dugman
dugman
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I don’t think that’s quite how the bloodpool works, there’s not two pools of points, only one pool, so there’s nothing to distinguish. If your endgame trial points and mission/Rift points would go over 1 million it brings the pool to 1 million and stops. Otherwise points from promotions and grade rewards just add to the pool with no limit.
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No, the caps don’t apply to these rewards, you will always get them in full even if it puts you over 1 million
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I’d like to see Iron Will 3 changed to 90% instead of 100% reduction. It would still give a large sound reduction but by being under 100% would allow for Stridor to amplify it a bit.
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Wow those are huge rewards! Almost makes me want to play more just to get a higher grade (almost, I still don’t care that much about grades and bloodpoints). 🙂
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On the topic of wasted time, I don’t think teabaggers appreciate how much time they lose if they spend 1 second stationary teabagging at a pallet that’s being broken. In that second they could have gained an extra 4 meter distance from the killer, which translates to the killer taking an extra 6 seconds to catch back up if they continue chasing you after the pallet is broken. That’s a sizable time gap in a chase.
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I like the idea of the white tint on survivors you can see with Shadowborn, it does make them easier to spot. I also agree with the reply above that the red stain shouldn’t be removed. The extra field of view plus the white stain is already probably good enough to consider using the perk.
With Pop Goes the Weasel, how would you mechanically tell the game not to use the perk on a given generator? The Activate Ability button is already used for other things in a lot of cases, for example, so it might be tricky to use that,
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Scott Jund had a good tip on Spirit a while back. A lot of people try to play Spirit where they specifically try and always get hits directly out of phase. But a better approach can be to use her phase to catch up to someone and, when you think you’re close, come out of it and do the chase normally if you can’t swing right away. Just getting really close to a survivor means the resulting chase will be very short, even at her 110% movement speed. It doesn’t even matter too much if they hear where you are when you approach with this technique because the important thing is you’re using you incredible speed to close the distance, not so much the invisibility.
That’s not to say you can’t also try and use the ability to mindgame at loops. The only difference now that they can hear you is you pretend you’re visible like a typical killer and fake going one direction before backtracking to trick them into a premature vault, for example. Just do the normal sort of mindgame you would with anybody else, only you also benefit from very high speed in the process.
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Congratulations on reaching red rank for the first time. 🙂
I’m sure there’s more bully squads at high MMR than average MMR simply because in order to get away with bullying a killer you need to have the skill to escape afterward. I don’t think every match is like that though, I’ve gone against plenty of solid people with red grades who just play the game normally without all the teabagging and clicking. (If anything the survivors who don’t strut their stuff in your face like that are the more dangerous opponents honestly because they actually do the gens and get rescues an heal other survivors instead of wasting all that time going for flashlight saves and trying to get you to chase them.)
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Overcome is on par with Balanced Landing or Sprint Burst or Lithe. They’re all good perks but not overpowered or broken. Some streamers definitely overreacted, claiming it was game breaking and would be he new meta perk. I posted from the beginning that was probably not the case. The main weakness with Overcome is simply that it doesn’t do anything when you’re already injured, so while it always works when you’re healthy not being able to prevent you from being downed when injured is a pretty important downside. All the other popular exhaustion perks can help prevent you from being downed or at least delay it a while.
In a way it’s a bit like how Legion is generally considered a somewhat weak killer because even though they can very easily injure survivors their ability doesn’t help them secure downs. Overcome then is the flip side, it’s a perk that always helps you get away the moment you are injured but does nothing to prevent a down.
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@emetSdidnothingwrong said:
https://forum.deadbydaylight.com/en/discussion/comment/2747429#Comment_2747429
They need to have a limit on reuse if not outright remove it. The mechanic is what is broken, it's high reward low risk when it should be high risk high reward; survivors should be tactical in where they place them and when not how it currently is. Of course if they did make this change (and they should) they would obviously need to make them harder for the killer to find, such as reducing the audio notification when nearby, etc.
The risk/reward balance being off depends on the strength of the reward and risk of being unable to use an individual perk. Circle of Healing’s reward is too great for the relatively low inconvenience of running to the totem so it’s overpowered. But Exponential is considered kind of meh because the risk of being unable to reach the totem when you need it is significant. Likewise Shadowstep is ok but not nearly as good as Circle of Healing because the possibility it doesn’t cover the area you need it to is present.
