dugman
dugman
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- No totem should start within line of sight of a survivor (if the system allows it currently), and ideally hex totems should all start a reasonable minimum distance from any survivor and generator. Hex totems being in plain sight of a survivor right at the start of the match should be avoided whenever possible.
- Hooks should be a minimum distance on a single level of a multi floor map. A hook on the second floor of RPD or Midwich or The Game, etc, shouldn’t be used to prevent a hook being placed on the floor immediately below it, since what matters is the walking distance between hooks, not straight beeline distance through all walls and floors.
- I suspect the matchmaking system is using a simple formula for survivor groups where it takes their average when deciding what killer to put against them. If so it should instead probably do something like have a trained neural net which inputs four survivor MMRs and outputs an optimal killer MMR to aim for. That would help with any mismatches caused by having, say, swfs with players of widely different ratings.
- Remove map offerings. Map offerings only exacerbate existing imbalances and exploits by allowing those maps to appear much more often than usual.
- Don’t use bloodpoint bonuses to “balance” perks and add-ons, only use effects that impact the match itself. Things like Padded Jaws which put Trapper at a big disadvantage to give a small bloodpoint bonus at the end of the game really shouldn’t be a thing. Leave bloodpoint bonuses for the offerings.
- On the survivor side, Dead Hard should probably split the lunge forward and granting invulnerability into two separate perks, The lunge distance is already useful enough that it’s the main reason the perk is picked, so why also include the invulnerability which could be a decent perk in its own right? Split the perk into two separate perks, one for a lunge and one for invulnerability.
- On the killer side, I’d be ok with Borrowed Time being base kit to incentivize spreading damage out more. That being said, that change could be significant enough that they also should probably couple it with a slight increase in the amount of time it takes to complete each gen so the overall kill ratios aren’t changed too much,
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@Nathan13 said:
I have no clue
12 hooks but the survivor is alive
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- Scarecrow - I did a poll a few weeks ago on Batman villains who would be fun killers and Scarecrow was the most popular answer. Imagine something kind of like a cross between Clown and Doctor where he can gas survivors and they see all sorts of crazy stuff as well as have their movement or controls messed with. Also fits well thematically as a character.
- Medusa - The Greek costumes got me wanting an actual Medusa killer that inflict conditions on survivors who have her in their field of view. So if you can see her you get Hindered or Blinded or eventually Incapacitated or Exposed, etc. Having a killer that survivors are actually afraid of looking at while they’re running away or doing gens could be fun and tense I think! (There’s also a slim chance Sadako could have an ability like this already since her schtick is cursing people who watch her, but who knows? 🤷♂️)
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@GaslightGabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2783102#Comment_2783102
If we're talking about stealth that's a different story. 90% of my builds are centered around tracking though, so it still doesn't do much against me.
I do tracking perks a lot too. Even so, when I do lose someone it’s typically because they are crouching and I can’t hear them, not many perks deal with that other than Stridor or Bloodhound or sometimes an aura perk if it just happens to trigger at that moment.
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I know it’s a pipe dream because of licensing, but Freddy deserves voice lines more than any killer probably. Hypothetically Ghost Face speaking in that modulated voice would make sense too.
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@GaslightGabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2782775#Comment_2782775
I'd be fine with that. I don't care about the perk either way because I track by footstep noises.
Footstep noises are useful but some maps they’re soft or non-existent, and they don’t help when the survivor is crouching.
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What other three perks are you running?
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2780411#Comment_2780411
I'm saying you brought back a thread from last year that's been dead for a long time. I never said anything about the contents of the thread.
From two years ago, the thread was from 2020
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2782765#Comment_2782765
You mean Dwight?
”…911, what is your emergency?
I’d like to report a burn victim”
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I think killer is fun, and I only play killer in fact because I never found survivor all that enjoyable. Of course there’s little things here and there that I wouldn’t mind if they were changed, but nothing that makes me think that on the whole the game isn’t fun to play.
