like to see more regular stat releases in the future! Since it has been a while since we last shared stats, these graphs show data from the past three months unless otherwise stated. Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers.
Note: If you're having trouble viewing the charts, clicking on them will open a larger version.
Killer power vs. popularity
Starting off with how frequently killers are played compared to how well they tend to do on average. A 50% kill rate would be the equivalent of two survivors dying and two survivors escaping.
https://us.v-cdn.net/6030815/uploads/230/KSPIKOCTC8RD.png
https://us.v-cdn.net/6030815/uploads/910/6KD3I8P3L1V9.png
Maps
We went ahead and checked which three maps are safest and which three are the most dangerous.
https://us.v-cdn.net/6030815/uploads/275/ZYOLAR28JADQ.png
Mid-chapter 3.3.0: Outcome
The Nurse was changed in the last mid-chapter patch, and we've been keeping an eye on her performance since then. Below, we've listed her performance on PC before and after the changes, both in all ranks and in red ranks. Like the charts above, the numbers shown here are her kill rates (where 50% means two survivors escape and two die).
This was from November. Hopefully we'll get official data after all the ruin and sabo changes in the next couple months. But this is the most recent official data to compare from.
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@Peanits said:
Okay, the patch notes have been updated to reflect the changes. Sorry about that!
The patch notes are also fuzzy about the Hangman's Trick perk change. It basically seems to be an update note for the PTB but bear in mind that the live servers don't reflect that. So someone on PS4 just gets the message that the aura is reduced to XYZ but there never was an aura associated with Hangman's Trick on the live server.
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@adsads123123123123 said:
Most killers are rocking 40% kill rates. Balanced? :thinking:
People need to chill when looking at this data. It's not official data. It's data collected from one player. Which means that there is one constant. The player collecting the data. Which means that the 40% kill rate is only accurate when that specific player is in the game. The player is clearly better than average. Based on this data the deadliest killers are Shape and Cannibal for example. Is that consistent with your experience?
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@Msbre0523 said:
https://forum.deadbydaylight.com/en/discussion/comment/1143931#Comment_1143931
I finally had time to clip it. We didn't start in dream world and I'm fairly sure it hadn't been 10 seconds yet. Also there was just too much accuracy, we all spawned at the same gen and he came straight there, something just wasn't adding up.
That is clearly a bug or exploit. Nice pallet jump btw =p
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I recommend using a perk to counter Sabo for the next couple weeks. But when the newness wears off the game won't be broken.
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Yeah, normal price. No reason it should be different.
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@MasterGrit said:
115% speed , increase fire range , slightly increase hitbox.
Do you want an "I win" button with that too?
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1147386#Comment_1147386
Thats actually genius
I can't claim credit for it. I saw someone else suggest it a while back but it really is genius. Just what the killer needs to be viable. Just imagine when you activate the ability you go into a spectral form and the world fades out and all the hooks highlight then you pick a hook just like Demo picks a picks a portal.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1147316#Comment_1147316
Legion isnt nearly the worst killer. Legion is sitting at mid tier right now imo.
Statistically speaking Nurse is the worst killer in the game. Both in pick rate and kills.
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I really like the idea of him being able to use his harpoon gun to shoot hooks from anywhere on the map to slingshot himself around. Give it a 40 second timer for balance. But I want to use hooks to teleport around like Freddy uses gens.
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It doesn't actually need to be all that high. Running off the standard hill with hook tile is enough.
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Killer. Always killer.
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I don't think the killer should gain any bonus movement speed unless generators are done. But I do like the idea of a mechanic that punishes survivors if they don't take some extra time. I don't think the killer should be able to see the auras of the beacons but the survivors should. The idea shouldn't be to give the killer bonus information or early kill pressure. Rather, just a little extra time to play the friggin game. I would also add killer bonuses to pallet break and window vault speed too. Ignore the bonus objective at your own peril. Kind of like an innate NOED but with the bones much easier for survivors to locate.
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The range is too short. It's a bad idea in general as a survivor to hang out too close to other survivors. From that perspective alone it is a design fail. The other reason it is a design fail is that it does absolutely nothing on it's own. If someone were to run this perk there is no way to know if other survivors are running aura reading perks. The vast majority of the time you would get no value from it. No one would run this perk.
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I don't think that is ever coming back. But there is plenty of room to make other improvements to Legion.
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I'll never understand why anyone bothers talking post game. Nothing good comes from it. Hide the chat window, block all incoming messages, block friend requests, etc. The game is much more enjoyable that way.
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@johnmwarner said:
This isn’t meant to argue whether DC penalties are right, or to ask for penalties for first hook death because that isn’t coming anytime soon. But for killers if you are just DONE with a game what do you do?
Hide in a corner, hoping they just finish and leave? Myself I just stand by the door and the instant the last gen pops I open the door, then I have two minutes max left.