So there’s nothing inherently wrong with these perks being resettable. The devs just need to make sure the individual benefits aren’t too strong given that.
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I put down Scarecrow, I think he fits the theme well and the idea of a killer using fear toxin on the survivors that makes them hallucinate and act sporadically sounds pretty neat. 🙂
Even though I didn't include him on the poll since he's less well known and mechanically probably not that interesting, in terms of fitting in with the Entity's designs Zsasz might be the best. His M.O. goes right in with a driven serial killer.
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I'm definitely more interested in Ringu as an IP than I am Silent Hill and Resident Evil. 🙂 I'm also pretty curious to see what they do with Sadako's abilities, some of the possible directions they could take with it could be kind of fun.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2747518#Comment_2747518
I heard about RE, Pinhead, Boons, and the Trapper rework, and sadly about the Pinhead voicelines getting removed (by the way, have they come back yet?)
but I really appreciate you filling me in! Also, I'm glad BHVR is trying to make the solo survivor experience a little better.
Yep, they got Pinhead's original actor Doug Bradley to record a whole bunch of voice lines on the current PTB, it's great! 😄
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2747441#Comment_2747441
I'm in the same boat, I got burnt out so I played different games and found some new hobbies
Have there been any major changes like reworks or a Key Nerf? I heard about the Ringu announcement and I'm looking forward to checking it out, by which I mean watching the Otz stream when the PTB releases.
Hmm, let's see, here's what's new since last June...
- Resident Evil with Nemesis was added June 15 2021 so you may or may not have been playing then? The survivors were Jill and Leon, and the map is Raccoon City Police Dept, a multilevel somewhat complicated indoor map with a nice look to it. Some people don't like it, I think it's actually not that bad (the pallets are mostly gameable and the layout is a little confusing but mostly ok.)
- They added a new tutorial where you can play as Trapper against bots or as a survivor with bots against Trapper. (DbD Mobile has a similar feature but you can use any killer.)
- They've tinkered around with hit validation. (If you ever hit a survivor and they appear to scream and bleed, but then aren't injured, it was invalidated by the server.)
- The Hellraiser DLC added Pinhead and introduced Scourge Hook perks where four of the hooks have special animations and white auras and you gain benefits from your related perks for hooking survivors on them. (And of course everybody goes crazy over Pinhead's box and voice lines. 😄)
- They added Boon perks which allow the survivor to Bless a totem which grants all survivors in its range all the benefits of your Boon perks. So if I have Boon: Circle of Healing, Boon Shadowstep, and Boon Exponential, then all survivors near my blessed totem get all three benefits. (A given survivor can only have one totem blessed at a time but that totem gets all the benefits of that survivor's Boon perks.) It takes Survivors 14 seconds to bless a totem if it's dull and 28 seconds to bless it if it's a Hex totem. Killers can disable a Blessed totem by going up to it and instantly snuffing it out (it only takes 1 second I think). However a Survivor can continue placing or replacing a Boon as many times as they want, the only restriction being they can only have one at a time. They typically have a range of about 24 meters and killers can hear blessed totems humming from about 10 or so meters (I think)
- Trapper got a small buff and rework. He now can carry 2 traps at a time instead of just 1, and a bunch of his add-ons got changed. (One of the more interesting ones is he starts the match carrying all of his traps at once but once he places a trap he can't pick it back up.)
- They also made tweaks to Spirit, Pig, Meyers, Trickster, Plague, Deathslinger, and others.
- The most recent chapter added The Artist who can summon phantasmal flocks of crows that harass or injure survivors and show her their auras while they swarm around a survivor. She has excellent tracking abilities at all ranges (her crows have unlimited range and can fly through obstacles), and she can lay down crows to zone survivors away from vaults and pallets. The survivor is Jonah and the map is the Eyrie of Crows which mechanically I think is similar to Ormond. (It's the same exact size as Ormond, and both maps have a bright exterior with no grass and a strong central building with two floors overlooking a central room with a couple of strong pallets and breakable walls.)
- Finally on the PTB currently they are testing using skill checks for survivors to Wiggle out of being carried (sort of like how second hook stages are now skill checks) along with a bunch of perk and add-on tweaks and a good number of bug fixes for Nurse.
