csandman1977
csandman1977
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@Colton147 said:
The game is more killer-sided, as kill rates are above 50% on all killers (including the "weaker" killers, such as Clown, Bubba, Legion).
You need to somewhat understand percentages.
0-24% means you are averaging 0 kills a game as you have below 25%
25%-49% means you as averaging 1 kill a game. The higher the number means you get 2 or more kills sometimes but not nearly as often as 0-1 kill
50%-74% you are still averaging 2 kills. You aren't 4k'ing every game. You aren't even getting a 3k every game. Until you actually hit that 75% you are having more games under 3 kills than above.
There aren't any killers according to the last stats released that average more than 2 kills. Yes some do get more than 2 on more occasions but as it is, ALL killers currently average 2 kills per game.
Now that being said, there are other factors than just raw data like the devs ALWAYS say when they release stats. For kills, you need to take into account, maps, solo or swf, were keys used to shorten the game, for stronger killers did survivors just give up, for weaker killers did survivors get overconfident, disparity of rank, did moris come into play.
So many factors to look at. In fact I would argue, the only way to properly test the strength of a killer is to run multiple trials in every map against equally skilled players without add-ons, perks, items or offerings. But do with 3 month release window I doubt that gets done for newer killers or older.
Tl:dr? Sorry I've typed enough on my phone
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1030203#Comment_1030203
I'm gonna answer this one honestly - I don't normally use strong add-on's, neither do I normally use different add-ons then the ones I focus for in the bloodweb. Which when leveling blood webs for killers I play, I have to switch between 2-3 different add on combinations because the bloodweb simply is too expensive/rng doesn't give the add ons I want.
Because of this I get a large stalk up on the add-on's I don't normally use. In this case is Ebony Mori's, Fingers, and various tonic buffs.
Likewise with survivor. I don't use Items at all with Survivor (because you really don't need them), and I get an abundance of the same items/add ons.
This is actually a common theme for many players in higher ranks, to start gathering large collections for both Survivors and Killers.
I get that. Especially for survivor. Only thing I use for them are bp offerings. For killer i try to go out of my way to avoid most of the higher rarity stuff. Except for pinkyfingers on clown.
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What I think is amazing is that on the first game you had 20k bloodpoints in addons and offerings and didnt make back your investment.
2nd one you made just under 1.5k more than you spent.
Granted you could have played without the eboni but still, all those bloodpoints spent for literally no gain. (You actually average out to almost 0)
Obviously killers getting too many bloodpoints is op and unfair.
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Obviously you camped the hook so you are a garbage tier killer. Git gud lol. (Joking by the way)
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I like this idea also. If not first person then a really tight 3rd person. I know its not really a horror themed game anymore but having a limited pov while hiding for your life, annd having to rely on sound would definitely give it more atmosphere.
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Dont have super good perks on him but I'm running, distressing, devour hope, thrilling tremors and whispers. If i had bbq tremors would go but i dont have bbq on doc
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1028774#Comment_1028774
I got a better idea: Play against survivors who use toolboxes and keys to hone your skills.
If survivors were given the ability to dodge killers, I wouldn't dodge a Ebony Mori, I wouldn't dodge an Iridescent Hatchet Huntress, I would dodge perma EW3 Myers, and so on.
As the killer, you even see what the survivors are bringing in, use that to your advantage.
The sad truth is that, you won't improve if you assume the worst every time you see something that makes your stomach fuzzy! :P
And yet, survivors constantly DC for whatever the hell they want. "Hey spirit sucks, if we DC enough they'll change her" or "skill checks to hard....Behavior please stop it!!!!"
The suck it up and git good argument goes both ways. The q times are the devs fault not the killers
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In about 600 hours or so on xbox, i have not gotten a single messege from a killer that wasn't in responce to me saying gg or them saying gg. As killer i get ggez whenever i decide to play a new killer I'm not practiced with or when i get paired with people 10 ranks higher than me.