Off hand, my personal wish list probably includes
- Remove map offerings. These just cause more problems than any benefit they provide. Any time there’s a map exploit, for example, the map offerings just exacerbate the issue.
- Have bots replace disconnected players like they do on the mobile version of DbD. Yes, bots don’t play as well as people, but they’re still better than having no player at all. And if a killer disconnects on PC it just ends the game entirely, so having a bot replace the killer in this instance is even that much better that.
- Hide opponent’s Grades on the score screen. Grades just confuse a lot of players who think they’re used for matchmaking. There’s literally no reason other than it takes development time to remove them that I can think of to still show the Grades of the opponents on that screen. (Knowing your own grade is obviously still worthwhile since it’s used for monthly bloodpoint rewards.)
- Revamp add-ons which use bloodpoints as balancing against a handicap (e.g. Padded Jaws makes traps not injure and compensates with doubling the trap event score). Add-ons should focus on effects than impact the match itself, not the currency you get between matches. Replace all the “bonus ponts on events” benefits with some benefit that does something to actually help you in the match.
- Have a timer that, if nobody scores any additional points for say five minutes, then the game goes into sudden death and the endgame collapse starts. This would help prevent those annoying occasional stalemates where everybody is hiding or the killer is bodyblocking the last survivor preventing them from leaving by the hatch, etc.
- The devs have already commented that they’re actively working on improving the bloodweb somehow to reduce the grind some people feel, so I’m looking forward to seeing what comes of that.
- Revamp a few perks that are currently basically useless. Monstrous Shrine and Furtive Chase and Beast of Prey on the killer side for instance have worthless effects (reducing the chance of a self escape in the basement and giving stealth during a chase respectively). And on the Survivor side No Mither is actually worse than running no perk at all outside of some bizarre exploits.
- Add a way to track your personal stats like how often you play various characters and get kills or escapes, etc. A public leaderboard could even be a next step after that, but just being able to even see your own stats would be a nice addition.
- Add a random character selection option in the character select screen. A random loadout selection button could too. (Yes, there are some websites that make randomized suggestions, but their recommendations assume you have those characters and perks or add-ons which there’s a decent chance most players won’t have everything at a given moment. Having it be an ingame feature makes it just a one-click instant function.)
- Emotes or sounds or music as rift rewards or in the shop. I’d be much more excited over entertaining emotes or customized sounds than getting dozens of charms. (In fact the new Huntress shows the devs might be starting to think of things along these lines with her unique lullaby and sound effects which is pretty cool! 🙂)
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@GaslightGabby said:
I disagree with Iron Will and Nurse. Nurse is a killer that completely revolves around skill and the better player wins the game. Killers like Nurse should be the majority, not the exception. Iron Will is overrated, and is a pretty meh perk in terms of playing to win.
Iron Will is very strong, being able to hear survivors is critical as a killer. I lose track of more survivors due to Iron Will than probably any other perk.
I don’t necessarily think Iron Will is “game breaking”, but I do think it should probably be a 90% reduction instead of 100% so that Stridor can at least still in principle amplify sounds of Iron Will survivors. They’d still be very hard to hear at 90%, even with Stridor equipped, but at least Stridor would have an effect.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2782735#Comment_2782735
He most definitely is iconic, that's kind of an understatement!
Can't say what streams he will be on, but pretty sure he'll pop up at some point!
Cote Survivor DLC Pack = Confirmed 😉
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It takes good understanding of the game, more than skill. There's no ultimate skill level a survivor can get to over someone else. In the end it's about knowing the maps, knowing the resources given, and an understanding on how to effectively loop a pallet and use windows at jungle gyms long enough for gens to go.
