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dugman

dugman

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  • We have no idea what the solo survivor HUD changes will be let alone what impact they'll have on the game overall. But frankly if hypothetically the change shifted the overall escape rates too much toward survivors then the simplest thing is just adjust the base generator speed slightly to compensate. That 80 seconds per generator parameter is easy to change from a programming standpoint and offers fine tuning since it can be changed by any amount desired small or large.

  • @[Deleted User] said:

    Pretty good ideas! I like the distance shortening aspect more. Would be pretty cool if it gave you an additional scourge hook, or if the hooks you create became scourge hooks.

    An additional Scourge Hook would be a nice idea too. Not on its own, of course, but as a secondary effect.

  • Good read. A few quick comments

    • MMR does assign a person a number, but of course how that number is assigned is where the devil in the details lies. One debate there is whether a "kill" should be considered a win versus something like "scoring more bloodpoints than all the survivors" or "getting X number of emblem points" for example. Rational people can disagree on what actually constitutes a win versus a loss in DbD and whether or not a kill versus an escape is the best such gauge. (Personally I think kills and escapes are perfectly fine, I'm just saying that I can understand why other people might think the "winner" of a match is actually the person who got the most BP or whatever.)
    • Another detail that matters is how much the MMR shifts up or down after each match. Typically these kinds of systems shift it more or less based on relative ratings of the opposing players and other factors, such as weighting the first kill more than the second kill in terms of up/down movement. There are some people who incorrectly seem to think the system just does a flat up or down each kill regardless, from what I recall other factors do play into the size of the shift.
    • There's also a consideration of, even though each player has an individual rating, how do you match four people with four different ratings against one killer with another rating? The simplistic method is to just take the average of the survivor ratings, but it seems pretty likely that a more accurate system would be doing something like training a neural net to take in four survivor ratings and spit out a closely matched killer rating it should aim for. It's quite possible for example that small to moderate differences in survivor ratings make a big difference in escapes, but larger rating gaps have diminishing effects on escapes so that it doesn't matter as much if someone has three times your rating versus four times your rating, for example. If the existing system has an inaccuracy in its estimations of results based on MMRs I suspect this is one area where they could possibly improve the algorithm.
  • I actually tend to do ok with Pig. 😊

  • @Deadeye said:

    Do you know what 25% reduced healing speed is? It will make a team heal go from 8 seconds to 9,14

    The problem of this perk is not the healing buff, it would still be broken when it had no heal boost at all

    Actually I’m seen a lot of complaints specifically about the healing speed itself being too fast, to the point that it makes healing take so short a time pairs of survivors can practically heal each other to full mid chase. If the healing buff was eliminated then the only benefit of the perk would be self care for the group in part of the map while the totem was available, which would mean taking 32 seconds to heal yourself after spending 5-10 seconds running to the zone, as well as meaning that people who brought their own Self Care would get zero benefit from it. I’m very skeptical the perk would be broken at 0% speed boost, it might not even be used that much depending on how popular other healing perks are.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766550#Comment_2766550

    It's silly when you use "WhOa yOu'Re A SuRvIvOr/KiLlEr MAIN?" as an argument point. It's a dumb mindset and I just pointed it out. You can play whatever you want but when you use that Main Card argument sorry but that's just idiotic in my opinion. As I said before I play a lot of Survivor now but I have rigorously played killer a lot before that.

    Oh I agree there, trying to insult people who main one side or the other is dumb,

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758746#Comment_2758746

    Shadowstep is extremely annoying and can break game if used right.

    Personally I haven’t found Shadowstep to be that annoying. Because it only hides things in its range, and there’s a decent chance you can hear the totem if you’re in its range, then there’s also a decent chance that if someone is running in an area with Shadowstep and you don’t see them that you’ll hear the totem, snuff it, and see the scratch marks all of a sudden and get into a chase. Also Shadowstep has no effect on just seeing or hearing the survivor normally or on blood trails, crows and killer instinct.

    in Boons Comment by dugman
  • @TeabaggingGhostface said:

    Also make it take longer to sabo hooks

    Yeah I’m surprised it doesn’t already have that as part of the effect to be honest.

  • @CrashMADDS13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767656#Comment_2767656

    Well, i could put it this way.

    If a survivor brought "dead hard distance", they would use it for distance in every chase.

    To me it would be worse than normal dead hard, because the survivors running it would be starting every chase with that perk in mind, so it would get more use.

    Similar to how when you run lithe, you run loops a certain way so that you always get value out of it.