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So ruin was arguably the strongest early game perk to slow the game down to avoid getting to end game. Whatever your opinion on old ruin is, that was the point if the perk. Not to carry all game. Just to give a little breathing room at the beginning.
Now, there are no early game perks. CI not withstanding. All killers have now are mid to late game strategies. NOED is the end game version of Ruin. It suffers from the same problems. Killers often times end up playing a game with 3 perks. And when they need it most it's gone. It punishes new survivors while experienced semi competent survivors know how to get around it.
NOED is fine where it's at. I for one dont trust the devs to change it anyway. We'd end up with a hex perk that adds 4 seconds to opening the exit gate or something, or it would need 2 totems dull to activate.
For the record, i hate bashing devs and i dont think i am. I just dont think ruin was a rework. It was a remove and replace.
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Besides struggling the whole time? No. Never saw the killer until the end when he got me with NOED. 4% failed.
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@Aven_Fallen said:
The Emblem does have nothing to do with the BPs. Emblem in Survival indicates the time you were alive. But you can have 0 points in Survival, if you do not struggle on second hook.
I struggled the whole time. Also next game i had to leave so let myself die on hook without struggling and got 500
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I like using distressing with doc. Plus iri queen and backwards skill checks are so much fun. Had a game today and a survivor brought us to the meat plant. I laughed at the loading screen.
That being said, I could find people all day long, there were screams everywhere. Yet, i still had to chase them and i havent quite got the timing down to prevent vaults. Plus his base shock is so short that you need to be very close to actually hit someone running away from you..
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So which gets fixed first? Ds broken or flashlight bug?
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Wake up at a clock and you have 90 seconds before you fall asleep. Thats enough time to do a generator. His natural slow down doesn't hinder you then.
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If ive ever run into it I never noticed. I don't use exhaustion perks. Once in awhile i use sprint burst if i have fixated to go with it. But usually im not injured when I use sprint burst so it doesn't really bother me
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@mmorrow8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1024390#Comment_1024390
Typically BHVR employees use the logo so i didn't realize that a BHVR employee responded.
Its cool. Looking back my post sounded dickish. Wasnt trying to be that. Sorry if it was misconstrued.
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Lullaby definitely shouldn't show before the first hook.
3rd seal should just be a normal perk that cleanses itself at a full heal. The blindness on the hook is what matters and makes it fun anyway
Devour needs to stay. It shouldn't light up until after first hook.
Ruin needs to change again
Thrill is fine and haunted grounds is fun
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@ppo8820 said:
Any killer who finds ds to be annoying or a big deal is 100% a camper and tunneler. It’s one of the most basic perks and is nearly pointless unless the killer is tunneling people off the hook. If you weren’t Tunneling, ds wouldn’t be an issue.
So person with ds gets unhooked and purposely runs towards a killer to do whatever, the killer is tunneling?
Ds is a needed perk, but like anything can be abused. I think that it needs looked at.
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@mmorrow8 said:
I'm not trying to ruin anyone's game, nor do I want to and I try my best to make it fun for everyone whether I play killer or survivor. My dad will not fix the router and will not let me because he believes he knows it all, though I have mentioned this issue several times. He blames it on the PS4 itself although I know that's not the case. The DC penalty will probably screw me over and I would love the idea of a rejoin button or something but we know that will not be implemented for several reasons. 1. Unless they have a timer for it then people will just join back during endgame or those that can't get their internet back online before the timer is just out of luck and 2. The join back will probably break the game even more. I wish there was a way to be able to say what DCs are purposeful or not but this is life I guess until I can get my dad to actually listen to me. Although a dev hasn't answered this I am thankful for those of you who answered my question about this.
@Mandy said:
Temporary bans are on an escalating scale leading to a permanent ban yes.
Not sure if mandytalk is a dev but she? Is definitely an official behavior employee and your question was answered
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im doing pretty good with plunderers, spine chill, deliverance and a random perk in 4th slot, autodidact was there last night. I never bring items unless im doing a challenge, and i play solo so deliverance helps me not rely on others to fix my mistakes. Also i never expect to escape. Makes the game more enjoyable.