I don't watch tournaments but to be fair gaining game knowledge and understanding the best ways to do things in all situations is definitely a skill. It's not a twitch reflex type skill, but a strategic and tactical one. I don't know how high the skill ceiling is on the game or how much better tournament players are than people who just play as survivor a lot, but there's definitely a wide range of skill levels of survivors that I encounter. And despite all the complaints on the forums about balance issues, at the end of the day DbD is very skill sensitive in that when one side makes fewer mistakes than the other the better side wins. Imbalances in perks and such make a difference when the killer and survivors are all about on par with each other, but when the killer is noticeably better or worse than the survivors that's almost always the deciding factor.
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Overall I don't think Boil Over is "overpowered". In my matches I've lost a few hooks to the increased stagger and haven't lost a hook yet to the 25% boost from falling. That being said, though, there are obviously map specific cases where there is a potential for abuse or exploits to make it practically impossible to hook a survivor in an unhookable area. RPD Library is the most commonly complained about one, but there's a few others that could be problematic too. The issue isn't necessarily that Boil Over is overpowered on these maps per se, but it's more like Boil Over is exacerbating issues on maps with insufficient hook placements that already existed to some extent.
We'll see what happens, though. I'm pretty sure the devs already mentioned Boil Over as something they're monitoring, and they'll almost certainly want to do something one way or another about those spots where hooks are impossible, either adjusting those maps or toning down that 25% or both.
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I'd love to see The Thing as a killer if they can figure out a good way to do it. And yeah, the suggestion has come up on the boards before, it's a popular IP. 🙂
Some random thoughts on The Thing
- The main ability would obviously be mimicking survivors to blend in before attacking. One thing that comes up sometimes in talking about a killer looking like a survivor is some people think that it would be very weak against a swf since they would immediately know when someone is a killer. But keep in mind that when a killer looks like a survivor it also implies that they're Undetectable with no red stain and no terror radius, which by itself is a solid ability! So one way to look at The Thing would be that mechanically it would probably be sort of similar to Ghost Face - a killer who can easily be Undetectable for extend periods of time but who loses Undetectability once they attack (in the The Thing's case, attacking would probably turn them into an alien monster for example.) What would make The Thing different from Ghost Face in terms of how they play would presumably be the details of exactly how they become Undetectable and what their secondary ability is. For Ghost Face, that's the ability to mark targets with the Exposed condition. So The Thing would need something other than that, I'm not sure specifically what though.
- Since a lot of The Thing's modus operandi is sabotaging equipment when nobody is around, one possible secondary ability for The Thing could be that while they're mimicking a survivor they get bonuses to out of chase actions. So when they damage the generator in survivor form, for instance, they have an inherent loss of progression on it kind of like a Pop Goes the Weasel effect in addition to simply putting the gen into regression. They could even have a limited use ability to pull down a pallet or two a match - imagine being a killer that could, if a survivor isn't watching, a couple of times a match preemptively drop and destroy a God Pallet!
- The map would definitely be the Antartic Research Facility. For sure! 😄
- Survivors could be MacReady (Kurt Russell's character in the movie) and Dr. Blair (Wilfred Brimley's character). I could see perks for MacReady themed around Macgeyvering things up, maybe, and the Doc's perks around healing or research or info gathering on the killer.
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Personally I think the game would be better off if they just removed map offerings entirely. They just cause more problems than any benefit they provide.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2781958#Comment_2781958
Iron Grasp and Agitation (either or both)
That and considering that 95% of most maps won't require you to drop somewhere to get a hook, takes away arguably the most powerful part of the perk.
Personally I've found the stagger is the most consistently effective part of the perk against me. I don't think I've ever lost a hook to dropping down while carrying someone using Boil Over, but I've lost a few hooks to the stagger forcing me into obstacles so I lost enough time that I couldn't reach a nearby hook. If they're hitting their Great skill checks and also have Boil Over it can be difficult to even walk forward sometimes.
