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Dustin

Dustin

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  • image.png

    @dugman said:

    I have a feeling Peanits maybe ran the numbers just over the last week or something and Self Care is inflated because there’s a challenge for it. On the site I follow it only has 9% usage which is still popular but not the top perk (and note that other things in the summary do line up much more closely, Self Care is kind of an outlier.)

    Just for your convenience here's one of the challenges - If there's another I haven't bothered looking.

  • To be honest the stats to me at least in regards to kill rates are so pointless. Most of the stats are influenced by people using perks specifically to complete challenges in the tome. Usually resulting in the game being thrown.

    Isn't there currently a challenge SPECIFICALLY to only use the perk self care, heal yourself and then escape? I feel that alone proves my point.

    edit

    image.png

    Yeah stuff like this usually results in a team getting wiped because a weak link. I won't ever trust kill rates until ######### like this stops getting added to the tome.

  • This has been the main reason I've put off prestiging my favorite characters because I know that people dodge scary big numbers. I've played against prestige 60-70 people and just because that number is high doesn't mean they're going to play great. I won't say they're bad but I've absolutely flattened prestige 60+ survivors. The number just means they've put a lot of bloodpoints into that character and nothing else.

    Every time I play survivor and a high prestige survivor is in my lobby it takes forever to get the game to start because the lobby will cycle through like 5-6 killers before there's a killer who actually realizes prestige doesn't = skill.

  • lmao

    We have Dredge's mori though sorry - I think that's good enough for this type of thing

  • Distortion is actually so good now that you can actually get tokens on it - It's genuinely won me many games because I've been able to figure out exactly what perks the killer has. I've been running it since it got buffed and it's almost a mandatory perk for me now. If the killer has no aura reading perks and no tokens get used that's still info for me on what perks the killer has and it tells me what I can and can't do so I don't give extra info to killer.

  • I know it sucks but think of the other side.

    Me personally - I legit feel like DC'ing when I see I'm in a chase where the opposite end has bad internet. It kills my mood and I usually end up being done for the night playing against that. You either get odd ghost hits or teleporting in chase and it's frustrating to deal with. Now if your internet is unstable that sucks but it is what it is.

    I deal with unstable internet - Craziest thing but when a train passes by my house my internet drops for 3 minutes. I've memorized the trains schedule and I just don't play around 9:30 - 11:00 PM my time. Because it's something I'm aware of it's my responsibility and problem not the problem of the people in my game.

    Yeah it sucks and the city has to address it but I have some control over it by choosing to play at different times but I know if I dc that's on me for playing at those times.

  • Add Tony Hawk as a survivor so I can do a kickflip over my DC'd teammates bodies.

  • I don't take items usually unless it's for a tome.

    I don't take event items because there's no point - They should be skin unlocks similar to cosmetics for each item.

  • There should be matchmaking incentives to pick certain characters but also to pick certain perks or even addons. Essentially this should replace daily rituals but be more long term and passive rather than being a do this once and you're done.

    Think of it this way - If we replace Daily Rituals where you'll only play a character once to do the ritual with "This entire day gives Hag a bonus" you'll have the choice to passively play that character more and be rewarded for it. Rather than the "I played my character and did the character specific objectives - Now I don't need to try and can go back to my normal characters."

    Essentially - It encourages the player to keep committing time into a character rather than just feeling like it's an unrewarding chore to branch off of the usual.

  • I hate the Nightmare On Elm Street (Springwood) realm - Ruins my mood every time I get it. I don't care if it's based on the remake the school sucks, every tile on the map sucks and it makes me want to afk / dc on either role. I play it out but usually after this realm I'm done with DBD for the night.

    What would I do with it? More focus on making a map that splices together the school and dream realm. For example I see the boiler room and I don't feel like it's the boiler room - It's just a room with a small furnace in it. As much as I hate Garden of Joy that map does a better job at being a Nightmare on Elm Street map than the actual Springwood map thematically. Balance wise I hate both of them though.

  • Fair enough - Personally I don't mind teabagging it's more the survivors wasting my time by afk'ing at the gate thinking I'm going to bother giving them a love tap to push them out. Just leave so we can move next know what I mean?