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@Withered8 said:
I’ve gotta say from large amounts of Freddy games I’ve seen and played from both sides, Freddy needs a change or something tweaked. Not because he’s strong but because he’s brain dead and requires almost no skill. Not only does he basically make clown, billy and stealth killers look bad by basically stealing their abilities but Freddy is basically rewarded for wasting too much time on a single survivor because of his ridiculous slow down and ability to just teleport to any gen. Not saying he’s OP but rather he’s brain dead.
I love how all strong killers are brain dead to play. Freddy has more tool than most other killers but if the survivors play it right he is definitely not auto win.
First survivors have to understand that he can't be looped like normal, unless you are awake. That's why prioritzing staying awake is important. Even his ability to teleport is hindered by players being awake as his cool down is shortened when people are asleep.
Im not saying hes easy to play against, but most of the problems lie in playing as if he's just an m1 killer.
I hate to say this, as it affects my killer games, but spine chill is such a good perk. Even though freddy isnt really stealth, his power makes it hard to see when he's coming for you.
Also, and i know this is a no no, but knowing when to drop pallets early can render his snares almost useless depending on the tile.
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I completed the first survivor challenge, get 5 bronze lightbringer emblems, and am halfway through tier 2. Using that as a baseline, completing the challenges, properly without farming and throwing the game, it looks like most of the rift will be done.
Just play normal and you'll get through the challenges and rift fairly easily.
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@John_Doe said:
https://forum.deadbydaylight.com/en/discussion/comment/1022984#Comment_1022984
That's over ten games a day
If you ignore challenges yes. But if its like the last one, you should get more than halfway done just finishing the challenges. From there its not that hard to do
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Yup. Just have to do a tier a day. Really isn't that hard
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I find more pink maps than anything else in boxes in game. I like them
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First week of a new map they increase the odds. Give it a week
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1021593#Comment_1021593
60 seconds is still a very short time for 2 boxes. And the pig would still have a good chance of preventing you from getting your hat off.
Sorry. Key is automatically in one of those 2 boxes
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1021504#Comment_1021504
So the timer would continue while the survivor is being chased? That would allow tunneling for a guaranteed kill in 60 seconds.
The pig would also know the general location of which box the survivor needs to check, which also allows for tunneling.
Legion vault is an interesting idea though.
Add during chase timer doesnt count.
Maybe 2 boxes instead of 1?
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Give her unlimited traps or at least double what she has base and make her have to go to a jigsaw box to reload
Timer starts when it is put on but paused while hooked or downed
Shorten timer to 60 seconds but make a box highlighted that guarantees a key, but as far from survivor as possible. Like freddys alarm clocks
Pig cant see boxes auras unless shes out of traps if that feature is implemented
Traps arent armed during EGC.
Pig can legion vault a pallet or window during dash but cant attack with the same dash
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1020934#Comment_1020934
Yes. The funny thing is killers asked for the swf change and the devs listening to them made queue times horrible for newer killers. The newer killers being bullied by the swf bug lmao.
The low tier killers for tired of facing 3 red rank survivors with one rank 20 Smurf account.
There's a huge difference in losing while learning and getting stomped to the point where you don't have time to learn.
It's like a middle school team playing a pro team.
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I played piggy and felt like my turns were super fast. Also got 360d alot more than normal.
Was running m&a and chalked it up to the fov difference.
Got 360d alot as doc too without m&a. I kinda suck lol
To be fair, once i got used to it i really liked it. Speed I mean. Not getting 360d
On xbox
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@lasombra1979 said:
As a survivor, I consider it a win if I escape.Its extra nice if others escape as well. As a killer, half my builds are meant for end game, so I dont care if they get all 5 gens going.
Yes!
Basically i keep seeing those stupid comments about NOED rewarding you for losing. No matter how logical you make an argument about gens not being the win condition many people still consider the killer losing as the last gen is popped.
I really just wanted official clarification.
Thanks again!
