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dugman

dugman

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dugman
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  • I suspect Dead Hard is currently overpowered because, now that it's working as intended, it combines two effects both of which could by themselves justify being a perk that would see use: the ability to 100% avoid a hit by reacting to the animation, and the ability to lunge for extra distance during a chase to reach a pallet or vault. The fact that one perk gives you both of these is what makes it so popular and probably makes it too powerful.

    As an aside I did a poll last month and asked people if they use Dead Hard currently and, if so, if it gave you either damage immunity OR let you lunge for distance (but you could take damage during the animation) would you still use the perk? Half the respondents said they use Dead Hard regularly, and of those almost all of them said they would still use Dead Hard if it didn't make you immune to damage just for the lunge distance alone. That says something about just how useful that particular effect is, that you could strip the immunity out of Dead Hard and people would still use the perk.

    Of course I don't have game data on escape rates among people who use Dead Hard versus those who don't so it's all speculation. There is some data out there showing Dead Hard is the most popular Exhaustion perk by quite a bit, and also is one of the top two or three most popular Survivor perks overall. Popularity itself doesn't necessarily mean it's overpowered of course, but it does probably suggest the perk is worth examining more closely.

  • @Sepex said:

    I like @dugman and @StarLost.

    Thanks! 😊

  • @Iudex_Nemesis said:

    It will probably end up like hangman's trick. Buffed in the ptb then nerfed shortly after. I don't see anyone running that perk now.

    Hypothetically if it turns out the PTB version of Dead Man’s Switch is overpowered they can simply reduce its duration a bit to fine tune it.

  • @ShinobuSK said:

    Imagine being a main

    Pretty easy to imagine, I don’t enjoy playing survivor so I only play as killer.

  • It depends, sometimes perk changes make a real difference like with the Dead Man’s Switch perk now working on all hooks instead of just Obsession hooks, and others like with Furtive Chase where the perk effect of being harder to hear during a chase is still useless so it doesn’t matter that the effect isn’t lost when the Obsession dies.

  • @Zewolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742682#Comment_2742682

    Thank you for your contribution :) Tho I think Stridor negates Iron will. In makes Iron will only 50% effective.

    Yeah im not a killer main so I didnt know or remember killer perks.

    Thank you :)

    Just for reference that’s how Stridor and Iron Will used to work, but at some point the devs changed it from modifiers on sound being Sound * (Iron will modifer + Stridor modifier) to being Sound * Iron Will modifier * Stridor modifier. Which unfortunately means that since the Iron Will modifier is zero it now completely negate all sound regardless of whether or not someone is using Stridor or the perk you suggested.

  • Since I’m a killer main I’ll comment on the killer perks

    🟥Killer Perks:

    ----------------------------------------------------------------------------------------------------------------

    🔴Broken Risk

    You start the trial with two generator completed.

    All survivors are broken for 120/140/160 seconds.

    Survivor grunts of pain are increased by 25%.

    I think the idea of a killer perk where the match handicaps the killer with two generators completed is interesting, I’m not sure everybody being broken for 3 minutes is enough of a benefit though, hard to say.

    Grunts of Pain being increased is a fun touch. Just a minor note that Iron Will would still completely negate that though because of how the system multiplies its reduction.

    ----------------------------------------------------------------------------------------------------------------

    🔴All Ears

    Survivor Running, Breathing and injured noises are increased by 50/75/100%

    Seems really similar to Stridor, probably a bit too much overlap with that.

    ----------------------------------------------------------------------------------------------------------------

    🔴Unforgiving Heroism

    If a survivor takes a protection hit they are broken for 60/70/80 seconds

    There’s already a killer perk that does exactly this called Forced Penance.

  • Yeah, a lot of people complain on and on about Haddenfield, but the Preschool and surrounding houses are actually at least as hard on the killer as that map or worse. It’s also frustrating that if you down someone in the lower level of the main building you might not be able to get a hook unless you kicked out the breakable wall near one of the stairs if the basement isn’t there.