    "Dead hard i frames" would only be used to avoid a hit, with a small amount distance awarded from the miss. It's more skillful and has more counterplay than "dead hard distance"

    I don’t get the focus on “skillful”, do you not consider Lithe or Sprint Burst or Balanced Landing skillful? They require much to activate either. Is Scourge Hook Pain Resonance skillful? Does it have a lot of counterplay? Why does a perk need to have a ton of counterplay to be considered a legitimate part of the game?

  • @CrashMADDS13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767645#Comment_2767645

    Of course, both effects are great, but the distance alone on it's own perk would still be an issue, if that makes sense

    I understand what you're saying, I'm not convinced the perk would actually be overpowered with just the distance though. I'm had a bunch of games where a given survivor uses the perk at one or two points in a match to dive for a pallet, for example, and in that same match also uses it to dodge a swing and extend the chase that way too. The distance is the more frequent use but the invulnerability is still a significant part of it.

  • @CrashMADDS13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766102#Comment_2766102

    I wish everyone could agree that the free distance at will is the issue, not the i frames

    I think the issue is that it does both distance AND has i-frames. Either effect would be a decent perk on its own. If they completely took out the i-frames it would still be pretty popular and a good perk but would lose that in-a-pinch effect to dodge attacks by reacting to the animation.

  • I guess they could give him the David skin?

    image.png


  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/306489/love-vanity-mirror-meyers

    I enjoy VM Myers myself, but it's essentially a pure M1 killer. You have exactly as much fun as the survivors and the map want to let you. If you are against a group who just predrop pallets and hold W, or a map like Red Forest or Eyrie, you're going to have a bad time.

    I usually run:

    • Surge (dumb perk, but I enjoy it)
    • Pain Resonance.
    • BBQ (VM is a surprisingly excellent BP farmer)
    • Either Agitation (synergy with PR) or Monitor (even smaller TR with Rabbit, something silly like 8m at the end of the day).

    I wouldn't run Stridor (you have your aura reading, which is sufficient) and while I used to love STBFL, once they realize they have it the obsession will be in your face constantly. I now only use it on killers with excellent ability to locate people really fast (Doctor, Wraith) or the ability to hit the obsession without losing stacks (Pig, Demogorgon).

    I've run Vanity Mirror Meyers a bunch of times and never had a bad time on any map. 😉 The aura reading and 12 meter terror radius does make him better than just a vanilla M1 killer than no ability.

  • I like the content in general. I guess if I had to pick between the original and licensed killers I might go with licensed? But really it's just the content generally speaking.

  • @jesterkind said:

    Because they didn't do a good job with the emblem system, at least as far as matchmaking goes. It actually works a lot better now, just as a personal reward for how well you did in the match.

    The emblem system was an atrocious matchmaking system. It categorically did not work, it wasn't fit for purpose, the amount of variance even within a rank was gigantic and it would very consistently match people of different ranks together anyway. For all this system's flaws, and there are a few, it is at least very slightly better than that.

    I agree, people saying the emblem system was better for matchmaking have rose colored nostalgic glasses on. It wasn’t.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766335#Comment_2766335

    I don't main anything. It's pretty silly to main stuff in this game and play only one side. But I did several times admit that I'm a blight main that plays Survivor now most of the time since it is relaxing. (By main because that's the killer I use a lot)

    Why is it silly? I main killer because I don’t find playing survivor all that fun in comparison. It’s not like the game is a job where I need to do crosstraining to get paid more, I’ll play the side I enjoy playing.

  • @Pulsar said:

    I actually think it's really bad.

    It just turns him into Legion with a 4v1 distraction.

    It removes his ability to anti-loop with his Chains (which was already questionable) but gives him the ability to injure easily.

    I think it’s still his best add-on overall. No other add-ons have an effect as powerful as easy injures at range and even through walls.

    Now whether he’s good overall as a killer I have no idea.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766338#Comment_2766338

    The features are still being discussed, so there's not a date yet.

    You can find more information about it here: https://forum.deadbydaylight.com/en/discussion/302821

    Details aside, I’ll be surprised if the general idea of HUD icons showing survivor activity doesn’t get implemented in some form. Seems like there’s little downside to it and it doesn’t sound as impractical to program as some suggestions I’ve seen elsewhere.

  • Well I got all the shard unlockable characters for free using them so it worked for me. 🙂

    Cosmetics costing money is perfectly ok with me too. Some people like them enough to buy them so why not?