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Boil Over currently does often slow down the killer by making them stagger off the optimal path to the hook, stagger into obstacles for a few seconds, and occasionally make them either drop off a height for a 25% wiggle boost or take a ramp that makes them take 1 or 2 seconds longer to reach a hook. In fact the height aspect of Boil Over hasn't hurt me yet but I've lost at least a few hooks this week just to the stagger alone. Also by hiding the auras of hooks within 16 meters I wouldn't be surprised if there are some players who have lost a hook because they though they needed to go to one really far away and overlooked an unhighlighted hook right nearby.
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Honestly I think they should consider making it take a 1-2 second action to stop a gen from regressing versus being an instantaneous tap. It just looks really silly when a survivor runs by a sparking gen, gives it a "high five" as they pass it by, and all of the sudden the gen is stable. It's not even so much a balance issue as it is just really dopey looking.
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@ProfoundEnding said:
Give Victor cute outfits
I'd love to see an Evil Ventriloquist skin for the Twins with Victor in a little tuxedo. 🙂
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In addition to tips above:
- Before you pick someone up take a moment to see if there’s a hook near you. I think people sometimes forget that Boil Over hides hook auras, so they may not see an aura of a close hook and go for something 16 meters or more away when they don’t need to.
- Oak killer offerings reduce the distances between hooks. That can make a difference when dealing with the stagger from Boil Over forcing you to take bad pathing.
- Watch for the red Boil Over icon in the lower right of the screen and if you see it do not fall down from a ledge. Always take the ramps or stairs, it adds a second or two to the travel time but that’s still better than giving them 4 seconds when you fall.
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On a tangent I love that Baba Yaga double faced mask. Very cool looking!
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I liked Hawkins because while it has a lot of pallets they’re almost all gameable. I don’t mind pallets when it’s possible for a killer to sneak out a hit if they fool a survivor at them. It’s having a lot of safe pallets that gets annoying (ahem, looking at you The Game). If there was one principle I hope they copy from Hawkins it’s that potentially beatable pallet loops are good and safe ones should only appear a couple of times a map at most.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2774939#Comment_2774939
You would ask for an autograph and she would draw a trap
And Freddy would draw a middle finger. 😄
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So to go into detail, you are assigned a hidden Matchmaking Rating (MMR) that goes up or down after each match. If you’re a killer, it goes up if you kill someone and down if they escape, and vice versa if you are a survivor. How much it goes up or down depends on other factors like how high or low your rating is compared to the opponent and (I think) whether someone was the first kill versus a later kill (since once one survivor dies it significantly increases the chance of later survivors also dying, so that first kill carries more weight in the MMR shift). You’ll have one MMR as a survivor, and you have a separate MMR for every kill character you’ve played (since killers are so different from each other they get individual ratings or at least individual modifiers on the ratings)
With that MMR in hand, the matchmaking system then tries to put you in lobbies with other players of similar ratings. Generally speaking, if everybody in the lobby is around the same MMR, the match should be fairly close with a result of 1-3 kills most of the time and a statistical average around 2 kills. And from what I can tell in my own games, at least, that seems to be the case.
Now that being said, even assuming the MMRs are accurate, there are still mismatches for a few reasons, some of which are unavoidable
- As a brand new player the system has to give you an artificial rating since it has no idea if you’ve played before or if you’re actually totally new to the game and no idea what you’re skills are generall at video games. The devs indicated in their last update they feel the initial rating for brand new accounts is probably too high, leading to new players being put against “average” players who could stomp them, so they were (or maybe even already have) going to reduce the initial setting.
- Players who have ratings on the tail ends of numbers aren’t as likely to have opponents in their bracket to go against. So eventually after waiting in queue a while the system ends up having to just out them in whatever lobby is available. This is kind of unavoidable since the alternative is having people with very high or very low MMR sit in queue for really, really long wait times. But this does mean people with really high or really low wait times can end up getting shoved into mismatches, especially if they’re playing at non-peak playtimes.