  • It does and I'm pretty glad that it's becoming a more consistent thing with killers BHVR releases - Forces survivors to leave the trial or else risk dying.

  • @Sumnox said:

    Seriously, the most fun matches are usually against Pig killers. You have the boring, predictable, always-ends-the-same-way matches versus Nurse, Spirit, Blight... Pig killers are precious. They tend to be very tunnelly and rarely give up on a chase, but they do it in a funny way. And because they're not nearly as powerful as the other killers mentioned, even if they do 3-4k it's usually after a very long, intense match full of chases, unhooks and hilarious events.

    They also can get very lucky with the traps and randomly kill someone, or get very unlucky, which makes them upset and tunnel that person.

    Everyone should play Pig all the time.

    I am envious that you have enjoyable Pig matches - I don't see Pig often but genuinely haven't had a single one that didn't afk camp a hook and tunnel vision someone with an RBT on their head to force a head pop. I think I see Pig maybe once a month but wouldn't mind a fun game with one who uses their dash more. When the Saw chapter launched I played against a lot of those. Just felt like after a year that dwindled away.

  • I don't know about you but I've mostly gotten Spirit and Legion picks since the update when I play survivor.

  • Regarding Hunk - The skin honestly feels lackluster for 15 dollars. Animations are silly looking, no custom icons of any kind, barely any noticeable audio changes. Needed a lot more for the price tag.

  • It probably does as an indirect side effect.

    Hooked Survivor has Reassurance used on them by Survivor B

    Killer notices Hooked Survivor is no longer counting down on their timer - Therefore a survivor is nearby

    Given Survivor B's strategy to prolong hook time rather than saving the Hooked Survivor or Doing Objectives - Survivor's C and D likely do not know Reassurance was used at a glance and proceeds to waste time walking across the map for the unhook

    Therefore - The Killer's optimal strategy would be to wait it out and let survivors come to them.

    Moral of the story - This perk is terrible anticamp because it doesn't help solo survivors which was the side most affected by camping. Before and after the PTB change. Great for taking pressure away from the killer but it was a poor anti camp tool.

    The solution is not to increase the range of this either - It should encourage survivors to either do objectives or go for the save - Then it will be a good perk.

  • Hunk needs a lot of original audio tbh - Voice dialogue and chase music. A custom portrait when the skin is active would be awesome too. Right now the pricetag feels lackluster but I've already posted about it a few times.

    Didn't know about the animation but then again hard for me to tell when I'm playing in first person. Actually looking closer at the video - That looks awful and I hope that gets changed sometime soon.

  • I will be honest I'm unsure what causes it - Consistently in all my games of playing Wesker I don't experience that issue at all. Meanwhile I've played against many Wesker players and while it is a small minority of them I've noticed that when it happens it occurs to them most of the game. Wondering if it has something to do with framerate or something along those lines. Yes I know the hitbox size was reduced but I personally don't notice it at all. This is in regards to Wesker going through survivors to clarify.

  • I love playing as and against this killer. Genuinely worried when I eventually run into someone who decides to main him because he has some scary potential when played well.

  • @PeaceNGrease said:

    I think he's being way under utilized by many players right now, I actually think he's really fun and definitely better than he's being given credit for. He's not a simple anti-loop killer by any means, I would consider him more of an m1 plus style killer, like his power to catch players out in the open is great provided you bring perks for strong loops (or their aren't particularly strong tiles on the map).

    I think he has a good mix of mechanics, grabbing survivors feels great (I don't have any issues with the collision or how it works personally, but I haven't experienced any bugs that make me literally go through anyone so if those exist, I'm unaware). His hindering mechanic feels adequately powerful, and I like that he has a good trade off with plenty of add ons that work while fully infected or if you chose to spray. I also like how versatile his main power can be, from anti-loop (yes, there are some loops where it's a great idea to vault, actually) to mobility, to insta-down (essentially), there are soooo many great ways to utilize his power.