  • https://youtu.be/cF5wiVR6YpI


    (Come on get up and get down with the sickness)

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766385#Comment_2766385

    If the Hag has to run around Ormond half naked, survivors can do the same.

    Hag bikini DLC = confirmed

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766361#Comment_2766361

    That's actually sick. I didn't even think about that. I wonder if that may be seen as an exploit and patched though.

    It’s definitely not an exploit, if they actually didn’t want it to be possible to damage people at long range like that they would have put a range limit on the damage.

  • Rule 34 implies if you Google Dead By Daylight Bikini you’ll find it. (Although why you’d want to run around in a bikini on Ormond I don’t know.)

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766039#Comment_2766039

    Never meant it to sound like it's an end all be all but much like any strategy that survivors hate there are legit reasons why people use them, they work so why not use them?

    Personally I don’t facecamp much because it’s less time efficient, plus it’s kind of boring to do for long stints.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766020#Comment_2766020

    Face camping can also be considered defending the objective if you know people are nearby why would you not try to weed them out.

    For sure, I agree that Face Camping is just extreme zone defense. I don’t think it’s optimal in a lot of cases though, you’re better off typically proactively finding a different survivor to chase then hoping they come to you quickly. If you can have one survivor on a hook and chase another, then they need a third person going for the rescue which means only one survivor doing the gens. Whereas just standing at the hook waiting means potentially three people doing gens the entire time.

    Face camping is strategically only useful in specific situations, not as something to just do most of the time.

  • About 1.8 average doesn’t sound too bad for a no perk game. It wouldn’t surprised me if having perks adds +0.25 to your kill rate average, and since MMR is different for each killer character your MMR probably didn’t lower too much on any given killer from the start of your experiments with them when you previously presumably had a full perk load out. If anything, being in the ballpark of a 2 kill average probably shows how much the results of the match are a reflection of how well or badly a killer actually plays the game. Things like specific perk load outs don’t come into play until you’re talking about at least above average to high skill opponents, and even then skill differences make a big difference. Above average survivors can do well against above average kills but will still struggle with top tier players.

    On a tangent I get why Corrupt Intervention is popular but I hardly ever use it. I find that when I use it survivors tend to just try and hide it out which makes the first minute or two potentially just looking around for people and nothing interesting happening. Normally I pick up on survivors by gen sounds as much as the scratches and crows, etc, so I’m ok with having the gens be up at the start in the sense that it means I can get into a chase that much more quickly.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765942#Comment_2765942

    Why not just say "I'm defending my objective" cause that's what you did you chose options that help you win the game instead of following some double standarded honor code.

    It’s not even just them not understanding that zone defense isn’t “toxic”, it’s that the word “tunneling” is so vague it’s practically a worthless complaint. There’s zero consensus on what tunneling even is, let alone whether it’s fair or unfair or rude or whatever. I swear when I get called a tunneler it’s because someone happened to get downed twice in a row or I spotted a person coming in for a rescue and forced a trade or I don’t know what. Or maybe I ignored a healthy survivor to hit an injured one, who knows?

    Literal “face camping” at least has kind of a rational description of what it is - a killer standing around a hook waiting for survivors to come to them. “Tunneling” doesn’t even have that.

  • @Junylar said:

    So people who camp and tunnel just for the salt in chat and comments are not toxic, but people who don't like campers and tunnelers are the toxic ones? Oh, this "us vs them" mentality of some killer mains has gone too far.

    Not that there aren't killers who aren't rude jerks, but most of the people I personally meet in game who complain about tunneling or camping are just sore losers who don't know what they're talking about. I once got a 12 Hook game with Legion for instance and a survivor complained I was "tunneling". I even had a survivor who complained I was "camping the gens" one time.

    So yeah, call me skeptical when I see someone in my game chat complaining that I was unsportsmanlike because I "tunneled" them. 🙄

  • @Holkapolka said:

    Light born is a meme perk, like Insidious. I use it when I see 4 flashlights. You are better off with starstruck and Franklins, if you have problems with flashlight. Also with starstruck no one will block you.

    Lightborn isn't a great perk, but I will say it does have an advantage overall compared to Insidious. Insidious has basically just one rational use - standing in place and camping a spot. And note that it doesn't actually make you literally invisible, survivors can still see you perfectly fine, it just removes your red stain and terror radius so you're not as obvious. So you can camp a hook or generator or the basement, etc, and maybe get a surprise hit on someone coming back to it. So outside of that gimmicky basement face camp thing it's kind of terrible compared to actually playing more proactively.