Per the Developer Update, looking ahead they're planning to do some more tweaks to the matchmaking system, and they're working on giving survivors icons on the HUD to let them know what other survivors are doing (e.g. an icon of a gen to show that survivor is working on a gen). The hope is that this will give solo queue survivors a little bit of extra info that people who play on comms with friends get naturally, which can help even the playing field between solo and swf survivors.
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Cool. 🙂 I played for about a year and a half or so through and then I didn't play for most of 2021. (Not because I disliked the game or anything, I just got distracted by other video games. 🤷♂️) The game is pretty much the same, aside from some new characters and tweaks here and there.
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It's mostly just regression to the mean. There are 26 killers so the average pick rate for a specific killer is only 1 in 26 games. Unless a killer is significantly more popular than average you're not going to see them more than once ever week or two depending on how often you play.
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@emetSdidnothingwrong said:
The perk itself is fine, the issue is the boon mechanic in general, which will be addressed sooner or later.
There's nothing particularly wrong with the boon mechanic in general. Provided the individual boon perks are balanced around that general system there's no problem. You can see that for example in how Exponential and Shadowstep generally don't generate that many complaints despite using that Boon system themselves. Circle of Healing is only an issue because its specific effects are too strong for the ease with which a survivor can get to its aura. Assuming they eventually tone down Circle of Healing's speed, etc, it'll be on par with the other perks.
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Math majors love to add in the sack. 😉
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Hag is actually difficult to play well at really high level because survivors are more aware of how to get around her traps if she’s not careful. It takes some more sophisticated knowledge of how her traps work and game sense to do well with her against good swfs.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2747001#Comment_2747001
This relies on the assumption that joining a SWF makes a player better. I think it’s the other way around. A good SWF is just a collection of good players.
I read that +15% survival rate as what good players earn.
There are plenty of mediocre players in swfs. All a swf really means is that the people are friends playing a game together, aside from hard core leagues which only represent a very tiny fraction of the player base.
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@Steel_Eyed said:
SWFs aren’t winning because of voice comms. Killers are mostly losing to good players making good plays.
And don’t forget, it’s not a SWF when you 4K a trial! Those weren’t real SWFs at least. Even though they had comms.
Win chases and you’ll see any team unravels.
Yes and no. 4-person swfs do have a significant advantage. Per the Developer Update this month for instance the devs show them having a 15% higher chance of escaping compared to solo groups (with presumably 2- and 3-person squads having roughly proportionally lower bonuses, so something like +5% for 2- and +10% for 3-person swfs).
However that being said 4-person swfs are definitely the minority. I think about half of all matches are solos, and half of the rest have 2-person swfs and 2 solos. It's probably only 5-10% of matches that have full 4-person swfs. So if someone thinks they're "always losing to swfs" they're probably wrong, most of your losses are due to regular old misplays on their part.
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The devs have said they consider actual face camping an issue they want to find a way to mitigate but haven’t come up with an effective solution that doesn’t create other serious problems.
“Tunneling” isn’t even a well defined term let alone an issue that needs to be addressed. All the tunneling complaints I get in game boil down to me having downed someone more than once in a row or chasing someone after an unhook. It’s just sore losing far as I’m concerned at this point, I ignore any gripes about it.
”Camping” in general is likewise an illdefined term that seems to encompass totally legitimate zone defense. Again, I’ve had survivors make ridiculous claims about camping, including for instance ranting about me “camping the gens” once. I get why actual facecamping is something the devs are interested in discouraging, but there’s absolutely nothing wrong with so called “proxy camping” which is just zone defense or patrolling an area.
Finally some people mentioned slugging, note that slugging is an intentional part of the game design. Some perks and killers are specifically made with the intent of leaving people on the ground while you chase others.
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/2746566#Comment_2746566
Thing is, it is a terrible addon and I would never recommend it to anyone, not even someone trying Nurse for their first time. You are better to just play her without it from the start and instantly be working on getting a feel for blink ranges and charge times.
Adding a terrible addon to her base kit is an awful idea no matter how it is implemented imo
You’re assuming that new players can’t also build up muscle memory using the targeting icon which isn’t true. Different people are going to have different preferences for learning and a lot of people would find the character easier to learn and understand with the icon included.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2740612#Comment_2740612
i would cry if they made plaid flannel default it would be so annoying on my screen
Someone else had a good suggestion - make Plaid Flannel part of base kit but allow Nurse to toggle it on or off using the Activate Ability button.