    I played on one of the new variations of RPD, and there was a survivor trying to run me off another injured survivor down the staircase leading from the rooftop with the two generators and a pallet on either side. I used my power down the stairs and grabbed the survivor, throwing them all the way against the wall to the opposite end of the alley... Unfortunately for the survivor, the hole in the wall you enter the building through was a few feet before the end of the alleyway. This meant I was literally standing between the survivor and the doorway. By just using my power at the right time, I threw the survivor into a situation where they could not escape me... On RPD. That felt amazing lmao favorite killer in a long time, and I literally came back from a break to play him

    I think he's being way under utilized by many players right now

    The main complaints I see about his strengths are seemingly from people trying to play him like other killers - Most notably Demo. I get it they both have dash attacks but both need to be used in completely different situations.

    If I were to simplify Wesker by the most basic factors.

    • Wesker is an M1 killer
    • His power is great for cutting survivors off out in the open and for forcing them to run the opposite direction at certain pallets
    • Infection can actually be used as a game delay tool where you encourage survivors to waste time going for First Aid Sprays

    Overall though - I agree with you. His power is fun to use and I feel in a great spot right now being not too weak and not too strong. The only factor I'd complain about is the bugs his power has along with some collision snags on various maps. For example I personally find it difficult to hug walls on Ormand and Dead Dawg killer shack. Both have a lot of stuff that will snag you so using the power there is a bad idea generally at least in standard situations.

  • Just like how BHVR added matchmaking incentives to play a side - They should also add matchmaking incentives to play the most underused characters for each side so we all see more variety.

    I don't feel it would completely solve week 1 character picks when DLC drops but it would be nice for the future to encourage diversity in the game.

  • I enjoy him a lot and probably my favorite killer since Blight. The only thing I'd complain about is the same thing I'd complain about with Blight - He occasionally gets snagged on random collisions so learning how much you can hug corners is important.

    I'm having zero issue landing bounds as I've adjusted to the collision already - It could be slightly bigger but at the moment I have zero issue. I do feel that with how tight the collision is those using controllers will likely have issues playing him though.

    You just shouldn't expect to be able to use it at loops - it's not that kind of power. You can use it to vault pallets to save time and force survivors to run the opposite direction - For that it's pretty good.

  • I don't mind "Cosplay skins" as long as their counterpart didn't exist in game already. To me it made absolutely no sense to give Felix and Feng skins when the main ones are already an option and part of the DLC. To me it was just another excuse to give Feng yet another skin. It would have made more sense to give Meg of all survivors the Jill cosplay because she was shown in the trailer for both DLC's.

  • Oh god I didn't even see this one.

    Escaping is one thing - Specifically being the one to open the exit gates? Yeah okay sure - Doing it more than 5 times turns it into an unnecessary achievement grind.

  • As everyone said

    It's end game and Wesker is an M1 killer. There's not much else for him to do. But on top of that RPD while I personally know the map in and out even with the changes some people are still learning the map layout especially after the update. Some just don't feel like playing it out at certain points in the game which is understandable.

    BHVR actually Tweeted out map layouts for this map they somehow need to incorporate that in game honestly.

    image.png

    For the curious.

    But on RPD it's really hard to cut survivors off when navigating the corridors. You basically have to blood lust them at certain points of the map because if you take one wrong guess you lose the chase.

  • Reassurance was never supposed to fix camping - It was supposed to be a perk that took pressure away from a killer. It just happens that it hurt full on campers the most so it looked like that magic solution.

    It was always a terrible perk for solving camping. Doesn't at all help the solo survivors, doesn't make it clear the killer is camping to every survivor not nearby and doesn't encourage the survivors to either push through objectives or rescue the survivor. Genuinely confused as to why the majority of the community thinks this was an amazing solution to camping even prior to the change. It never was and was only good for taking away killer pressure and nothing else. For that purpose it's still great because 30 seconds is a long ass time in game.

    You won't ever make this perk have the ability to stop camping - However doing the following will prompt other survivors to act - which is the issue right now. Have it show the killer aura to everyone else if they are within the activation distance when this perk procs and give it one of the two buffs if you want it to do the following.

    Either

    Give everyone an objective speed buff for the duration if the killer aura was revealed so they know to do objectives

    or

    Give everyone increased unhook speed OR Endurance when they are within range of the survivor being camped so they can actually perform a save. Then you'll have your magical band aid solution for camping.