    Lightborn isn't all that great because honestly if the survivors are trying to get flashlight plays on you they're probably not spending their time efficiently. And it's not usually that difficult to avoid a flashlight save (flashbangs might be slightly harder to avoid when they're used well, but flashlights you can often just look at a wall when you pick someone up and listen for people running in and avoid the blind.) That being said, though, one nice feature of Lightborn is the 10 second aura it gives you on any survivor who tries to blind you. A 10 second aura is a relatively long aura, it's longer than Lethal Pursuer for example, and seeing a survivor's aura when they're near you makes it very difficult for them to mindgame or juke you in a chase. So between them already being close since they were trying to blind you, and you seeing their aura for a while afterward, this perk often leads to a free quick hit on the flashlighter. Now I don't necessarily think a couple free hits is worth a perk slot, but it's still probably more than you'd get from Insidious. 🤷‍♂️


    On a tangent, Lightborn is also the centerpiece of one of the funnier gimmick loadouts, basically just leaning all in on punishing flashlighters

    The Dim Bulb Build

    • Lightborn - Immune to blinds, see aura of survivors who try to blind you
    • Brutal Strength - Break pallets and gens more quickly
    • Agitation - Move 105% speed while carrying a survivor (so you can outrun a survivor while carrying)
    • and either
    • Endurance - Reduces pallet stun time; or
    • Mad Grit - Allows for free swings and hits while carrying someone

    This build is basically made to give free quick hits against anybody who flashlights you either at a pallet or while carrying someone. Because you break pallets so quickly with Brutal Strength there's virtually no chance someone who tries to blind you while you break the pallet will more than a couple of meters before you smack them. And with Agitation you can punish both flashlight blinders and body blockers more easily and still have time to reach a hook. If you really want to go all in on the gimmick, Mad Grit plus Agitation is the ultimate F-U to people messing around near you while you carry someone. On the other hand, Endurance is a bit more broadly useful since pallet stuns are more likely to happen even against good survivors. It's a terrible loadout but hilarious when it works. 😄

  • If I remember right every other time they've done a character revamp like this (e.g. Clown, Hillbilly, Leatherface) it's been more than just an add-on pass, especially since add-ons numerical changes are easy to program so they don't take months and months to do. Basically the longer a revamp takes the more likely it is they're doing something more than just changing a few add-ons.

  • MMR is about averages, not exceptions. Yeah, you can get unlucky and get tunneled out. But on average if you're capable of looping someone for 5 minutes then you're also capable of escaping more than the average player so your MMR will go up. It's obviously not true that you don't escape most of the time if you're that good a survivor so your MMR is going to reflect that.

  • Well, without meaning to sound rude, some of the popular streamers also put out some pretty bad ideas so I'm not too surprised they don't get implemented. Generally speaking being an excellent player doesn't necessarily make you an excellent game designer. There are a ton of technical considerations that players don't deal with or have any particular knowledge of which make a lot of the ideas that float around the forums impractical or counterproductive. Not to mention there isn't even actual consensus on a bunch of ideas that pop up among forum posters and streamers. Compare Tru3ta1ent's suggestions to Otz or Scott Jund or OhTofu for example and you get some wildly different opinions between them on certain aspects of the game. Basically being an expert at playing the game doesn't mean you're an expert at designing or programming the game.

    As far as matchmaking goes, there's a common misconception that mismatches occur mainly because "the MMR is inaccurate", when what's actually happening is the MMR is probably pretty accurate but the matchmaking system is having to fill available slots with next-available players to keep people from having to wait too long for a close match up. Note that this issue is going to impact high MMR, prolific players more than it does average MMR players who will typically have a lot more people in the playerbase close to them to pick from at any given moment. But since high MMR prolific streamers and forum posters have the loudest megaphones their issues with the system get amplified over what could be a more or less normal experience for the bulk of players who don't stream and don't post.

    Finally you're assuming the Behaviour doesn't gather feedback from the forums or streamers and doesn't read the posts, which isn't true. Just because they don't agree with something doesn't mean they didn't listen to it or solicit feedback. And they do make changes that have been requested such as revamping keys and moris and addressing the Nurse's bugs this last patch and toning down Circle of Healing and revamping Legion, etc. Just because changes take a while and they don't give release dates for things that are still being looked at or worked out doesn't mean they aren't working on things that have been talked about.