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Survivors don’t leave at the exits unless the killer shows up to watch.
I don’t know why survivors do this. I’m not talking about staying in the game to try and get a rescue or get hatch or heal each other. I’m talking about all the living survivors are fully healthy and in the Exits and can totally just leave, but if the killer isn’t there they wait until the killer sees them do their touchdown dances or whatever. And this is the majority of games, not the exception.
I don’t get it but whatever. 🤷♂️
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2746395#Comment_2746395
For it being a myth, there has been an awful lot of streamers being affected by it.
Streamers who get SWATTED isn’t because of their IP address being public, it’s because they stream their games to the public and there are other ways to figure out where someone lives using information from their stream or their other contact information.
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@Tsulan said:
The bigger issue is, that people ged DDOSed and swatted.
So don´t blame killers for trying to protect themselfes from this.
DDOS is an issue, I think the SWAT thing is a myth though. You generally can’t get someone’s physical address from an IP address.
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@jesterkind said:
That information isn't particularly useful in a vacuum. I've seen a lot of people who seem to be mad at SBMM because it's a convenient scapegoat more than because they don't actually like it- and I'm not convinced OP isn't one of them, considering how their reasons for disliking SBMM have far more to do with the current meta, which was already in formation before SBMM was introduced.
Informal polls that inherently lack nuance and context are a pretty useless metric of feedback. It's not enough to know that [x] number of players dislike the MMR system if you have no way of knowing if they even understand how the system works and what it's actually affecting, because that feedback carries a pretty significant risk of being immensely misleading.
Also, while the MMR system does need some tweaks, it's already better than the last system. I feel like a lot of people have forgotten just how abysmal this game's matchmaking system used to be, this is only a slight improvement but it's an improvement nonetheless.
I agree, people who think the MMR is worse than the old emblem system are looking at it through rose colored glasses. I actually get slightly better matches now than I did in the old system.
The Developer Update also outlined key issues in the way the matchmaking algorithm assigns new players their initial rating and also the timer where it decides to eventually put someone in the next available slot to keep wait times low. Even assuming MMR is a 100% accurate rating of skill you still would end up with mismatches because of those other factors, not to mention swfs where high skill players team up with lower skill friends.
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@[Deleted User] said:
How in the hell did this guy get so many people voting? It's more than the population of Australia.
FYI “mil” in Spanish means thousand, not million.
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I’ve learned to totally ignore complaints about “tunneling” because not only do people not even agree on what tunneling means as a word but almost all the ingame complaints I see about tunneling are just sore losing. I’ve been called a tunneler after getting a 12 hook game on Legion for instance, and been called a tunneler as Hag. It’s nonsense, most killer players just target who they think they can down quickly, and many times one of the survivors happens to be easier to find and chase than the others. And clearly if a killer has a choice between downing an injured survivor and hitting a heathy one they’ll go for the down.
The game is intentionally designed around chasing, downing and eliminating survivors. Downing someone two or three times in a row is just a natural consequence. Tunneling isn’t “unfair” or “unsportsmanlike” or even a thing there’s a consensus on what it actually even is.
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I assume it a logistical thing where they have to push patches to the PTB and it take coordination to pull all the pieces together. It probably makes more sense from a time efficiency standpoint to push out a bunch of little changes in a single patch than to push out a couple of little changes every day or two.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2745453#Comment_2745453
Send a video of you only using her traps in creative ways. Basic rules, use a mic and explain each trap. You need to explain why you placed the trap and what your plan is with that trap. Do not teleport to traps that are triggered if you did not specifically plan for them to occur.
Have you watched a Michi Hag video? He literally does what you're asking for all the time.
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You don't get a 24 hour ban from one disconnect.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/2745242#Comment_2745242
It's not that big of a nerf. You can still use the +2 bottles add-on and have 4 bottles with pinky finger. Don't need more than that for a down. It's more or less the same as before unless you have really bad aim.
Anyway, it's a highly noninteractive add-on, so I'd happily trade it away for general buffs to Clown's kit. I shouldn't have to run pinky finger to feel like I stand a chance at winning.