    Alternatively - BHVR could just work on modifying the killer powers who enable camping the most and adjust hook mechanics to make baseline adjustments so there is no camping. Because a perk isn't the solution to it.

    tl;dr - It's still a great perk for taking away pressure from the killer - It was never a good anti camping perk - You all just twisted the idea of this perk into that and set your expectations too high for it

  • Lethal Pursuer is literally gimping the killer because it's either a perk that's used once and it's no longer active or they bring a second aura reading perk to get more use out of it - It's actually a really well made perk that means the killer will have LESS regression perks or other perks that survivors hate going against. It's probably one of the safest perks to leave as is right now.

  • @Rigbeta said:

    Okay geez. Give an inch and take a mile much, let the devs have some cool down time, they literally dropped the chapter with a ton of amazing skins and patches and people are already clamoring for more.

    If they get to it, they will, but he's fine as is until then.

    Literally every other character has their own voice. In the very least give him his own stun sounds. He is an iconic character and deserves at least that much. It's a 15 dollar skin that BHVR has made us to believe the bar is supposed to be very high. I think it's fair to at least expect audio changes.

  • He should have custom sounds and a custom portrait. He's too iconic of a character to just be a reskin.

  • @neb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159407#Comment_3159407

    Happened with the 5th anniversary when nemesis came out. Maybe resident evil fans are just toxic or something lmao. Don't wanna generalize though.

    Well to be honest - Hardcore Resident Evil fans are pretty well elitist when you go deep into the community. I won't shy away from it - I'm treading in between but overall I'm pretty welcoming to newcomers of the franchise. Just most of the Resident Evil hardcore fans will completely ######### on you if you're not 100% supportive of complete accuracy to the roots of the original games. Almost a death sentence to mention you like RE6 on any hardcore fans Resident Evil stream for example. I don't like RE6 - I think it's a bad game. Although if someone enjoys it that's awesome - more power to them.

    That being said - Even with that specific thing in mind I doubt it's specifically hardcore fans camping it out. People just want to try out the new DLC and have fun. Once they get bored of it most will move on. Wesker is actually quite balanced where he's not too strong or weak so most people will move on from him once they had their fun with them because I doubt he'll sneak into the top meta picks.

  • Both have very specific strengths - Michael is good for snowballing and Ghostface is good for individual pick offs. Ultimately they're both pretty weak in the grand scheme of things but essentially Michael Myers turns from a stealth killer to power house later in the game and Ghostface can gradually build up stalk and pick off survivors when it's convenient for him.

    They're both fun to play though but at the end of the day they're both stealth killers who don't really have a power outside of m1'ing.

  • Give it a week - He's a new killer so everyone is wanting to get a chance to play him or get his adept achievement out of the way.

  • To me I didn't expect it to work.

    Open-handed - Increases aura reading range a survivor has

    Wiretap - Gives a GENERATOR an aura reading range

  • The outfit for Legion is cool but for 15 dollars it's a little lacking.

  • While holding game hostage and the perk itself are two different issues - Reassurance in its current form isn't really any different. Quite honestly I'd be pretty mad at the survivors who are unable to get anything done while prolonging me to experience the most boring game of being held onto a hook. At that point they're enabling the killer if they can't do gens.

    The only thing I'd change about Reassurance is revealing the killers aura if they're nearby so that survivors not nearby know to do gens. Because otherwise it's honestly a pointless perk that doesn't solve anything. It should be teaching survivors to make use of the time the killer is wasting while camping. Not give the person on the hook the longest afk game of their life.

  • Been requested by many for a long time but survivors should be able to see other survivors perks in the lobby + in game if they open their pause menu.

    This would allow even solo survivors on console to strategize just a little bit more to accommodate their teammates.

  • Yes - I also plan to change my profile picture on the forums to Wesker. He's been one of the licensed killers I've wanted for the longest time. Never thought this day would happen honestly.