  • Just for reference the average killer pick rate is 1/26 or 3.8%. So per above his pick rate pre-nerf in red ranks was almost twice the average. Even if his high MMR pick rate dropped 2% he'd still be an above average killer in terms of popularity at that level.

    Mind you, I'm not particularly a Deathslinger fan. I think his turn rate while aiming feels annoyingly slow (unless I missed something I believe he's the only ranged killer whose turn rate significantly slows down while aiming.) And my impression of him is that he's objectively a weaker version of Huntress currently (same terror radius and movement speed, slower turning speed when aiming, hits aren't guaranteed downs from across pallets, smaller hit box on the projectile and shorter range on the shot). I'm just saying it's possible the drop in popularity at high rank could simply be a regression to the mean from being very popular.

  • It’s a bit unsatisfying that stretched res wasn’t mentioned in the Q&A but I suspect that may be because of their general policy of not talking about specific cheats. Who knows though?

  • @HeavenRoad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764762#Comment_2764762

    What.... Did you read? 'Not have to work for it'? How? That has nothing to do with my post

    Ok so why are you so upset about losing to the “red ranks”?

  • I didn’t play last night but Thursday I had a bunch of tough matches against my Wraith. Didn’t quite get a full grade, just managed to gain two pips. (I’m seeing if I can gain about a grade a session for kicks.)

  • @HeavenRoad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764750#Comment_2764750

    What? because its impossible to play normally against red ranks players.

    You think I wanna play against a squad of meta survs with a sub par killer and build? lol

    It’s not impossible to play however you want against high skill players if you want to play differently, you just might lose if you’re not playing optimally. It sounds like what you want is to be able to win but not have to work for it,

  • @ThiccBudhha said:

    It is probably not different enough to merit making the chart outside of cleaning up outliers. I would be very interested too, though.

    It’s obviously got some differences, such as Nurse not having the lowest kill rate at top MMR.

  • @HeavenRoad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764638#Comment_2764638

    Wdym? Before I was playing against people close my rank. Now one game can be 4 ash noobs and next game its a stack of 4 iri players. I can't even test killers or builds now, I have to tryhard as if I was red ranks already.

    Why do you have to play any differently depending on who your opponents are? Just play normally, use the loadout you want, and if you lose no big deal, it’ll just lower your rating and increase the chances you get an easier matchup for that loadout next time.

  • Daytime players will be relatively more likely to be playing solo, Nighttime players will have an increased chance to play with their friends after work or school. So there’s probably a higher proportion of swfs at night which would make survivor queues longer.

  • @shane32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763566#Comment_2763566

    Obviously......They said its not meant for killers to get kills its meant to end the game and my response was so why not end the game?

    It’s meant to end the game when it’s at a stalemate at the end.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763661#Comment_2763661

    I don't agree that infinite relighting isn't a problem outside of CoH. It's also an issue with Shadowstep. Shadowstep is held back because on most maps, the effect ranges from meh to awful. Might catch me off guard on Autohaven or I might still see where you ran. On Ormond or Eyrie, good luck on it doing anything at all. So the perk is typically slept on when map offerings aren't involved.

    On indoor maps, though?

    In Midwich or RCPD, you can cover most of the map with two boons. That's two-floor coverage on a dark map with tons of doorways and turns and smudgy floor textures to make blood that much harder to see. No scratch marks. Toss in Iron Will and I genuinely cannot chase anyone, because they will effectively disappear as soon as I break a pallet or hit them. I end up with no choice but to go back and snuff the totem, and then they put it back in the same spot for maximum coverage and I'm back to square one. Rinse and repeat. Lery's or the Game, I can see blood, but an uninjured survivor can disappear the instant they leave my sight. Same with Badham main building or Coldwind corn.

    With CoH, the location isn't as important - you just need to put it somewhere where the killer won't walk by it while patrolling. Shadowstep is more of a case where it relies on being lit somewhere with high walls, but when you have the right spot, the value you can get out of it is extreme and the killer again has to find out who's doing it and tunnel them out if they want to stop it.

    What you’re describing would be a possible issue with the range of Shadowstep, not relighting it.

  • @Rivyn said:

    I still just don't understand why the allow boons to be relit indefinitely. That is the biggest issue with them, as there is no 'high risk, high reward' for using them. Tweak all the numbers you want, but at the end of the day, when you can have boons up all match, spread across four survivors, it isn't going to mean much.