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@Almo said:
DbD does not have a clearly defined win condition. However, the generators being completed is definitely not it.
Thanks for answering! At risk of being greedy in my developer time monopolization, any chance for specified and clearly defined win conditions in the future? Seems like the ambiguity of it all causes all kinds of communication issues.
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They did fix it. New ruin means you never have to kick a gen again
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Yes. They ran inti technical difficulties.
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@PuggyMohawk said:
I saw a post here once describing the idea of placing the survivors' charms on a generator they have completed as well as having them on the hip. Or maybe one charm from each survivor who finished the gen hung from the gen's pole?
Was thinking about that but may be too cluttered.
Alao thinking have spots on walls where charms are put like trophies. Each survivor has like 12 spots on the map that has a tile that displays their 3 charms. Like a deer head over a mantle or the weapon holders from skyrim
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Played og Freddy and didnt realize i had to put survivors to sleep. Was just running around swing at people, sometimes using my power but had no idea what it did.
Ah i miss Freddy lol
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If you want to get realistic, almost all the killers are much taller that survivors. So when a survivor flashes you they arent starting at eye level, they are having to aim upwards. By looking up depending on distance the angle at which the beam hits your face could indeed be greater than 90 degrees thus allowing killers eyes to not come in contact with the beam of light.
Now the angle decreases based on distance but so does the effectiveness of the beam. The further away you get the harder it is to blind and the more accurate you have to be.
You can argue that shorter killers would be more apt to get blinded as they are more likely eye level with the flashlight. However, much like how different killers seem to have longer lunges based on weapon length, the developers have stated that all killers have the same reach as far as weapon hits regardless of length of weapon. I think that's lazy design but my opinion isn't important.
The devs say that all killers have the same reach for weapons, so i would argue that they would do the same for flashlights. Making all killers have the same flashlight angles and such.
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Og freddy was much more fun than new freddy. Yes new is stronger. Don't care. He was the first killer i played and the reason why i play this game still. I was so excited to hear he was getting reworked. Broke my heart when they made him completely different.
Leatherface just for his noises
Clown because he was the 2nd killer i played. He's easy to learn how to play the game. An m1 killer who's power isn't super useful.
At the moment im trying to inlock everything on huntress. Just because she has some cool cosmetics
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This is how it starts. *insert killer name here* isnt fun. Just DC and devs will change him. Guess we will have 2 below average chainsaw killers.
And no i don't play billy. Don't mind going against him as im still learning the ins and outs of looping so going against him gets my heart racing.
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I prefer leatherface as my favorite chainsaw killer
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1011767#Comment_1011767
Ok bud. But it ain't really helpful nor needed is it?
No one likes smartasses.
"Smartasses get killed. We see to that" - Legion
Being light hearted. Forgive my poor attempt at humor.
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So to all the people who don't know, when spirit uses her power she can't see you, or scratchmarks. She relies on sound which is busted.
Complete generators when the skill check wheel doesn't pop up. Same thing
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1011622#Comment_1011622
Does it really matter? It's red ranks. It's the same type of thing
Was just being a wiseass
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1011395#Comment_1011395
I also realised that you didn't reply to my rank 1 image.
That's surprising
Maybe because that's a rank 3 picture?
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The way designed oni to he a more fair hillbilly, makes me nervous for his "add on" changes.
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@PoisonN said:
https://forum.deadbydaylight.com/en/discussion/comment/1010852#Comment_1010852
I feel insecure against one person using, imagine 4
More than 1 OoO just go camp the basement chest cause you're screwed
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Anytime I see OoO I throw the game to make sure that person dies. It's a flaw in my brain and I accept that
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Maybe many of them got tired of all the auto dcs that occurred at first sight regardless of loadout.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1008450#Comment_1008450
Define plenty please. 80% did use it. Somehow we only have people here that claim they played for ages without ruin and all but yeah.. must be those 20% here.
I am sure you can do an estimate of how many there are.
Actually only 45% of killers used it. The 80% was specifically red ranks.