To put it another way, Huntress and Clown now have very similar add-ons. Huntress gets 1 shot or 3 with an extra add-on combo, Clown gets 2 bottles or 4 with a combo. Huntress' axes get their damage and down instantly on a hit, though, and have a wider hit box than the bottles so they're slightly easier to land which makes up for Clown have 2-4 shots before reloading instead of 1-3.
So my question then is do you think the Huntress red add-on wasn't nerfed when they limited its ammo? Do you think it's currently overpowered? Because I'm fairly sure Huntress players don't use it all that often since its ammo was limited. Clowns red add-on might still see use, but it's definitely taken a hit.
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Pinkie Finger already has a big nerf on PTB. Maybe wait to see how that goes?
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Getting saves aside, a couple tips from a killer main
- Don’t get so set on making a flashlight save that you ignore gens. If a killer is chasing someone and you’re chasing the killer hoping to get a save then the killer is keeping two people off the gens for the price of one. If you figure a flashlight save is worth about 20 seconds of time then you shouldn’t be following a killer for most of a chase. But if they’re near the gen you’re on and you think you can get a save quickly go for it.
- Don’t bother trying to blind a killer once they’re already picked up someone and are on the move. Only new players will typically get blinded mid carry since all you need to do is look down or up or away. Not only are you wasting time, you might even get smacked if you’re too close.
- Blinding at a pallet the killer is breaking always works and is worth some bloodpoints but otherwise doesn’t do that much since the time you blind them you could have gained extra distance if you just ran during the kick animation. So pallet blinds are really just for extra points in my opinion.
- It’s hard to do without comms, but you can also get automatic blinds on a killer while they grab someone out of a locker. Probably not worth worrying about if you’re solo, but you might want to check it out if you play on comms. 🤷♂️
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🎶
All our gens have come
Here but now they're gone
Survivors don't fear the reapers
How do you win when you play this game?
(We can be like they are)
Come on, Billy (don't fear the reaper)
David take my hand (don't fear the reaper)
Make the Legion cry (don't fear the reaper)
Kindred, I'm your man
La, la, la, la, la
La, la, la, la, la
Valentine is done
Swfs have come and gone
Romero isn’t downed yet
She’s running for eternity (Romero isn’t downed yet)
40, 000 players every day (like Romero)
40, 000 players every day (redefine the handicaps)
Another 40, 000 coming everyday (we can run like they are)
Come on, newbie (don't fear the reaper)
Jonah, take my hand (don't fear the reaper)
We're unable to die (don't fear the reaper)
Boons, I'm your man
La, la, la, la, la
La, la, la, la, la
Gens to two, now one
Scratches, now they're gone
Came the last Clown of sadness
And it was clear he couldn't have won
Then the doors were open and the cracks appeared
The flashlights clicked and then disappeared
The team all flew and the score appeared
Saying Disatisfied
Come on, Piggy (and Ace had no fear)
And she Ambushed him (pallets started to fly)
They looked backward and kneeled goodbye (Pig had become like they are)
She had taken his kit (she had become like they are)
Come on, Katie (don't fear the reaper)
🎶
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Oops, I probably should have voted Trickster actually. I like Pyramid Head’s music too though
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And the scary part is that’s Bill’s driver’s license photo. 😬
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2744878#Comment_2744878
I remember people getting upset if names were shown at all.
Is this a new thing or is dementia striking back?
You’re misremembering, “naming and shaming” implies “shaming”. Just naming is fine. Here’s the relevant bullet point from the forum rules
- If your post may reflect negatively on another person or people, please censor their name(s)
https://forum.deadbydaylight.com/en/kb/articles/137-forum-rules
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On a tangent, that brings up an interesting question, how come there are no add-ons that increase Deathslinger’s range?
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@CheesyBabyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/2744476#Comment_2744476
well, yea, you got a point, but it’s unlikely for that to happen unless the survivor explicitly plans for it
Gotta admit, it might make keys more popular. 🤷♂️
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From the subject line I was hoping for…
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@CheesyBabyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/2744462#Comment_2744462
yea but then if there’s just one survivor, and the hatch is closed, it’s literally impossible for killer to lose under any circumstances unless he does so on purpose
Unless the survivor has a key of course.
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@AnObserver said:
There needs to be a constant to work off of. Needle speed is that constant.
Audio/input reaction time are much more volatile on a player-by-player basis.
Visual is a near basic requirement to even play the game to begin with.