The scummier alternative I have seen is if they catch one person late and they know the game is over they just face camp.
You just answered your own question.
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Here's a crazy idea. Quit hiding in lockers so much.
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I vote they leave it the way it is. DC is inexcusable. If you are raging so bad that you feel the need to DC then just put the controller down and walk away for a bit.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1143814#Comment_1143814
https://us.v-cdn.net/6030815/uploads/514/XY46CR9CWQCN.jpg
I talk about fun, not about time. I insist that it is bad challenge.
Not every challenge is going to be fun. I don't particularly enjoy playing as a survivor. Most of those challenges aren't particularly fun based on that alone. Considering that the majority of challenges are survivor based and those challenges are more grindy in general, I spend a lot of time just grinding out survivor challenges for the rewards. Not because they are fun.
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What are you even talking about? Why would they possibly remove Prestige levels that players worked so hard to earn? What would be the point other than to piss off thousands of players for no reason? If you don't like prestiging characters that fine. Don't. It has always been optional. Every player who has prestiged has understood that it is mainly done for bragging rights.
Now if you are asking if the prestige process could be improved then I would say yes. I would like it if they made it so you could keep 1 perk per prestige level. Call of Duty does that and it makes the process much more enjoyable. I have other ideas on the topic but I'll keep that for another thread.
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Expect to see a fair amount of him the first 2 weeks or so then it'll drop off.... like virtually every killer. Long term I don't expect to see a high pick rate for this killer.
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I'm not sure what to tell you. The power takes time to activate. It takes less time if the survivors are asleep. I think there is an add on that makes the survivors start out asleep which could allow you to teleport faster. But there isn't a way to teleport 3 seconds into the game. Feel free to post the video evidence though. I'd like to see it.
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It isn't that large of an issue. If you are having trouble breaking ghostface out of stealth then he is either behind something or you are too far away. If he is behind something and you partially see him then stop having a staring contest with him and run away. Just accept that partially seeing him or knowing where he is isn't enough to break his stealth. Frankly it should be that way too. His power is on a substantial cooldown. It shouldn't be too easy to break him out of.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1143798#Comment_1143798
Boom, they all are standing in front of me and waiting for me to down them, sure. And NOED is not destroyed, lol.
And remember, survivors, dont use BT and DS when Im doing end game challenges!
You are making this sound so much worse than it is. I finished the challenge in 2 games. I'm not saying that to sound like a braggart. I'm saying that it can reasonably be done in two games. Compared to challenges that require 5+ games to complete that isn't so bad.
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It's not that bad. What I did was beat the survivors hard. Killed one and had everyone else down to the point they were dead on hook. Then I played nice as if it was a bloodpoint farm match. After the last gen is done they trust you. At which point you knock them down go open a gate and just hook them. I don't even feel bad about it since I could have easily killed them before it reached end game. The way I look at it, I did them a favor. They got extra bloodpoints they wouldn't have and maybe made progress toward one of their challenges.
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@legionIsBackBaby said:
I have to say respectfully this is a idiotic question
Lol, normally I would say "there are no dumb questions" but.... I kind of have to agree here. There is absolutely no reason to think they would change characters mid chapter. I'm fairly certain that the challenges are already known even and have been for a while.
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I don't have a problem with more killers. I'd be cool if there was eventually a couple hundred killers. But I do wish they would put more effort into things besides killers. For instance, it is way past time for alternate game modes to be introduced.
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Lol, think about what you are asking for. If it was a literal exhaustion perk that would mean that the killer would have to not run for 40 seconds to use the perk again. That sounds awful. If you just mean a powerful perk that has a cooldown well we already have those. Well, truthfully I think most killer perks that have a cooldown should have the cooldown either removed or greatly diminished. But that's a topic for another thread.
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Blood Warden already got a buff. It's called the end game collapse.
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There isn't a problem to fix. If it ain't broke, don't fix it.
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Games where at least 1 survivor is running a specific perk is almost a worthless stat. Take the time to do the math to see what the perk pick rate is per survivor.
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Okay so here is how it works as far I as I can gather.
copy + paste from another thread:
"First time: 5 mintues
2nd time: 5 minutes
3rd: 15 minutes
4th: 15 minutes
5th: 30 minutes
6th: 30 minutes
7th: 60 minutes"
So if you had DC'd 4 times then your last penalty would be 15 minutes. If you decay at a rate of one rank per day then yes, after a couple of days you can still DC and be right back at 15 minutes. It's easy to lose track of these kind of things. It could be 2 days 22hrs (which you would perceive as 3 days) between disconnects and you would go from rank 2 right back to rank 3 (15 mins). It seems more likely that you just lost track of them as opposed to it not working right. Regardless this is one of those topics that won't generate a lot of sympathy from players and your attitude doesn't really help either.
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Lol, where is the reverse image of that meme where Dwight is pretending to be a killer? I guess that is basically Leatherface =p