- Survivors also like to play with friends (aka survive with friends or swf), and there are a lot of swfs where one high rated survivor is grouping with a low level buddy or two, which gives you a mismatch in the lobby. This is particularly tricky for the matchmaking because simply taking the average of survivor ratings probably isn’t the best estimate of the rating the killer should be to provide a close match. My guess is calculating the net rating of a group of survivors could be where the system might be least accurate aside from the new player initial rating above.
- Lastly if you have a lobby, and someone leaves it, the system prioritizes grabbing a player as soon as possible for that lobby to prevent the players from waiting any longer. Which means it could be filling he gap with pretty much anybody regardless of rating, it’s just whoever is available at the moment. So if you actually want to help the game make close matches please don’t lobby dodge, you’re just setting up lobbies you leave for mismatches.
One more point I almost forgot to mention, the Grade symbols you see on the endgame screen have nothing to do with matchmaking at all. They’re a relic of the old matchmaking system and are just used now as sort of a monthly tracker of how often you play more or less. If you play a lot of games, and do reasonably ok, you will slowly climb up to the Red Grades and, at the end of the monthly period, get nice bloodpoint rewards based on how high that Grade is (up to 1 million each for both your killer and survivor grades). Then each month all those Grades reset all the way to bottom and you start again. So it’s quite possible to have excellent players have really low grades if they simply haven’t played much this month, and have kind of bad players have really high grades if they play a lot in a month but aren’t getting too much better over time. So while there’s some correlation between high Grades and being really good it’s not as strong as you might think.
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I play only killer, typically around 7-8 PM Eastern US when my next daily mission is available, and my queue times are very quick, maybe 30 seconds to get into a lobby? I can’t remember the last time I waited more than a minute at that time.
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The thing I don’t like about it is the swinginess (no pun intended) of when you actually use the tokens. The extra lunge distance is nice if you have the token when you actually need the extra boost, but because it automatically gets used up on your next lunge after a gen pops the only choice you have when you see you need a lunge that is normal distance is either lunge and waste the token or don’t lunge and not get a hit.
Personally I’d prefer the perk if it simply was, say, a +30/40/50% distance boost on all lunges. No tokens involved, nothing overly complicated, it just makes all your lunges moderately better. The current version just feels like it’s complicated for complication’s sake, at least in my opinion.
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@SunsetSherbet said:
No, it didn't address the issue and was clearly a slap on the wrist change in a hope to shut killers up and create the optic of actually caring.
Actually I think in general the devs prefer to do incremental numerical changes to try and avoid overtuning things. They realized they needed to nerf the healing speed but likely want to be a little cautious by how much, so they’re starting at 75% and monitoring it to see if it needs further reduction.
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Just FYI per the wiki Boil Over and Balanced Landing use the same height trigger. (Not that this directly answers the question, but if you know how Balanced Landing works Boil Over is the same height.)
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/307871/please-don-t-change-boil-over
Hi Sluzz...oh wait.
Anyway...no. Just no.
I run Agitation on a lot of killers. You can still completely take the match hostage on at least 3 maps.
Killers shouldn't have to run two mandatory perks to avoid survivors just stalling the game out forever.
Boil Over is the worst sort of perk. It's not strong, but it's annoying to face and can be used to grief. Remove the % lost on drops, rework it into something both useful and healthy for the game.
https://forum.deadbydaylight.com/en/discussion/comment/2779634#Comment_2779634
Lol. If 3 perks are mandatory to avoid survivors taking the game hostage, that's a sign that something needs fixing.
On a tangent, everybody is focusing on Agitation and Iron Grasp, but don't forget you can also mitigate Boil Over somewhat by using the Oak offerings that reduce the distance between hooks. (Of course on the flip side survivors can use Oak offerings to make the hooks farther apart so it does go both ways.)
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2779619#Comment_2779619
Agree. Don't think I'll ever use a build solely to attempt a counter to Boil Over. I mean I'm hearing Iron Grasp now meta!? Really?