Needle speed doesn’t necessarily need to be constant, it just needs to have a starting speed which is visually gaugeable by average players on the fly. As it ramps up it becomes more difficult to read, but once it resets it goes back to that easier to hit speed.
Think of it like a rhythm mini game where the speed of the rhythm increases as the difficulty ramps up. That’s not an uncommon game mechanic (for example one of my favorite little indie games, One Finger Death Punch, is built around that as its core design.)
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He’s not naming and shaming, he’s asking for advice on how to play Trapper on RPD
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Actually literal facecamping doesn’t guarantee 2 kills unless a killer has a way to instant down people at the hook. If they can only injure at hook then in the two minutes it takes someone to die on hook plus the time it took to down that person initially 3-4 gens could be done if the killer just stood at the hook the entire time. Then one survivor does a hook trade, you get another two minute wait, and all the gens are done and the remaining healthy survivor rush the hook, get another trade, and everybody escapes (especially assuming Borrowed Time and DS are in play). A true facecamper can definitely end up with 0-1 kills.
Also keep in mind that slugging all the survivors is just as legitimate a way to win as hooking over and over. There are multiple perks for example specifically geared toward slugging, it’s an intentional part of the gameplay. If an Oni or Hag for example wins by slugging everybody it’s still a legitimate win despite the hook count being low (lower even than a face camper possibly). If the game were to be rebalanced around hook counts you’d also have to contend with figuring out what to do with perks and add-ons and killers that have slugging victories as something they’re intended to be good at.
Finally note that the devs have said a few times that they don’t just look at kills when tweaking things. For instance, Nurse’s overall average kill rate is the lowest in the game but they understand that’s because she’s also the hardest killer to learn to use really well; a really good Nurse is awesome but a so-so Nurse player is potentially terrible. Likewise they nerfed Deathslinger instant aim for example not because they felt Deathslinger’s kill rate was too high but because they didn’t like how it affected his chases. It was a quality of play change and not something specifically to reduce his kill rate.
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Circle of Healing I agree is really powerful. Shadowstep is more limited because of its range and the fact the killer can snuff it out if they hear/see it. I can definitely see situations where you'd possibly want Distortion versus Shadowstep if only because Distortion works everywhere.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2743198#Comment_2743198
I think alien, fnaf, and it are the most legit possibilities with alien being the most likely imo that you listed
I will say this, if they wanted to reskin Demogorgon as something else, Alien wouldn’t be a terrible choice.
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Usually the anniversaries have a licensed killer, so I was surprised they announced Ringu for March instead of waiting for the anniversary. It makes me think that maybe whatever they have planned for June is an even bigger license, which if that's the case is pretty amazing since I can't think of too many IPs that would be at least as popular as Ringu / The Ring. (Then again it could just be a timing thing and maybe the 6th Anniversary killer isn't a big license or is an original, who knows?)
The licenses that come to mind might be:
- Friday the 13th - It's no secret they'd love to get Jason in the game, and there was movement on the legal front last year toward that end so he's in the running possibly.
- Five Nights at Freddy's - I've never played the game, but there's no doubt it's a hugely popular video game franchise and there's frequent requests for it in DbD. I'd be surprised if Behaviour hasn't at least looked into it.
- IT - This is probably the biggest horror license they could get aside from Jason at this point. I'm skeptical it'll happen only because if they were going to do an IT chapter I suspect it would have happened when one of the movies was coming out as part of a marketing push. But hope springs eternal!
- The Conjuring/Nun/etc Universe - There was a rumor a while back they were working on something along these lines I think? Turned out not to be the case so far but that doesn't mean it's not a contender.
- Dracula/Werewolf - I could definitely see a classic monster like Dracula or a Werewolf being added, especially since they don't necessarily need a license to do one. (They'd need it if they wanted to for instance make Universal's version of the monsters, but if they did their own spin on it then they're both copyright free at this point I think.)
- Alien - So yeah, there's always Alien in the background as a possibility. On the plus side, the Alien IP holders seem perfectly happy licensing out the critter to video games, but on the other hand that could mean it's tied up with a different video game company currently which would make it tougher for Behaviour to license. (And yeah, technically Alien falls under science fiction, but the original Alien movie certainly meets the Horror criteria as well, it's super creepy!)
It's all speculation though, who knows what they're planning? 🤷♂️