    Relighting the Boons indefinitely isn't an issue for Boons in general. Shadowstep and Exponential for instance aren't powerful enough that having it be replacable after being disabled hasn't been a problem. Only Circle of Healing has been controversial, so the answer has been to tone that one down. This nerf is a step in that direction. I don't know if 75% will be enough or not, but either way tuning that healing speed parameter is the simplest direct way to balance this perk. They can set that number to anywhere from 0 to as high as they want for instance, and at 0% it does literally nothing so obviously there must be some range where the percentage is low enough that the perk isn't overpowered but still high enough that it's something survivor would want to use.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763227#Comment_2763227

    I always go with Iron Maiden for my locker punishment perk. Works so well with Doc.

    Man I want to love Iron Maiden 🤘🎸 but it’s so hard to capitalize on it.

  • Just for reference here’s what they actually said about nerfing add-ons and the Twins

    @hikarun (Japanese) - "Why do you nerf some add-ons for unpopular or weak killers?"

    Players at different skill rates perform very differently using different killers. Twins are a great example of this- at low and mid MMR, they're terrible, while at high MMR they're absolute monsters. Some of the highest kill rates in the game come from Twins, so further buffing them doesn't make too much sense, since while it bolsters their performance at low to mid MMR, at high MMR it would make them even stronger, which then wouldn't make sense. Nerfing them may seem cruel, but the add-ons were influencing their ability more than they were comfortable with. 

    Also it's worth noting they did buff some add-ons this patch, too. 

    Also, all add-on changes this patch took no programmer bandwith- they were number changes that could be done by the designers themselves, instead of needing to recode something. Things like Alchemist's Ring get brought up a lot, and the reason this wasn't included was because it would need a programming change, which the programmers didn't have the bandwith to deal with. Things are still on the radar.

  • @JoeyDonuts said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763027#Comment_2763027

    "Inner Strength" heals you in a locker after cleansing a totem and doesn't proc "A Nurses Calling" to reveal aura.

    Which is why I use Bloodhound. Just the other night I grabbed someone out of a locker because Bloodhound went straight to it, I have to wonder if they were trying Inner Strength or just hiding. 😉

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763131#Comment_2763131

    But this isnt Win based match making this is Skill based match making.

    Hooks often show more skill than kills just simply due to the fact multiple hooks mean you outplayed them multiple times over while a kill doesnt have to show that.

    Does slugging 4 people simultaneously and winning with 5 hooks mean you didn’t play well?

  • I’m for keeping Bloodlust in the game in part because it hypothetically opens up a gamespace to have perks or add-ons that interact with it. Currently the only such perk we have like that, Beast of Prey, unfortunately have a pretty worthless effect. But if they ever revamp it or add other perks that alter Bloodlust it could be interesting.

    For instance, picture them adding a Werewolf killer whose perk specialty is Bloodlust

    • Bloodrush - Your Bloodlust timer per level is decreased by 2/3/4 seconds
    • Running Down the Prey - Your movement bonus from Bloodlust is increased +1/2/3% per level of Bloodlust
    • Bloodscent - When entering Bloodlust you can see the aura of survivors you are actively in chase with for 10 seconds. This ability has a 50/40/30 second cooldown
  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762804#Comment_2762804

    I agree hiding is not the best strategy, but my point is that if you do the bare minimum, play it ultra safe and let your team take most of the pressure, if you escape, in the devs eyes it makes you more skilled than someone who loops the killer all game, gets every unhook, heals every injured teammate, takes protection hits, etc, but who doesn’t escape because they sacrifice themselves to save everyone else.

    That’s not what the devs said. What they said was that even though hypothetically you can have a game where someone who hides all game escapes, on average people who hide all game will have a lower MMR than people who don’t. MMR is about long term averages, not one off exceptions.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762821#Comment_2762821

    Which would be fine if they said hooks mattered. Sadly they only think hills matter yet want you to go for many hook?

    I'm all for never tunneling and slugging, but you cant do that and still get lots of hooks in an accurate MMR games.

    https://forum.deadbydaylight.com/en/discussion/comment/2762863#Comment_2762863

    I do get that but i see alot of issues with it, for both roles not just one.

    https://forum.deadbydaylight.com/en/discussion/comment/2762864#Comment_2762864

    Dont be silly! Raising concerns makes you a killer main I thought you knew this

    They never said “hooks don’t matter”. What they said was hooks aren’t the only way to win. Which is true, you can slug everybody for example and win that way. And Borrowed Time has no effect on a four person slug win.

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