I don't think Iron Grasp is meta, but I have lost a few carries to that huge stagger Boil Over does. In two or three cases the stagger literally kept me from being able to walk forward for long enough that I couldn't reach a hook. (I'm talking making me stuck against a rock unable to move for a good 5 or 6 seconds or more.) Fortunately most people still aren't running Boil Over, but if or when I start seeing most of the survivors using it I'll probably start throwing in Iron Grasp as my filler perk if I have it on the killer I'm playing that night.
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Not me, I like playing killer, I'm playing just as much now as I did before SBMM went into effect. (If anything I'm actually playing more.) But I've never found survivor as fun so I don't play that side.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2779223#Comment_2779223
You can see absolute potatoes getting undeserved kills with noed. Moving at 119% speed let them kill much better survs
The devs don't balance based on anecdotes. Again, if there was actual statistical data that NOED increased escape rates more than other good perks the devs would have nerfed it a long time ago. It's one of the most complained about perks on the boards and has been in the game a long time.
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If NOED actually statistically resulted in higher than average kill rates compared to other good perks it almost certainly would have been nerfed already.
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If you were always getting 3-4 kills without really trying in the old system then that’s an indication you were playing people weaker than you most of the time. So having to actually play well to get 3-4 kills is a sign the MMR is working.
Really just play the game like you normally would and don’t worry about if you win or lose. If you win, great! And if you are losing matches now it just means your MMR is going down to a level where you’ll have close matches playing the way you enjoy.
Getting 0 kills or 4 kills is supposed to be the exception, not the rule, so once you realize 1-3 kills is the intended results for most games you’ll see that your matches are actually close when that happens. You’re probably getting a lot of hooks, a few kills and if you’re playing well having a close shot and catching the last survivor before the exits open. The gens are intended to finish and Exits open most games even when you play well so you shouldn’t get too upset when it happens if you otherwise did your best.
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I don’t think TTV players are any ruder than other players. I’ve had plenty of polite TTV people in chat after a game. At worst TTV players might showboat a little more since they enjoy the attention. 🤷♂️
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I like her. 🙂 She’s kind of similar to Doctor in her tracking and zoning and Doctor is one of my favorite killers to play. Basically things that help track survivors are always fun because they help keep you in chases that much more often and her crow auras also help with mindgames at areas with walls and high obstacles. I have some killers in fact that I just run tracking style perks on, it’s fun to just go from one chase straight to another all game, even if it means the loadout isn’t optimal because it’s sacrificing some slow down.
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Sole survivor on its own doesn’t directly hurt you or your team. Yeah, someone who uses it can choose to play poorly just to try and get it to work, but if they simply play the game like they normally would without the perk they are at worst playing “without a perk slot” and might get a benefit from it occasionally.
No Mither though actually directly hurts you far more often than it helps. Always being injured makes you much more likely to be downed and killed early in the game, and directly hurts not only you but also the other survivor’s chances of escape since you are active on gens less of the match. Outside of extreme corner cases No Mither is objectively worse than running no perk at all.
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Honestly if I get them I get them, if not I don’t. 🤷♂️ I play Leatherface when I have a mission for him but I don’t even know offhand if I had any of the special masks unlocked or not and I figured the extra shards would just be for that versus simply playing him. I’m not going to turn down free shards obviously but I won’t complain if I never get them, they’re just a bonus if I do. (I’d just end up saving them for the next original killer anyway).
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I’m still having fun. 🙂 Sometimes I win, sometimes I lose, no big deal. I normally play around 7-8 PM when I have a new daily mission and generally speaking my match ups are probably in the 1-3 kill range mostly even when the survivors seem decent at running. And I had a bit of a win streak this week on a couple of killers so that’s always fun.
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@Gamedozer7 said:
I feel this I started playing late the last few nights and it hasn't been fun alot for prove thyself BnP and full meta. There was even a fee games were I got no hooks becausei couldn't get downs fast enough plus teammates body blocking mid chase and even when I finally got a down they were making sure I couldn't get to the hook.