  • The change is fine - Camping sucks but you shouldn't have all the time in the world to invalidate the killer trying to pressure the other survivors. It still punishes full on campers but normal killers who resort to it to apply pressure won't be punished as much - That's how it should be. The perk doesn't even solve camping before the nerf it's just a band aid fix. The perk shouldn't exist before the issue is resolved in the first place it's just hiding the issue.

    The perk is more than generous on buying a survivor time who is on the hook. The only thing I'd personally do to it is show the killers aura if they're 16m within the hook when the perk activates for maybe 5 seconds along with giving every survivor some icon prompt to know the perk has activated. That way for solo survivors they know the killer is camping and can continue working on generators. Right now even before the change the perk was a terrible bandaid fix regardless of community praise. Everyone was quick to jump into praising it just because it's our first actual tool to handle camping. It solves nothing though.

  • @CluelessWanderer said:

    Where can we read about the changes they’re making? Thanks for any help

    The most recent changes can be read here.


    We’re back with another Developer Update, a series of posts detailing all the changes coming to Dead by Daylight. In this edition, we’ll cover the balance changes from the 6.2.0 Public Test Build (PTB) and other various tweaks. Bloodweb Costs Last month, we overhauled our progression system to make it easier than ever to…

    These are only the changes AFTER the ptb.

  • Reassurance is a good idea but ultimately I just feel that the right move is making survivors understand they need to do gens when a killer is camping. I still feel like it's too strong because yeah camping in general sucks it should still be a strategy for those trying it. Not the well known face camping but a killer should be able to pressure survivors into making bad decisions. Proxy Camping is one of those and punishing altruism is a sensible strategy. I do see the sensible side to this perk but it just feels like a bandaid fix for a bigger problem which is solo / swf. A swf can just save the team time by saying they're being camped - meanwhile a solo will waste time moving towards the hook only to learn that after they spent their time walking across the map the person is being camped.

    I feel like the proper solution here is still closing the gap between the two and this perk will be unfairly annoying against SWF's. We'll see it in action though but I feel this perk will cause slugging / tunneling to become more popular if heavily used. Granted I imagine it actually won't be used as much as people think and likely the odd one out using this perk will be targeted to be tunneled / camped out of the game because while not crippling it is annoying to killer players not abusing the camping strategy.

  • The Twins and The Shape are the two in the biggest need of a modernization to current DBD in my opinion.

    The Twins due to the power being clunky to control. The Shape due to feeling like a relic compared to more modern killers. Although between the two The Twins feels more miserable to play. The Shape mostly just needs an addon pass and slight tweaks to basekit.

    There are a lot of killers that need touchups but in my view those are the two most currently neglected or overdue killers.

    @Aven_Fallen said:

    Next on the list will be Twins, based on a Livestream a few months ago.

    Apart from that, both Nurse and Myers. Nurse for being broken and Myers for being powercreeped (when I started playing he was considered an A-Tier Killer, now he is often named as the weakest Killer in the game).

    I feel the only reason The Shape was considered any good a long time ago is because he was one of the few things that could give exposed. As time went on more killers had access to the effect so it became less special. He still has some really cool qualities that are unique to his power but I still feel some nice quality of life changes would go a mile with him.

    I have opinions on Nurse but I feel Nurse is just a special case where she warrants her own topic. I stopped maining her when Starstruck / Trickster was added because I felt she had too many tools at her disposal and is now a big problem that bottlenecks the rest of the game. Other than that I pretty much agree with you - Those are the three main killers I'd rework or change at this time.

  • Personally I get why BHVR toned him down but I'd like an addon that spawns two weapon crates for Nemesis to use end game - Essentially his own version of noed. They don't need to be fully accurate like Inferno difficulty but having a Rocket Launcher and some sort of Flamethrower would be cool. For example in Standard difficulty the Rocket Launcher essentially is just concussive and knocks you around dealing small damage. Would be cool to have that option end game with limited ammo. I don't want him to full on have a rocket launcher but essentially just a thematic power up with limited uses for end game.

    The Nemesis we have now is comparable to Assisted Difficulty Nemesis. I'm okay with that but the zombie ai sucks so sometimes it doesn't feel so great.