Question why is it toxic to camp at 5 gens but ok to body block and hook sabo when the killer has 0 hooks?
To answer your question, I think the old saying is “those who dish it out can’t take it”. People who taunt and t-bag and use annoying rapid fire flashlight macros and do tactics like doing the locker flashlight blinds over and over and swarming killers they think are weaker than themselves are also the ones who dc when downed early and call killers trash if they use a perk like NOED or down someone two or three times in a row. Bullies are almost always also sore losers.
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Well based on the trailer, it was Dwight accidentally opening it while fumbling for his glasses. 🤷♂️
https://youtu.be/WhhO7o-5KjA -
"Hey Trapper, buddy... if you could, you know, sacrifice a few more people this quarter that would be great...."
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I haven't gotten mad at Boil Over, I did have one frustrating hook tonight though where I literally couldn't steer myself around a rock to get to a hook because of that crazy stagger it does. I legitimately couldn't move forward at all, only to the left. I got stuck for a good five or six seconds with the hook maybe 2 meters away, super annoying!
Otherwise I haven't had too much of an issue with Boil Over so far. That same survivor tried to run to the second story of the main Ironworks building, for instance, but I just used the fire escape and got the hook no problem. (She was probably hoping I wouldn't notice the Boil Over icon and would just jump down from the ledge.) In fact I think almost all the times I've had trouble with Boil Over have I think always been due to the huge stagger effect, not the dropping from a height boost. (Off hand I can only think of one survivor who got away because I dropped off something and even there I think it was my own fault since I had another route and wasn't paying attention.)
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@[Deleted User] said:
They could easily tweak Gideon, Lery's and Midwhich to have secondary basement locations. I don't see why the devs couldn't do this. 🤷
They could certainly tweak the maps to have a second basement, I wouldn't say they can "easily" do it though since it would involve adding an entirely new tile to them and modifying the tile where the extra basement could appear. That's why I was thinking that, in lieu of the second basement on those maps, they just reduce the hook distance like they do with the oak offerings. Since that oak effect already exists in the game it's probably somewhat straightforward to include it in a perk.
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@CrashMADDS13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2778190#Comment_2778190
Well easy, all it has to do is make all scourge hooks have the effects of current MS. On top of making the basement have scourge hooks. Maybe scratch the sabatoge immunity and keep them breakable on sacrifice out of the basement
The only problem there is the current Monstrous Shrine effects are really terrible. Who cares about a penalty to pulling yourself off a hook or a couple of seconds shaved off the entity timer? It needs something slightly better than that.
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@R1ch4rd_N1x0n said:
The Game (Gideon Meat Plant) only has one basement spawn location. They would have to add another if Monstrous Shrine were made to do this.
Right, which is why I said in the top post "...And for maps with only one possible basement, maybe it just makes hooks spawn closer together in general?"
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@CrashMADDS13 said:
All i want is for MS to make the basement hooks scourge hooks, and/or make scourge hooks not consumed on sacrifice or immune to sabatoge
Monstrous Shrine making the basement have Scourge Hooks is a good secondary effect, it would still need something else too to be useful on its own though.
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Doctor might be my favorite. I just generally love tracking abilities and he has the best tracking in the game. His Shock is also handy at loops, and I like melee attack killers more than ranged attackers, so he's kind of a great fit. 🙂
If Nemesis' Zombies were just slightly faster and had better pathing he's be a contender too. I don't use his whip for much other than breaking pallets, but it is certainly good at doing that! He's the only killer that can (without a special add-on) break a pallet and keep moving and watching survivors while he's doing it. And the Zombie, while dumb as doornails, are decent little radar stations, pointing out where nearby survivors might be. It's a bonus as well when you can head over to a zombie with its arms up and use that info to pincer a survivor between you and them. And afterwards just whip the zombie to force it to reset to a new area, so the survivors can't know where the zombies are all the time, plus gain a bit of extra infection, and repeat. He's a killer that's grown on me a bit.