    For those who haven't played RE3 they probably see a suggestion for a Rocket Launcher and think we want to insta-gib survivors. The rockets don't even do that unless you play on highest difficulty anyways. If he had a rocket launcher you could balance it because in the game...

    The rockets are slow, they are primarily just knockback and within the boundaries of DBD you could tweak it by affecting Nemmy's movement speed. If there was a weapon crate in game Nemmy could be restricted to only having access to them after the generators are powered and by doing so it would be a detour he would have to take away from survivors + when he's holding it it's telegraphed to survivors easily. Survivors could also memorize where these are before Nemmy is able to open them. Highly doubt making across the map shots would be easy as well if you kept it accurate to games.

  • I feel that Nurse rework should be focused on making her a 110 killer balanced around pallets while somehow retaining the ability to blink. I feel that maybe by default she has a single blink that does not phase through things. However after a while by what ever means she can fill up a gauge that gives her the current blink power of Nurse that allows her to blink through walls with two blinks BUT it is considered a special attack.

    This has the benefits of

    • Nurse can be balanced around pallets as a 110 killer
      • Nurse can use exposed effects in this form as her standard blinks will be basic attacks
    • Nurse can retain current power but time is limited while using power gauge
      • With Nurse's unlocked power her blinks are special attacks so exposed effects can't be abused too heavily
      • With Nurse's unlocked power she can satisfy current Nurse players by having two blinks that go through walls
      • During this form Nurse's movement speed can be slowed down as it's another form that's easily telegraphed
    • BHVR has more control over how long Nurse can use each form


    I'm suggesting this not to balance the current form but just to reimagine the killer keeping the idea that she can blink through stuff but limiting her power.

  • That's actually an amazing idea considering how straight forward it is. I have no idea why I haven't seen this idea before it actually makes the most sense for the perk.

  • I agree unless they're using certain addons - not a fan of Engineer's Fang for example.

  • In regards to actual knowledge of the game probably a high 8-9 for both roles.

    In regards to actual performance

    6-7 for Survivor but I always try to do stupid builds to make them work even knowing they won't work ahead of time - I also refuse to use meta perks.

    8-9 with killers I'm comfortable with (Nurse, Blight, Deathslinger, Huntress, Nemesis) / 4-5 for killers I don't like playing. For consistency sake I'll just say a solid 7 though.

    I want to be good at Hillbilly but I'll own up to it and say I'm a solid 4 at tops for Hillbilly - Although I'm taking the time to relearn that killer because I want to learn how to curve again - Used to be able to but quit playing them so I'm just bad at them now.

  • What if they did the whole 115% but gave him a 40m terror radius like Wesker and experimented with him that way?

  • I'd agree with most of BHVR's decisions - It's just two issues being it takes them forever to make good changes and occasionally when they make a bad change it is a REALLY bad change. Most recent example of this is Thana which doesn't actually solve the issue people had with the perk and still keeps it annoying on the killers players had issue with.

    However given no one seems to be using it anymore I don't mind - It's honestly a buzz kill perk when it's good and useless otherwise which I'd prefer it just being weak.

  • Hi - I'll just leave my suggestions

    • First Blink is a normal attack - Any additional blinks are special attacks and this will be telegraphed somehow as them being special attacks
    • Nurse should auto fatigue if she holds her blink for too long (Such as 8 seconds to start out with a lenient number) - Essentially if the Nurse pulls out the blink to camp between two exit gates as an example she'll lose time because she chose to react too early by charging the blinks too early - Just think of Leatherface's Tantrum - The point here isn't exit gate camping by the way - It's the leniency you're given for holding onto your blink to zone out a survivor.
    • I 100% agree with Nurse not seeing auras while charging blinks akin to Spirit while phasing not seeing auras - They should fade the moment blinks are being charged as at that point survivors are now reacting to where they think you will blink to.

    All of these suggestions are with the idea that we keep her at her current movement speed. However I'd prefer she eventually be reworked and normalized to be a 110 killer and balance her around that. For now I agree with toning her down with the above suggestions with reasons. I do feel Nurse should be balanced as a 110 killer for the purpose of being balanced around pallets.

    Changed post a little to keep things simple.

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