  • I’ll never turn down extra events. I don’t particularly need lots of extra bloodpoints on top of what I already get though, I just buy a web or two per match and I’m good. (And when I get a new character or prestige I get them to level 15 to have four perk slots.)

  • I only play killer but sometimes the ambient sounds make me do a double take thinking it’s coming from a survivor. Especially when the sound is a voice like on Midwich.

  • Blast Mine is odd because it’s simultaneously not actually that effective (it stalls me a couple of seconds when I kick a gen, not really a big deal compared to say a save during a carry) but also just super irritating, like getting hit with a pie in the face. 😠 It’s one of the few perks where I’m happy when I kill the survivor doing it.

  • I started when Oni came out. The game hasn’t actually changed all that much since then, it’s still fundamentally the same as it was back then just with better looking maps and tweaks and new characters and such. I do remember being really impressed with the various character trailers though, even today character trailers are still something I really look forward to with new chapters. 🙂 Likewise the chase music is pretty great.

    I think starting out my favorite base game character was Wraith? I still like Wraith, my favorite nowadays is probably Doctor with the “I want them to hear me coming” build (e.g. Distressing, Overwhelming Presence, Unnerving Presence, Overcharge, etc)

  • "Nerfs" during the PTB aren't nerfs, they're catching really obvious problems before they go live. PTB versions of things aren't official, they're beta and often get tweaked before release

    The devs have already said Mikaela's balance pass just hasn't come up yet, they're still monitoring the Boons and such. So it's not a question of "if" they'll do a balance pass on all her perks and add-ons, including Circle of Healing, but "when". Could be around March? 🤷‍♂️

  • Sounds like the survivors were idiots if they accused you of hacking because they forgot to mend. 🤷‍♂️ Deep Wounds both makes their screen blood spattered and puts an orange timer under their name in the lower left as a timer that only they can see telling them how long they have to heal. (Examples of what it looks like are in the video below)

    https://youtu.be/oxqcuOMxF1k


  • A third type of nerf is they can adjust the healing speed bonus on all healing. Hypothetically they can set that number anywhere from 0 - 100%. Depending on how much they end up wanting to nerf it they can use that as the nerf itself or use it in combination with removing one of the other effects to finetune it.

  • I think Iron Will impacts me a bit more than Spine Chill but Spine Chill is pretty useful too. I tend to sidestep toward targets to help fool Spine Chill which works pretty well but it still means I'm having to actively adjust how I play in order to work around that perk.

    Iron Will though helps survivors both in and out of chases. Out of chase it makes it much harder to find them when they hide, and in a chase it makes it much easier for them to try jukes behind walls and in corn.

  • @Grinch422 said:

    need an IT chapter.

    I'd be down for IT. 😄

    On a tangent someone posted a neat concept video for it. I can't speak to the mechanics in it but the video was pretty well made!

    https://youtu.be/CVxiqiMmg_8


    in IT Comment by dugman
  • On a tangent what's with the colors? It looks off.

  • @Adjatha said:

    • Somebody gets downed. All survivors are alerted. The downed survivor gets picked up. All survivors can see the aura.
    • Survivors on gens stop repairing for 3 seconds
    • The killer hooks the survivor. All survivors are alerted.
    • Crows are sent out at likely generators, making an auditory warning for all survivors.
    • All the survivors are standing a short distance away, making the crows hit nothing.
    • The survivors continue working on gens, having lost 5 seconds of progress instead of 45
    • The bad perk has been successfully Counter Played.

    Ta Da!

    Small point, but the average time to pick up and carry a survivor after a down is more like 10-11 seconds. So if the survivors all stop working on gens when someone is downed until they're hooked it's still causing some slowdown. Also note that if they then get off the gen for any reason after the hook, like the Artist coming in sight, then the gen gets blocked as well for the remainder of the time.

  • I'm not playing too differently since I already assumed that if I let someone go they'll have a chance to heal even before Circle of Healing. It just makes me that much less inclined to switch targets off an injured survivor if I think I have a decent chance of downing them in a reasonable timeframe. As far as the Boons go I'll snuff them between chases when I hear them, a few seconds of me snuffing a Boon means they have to spend at least 14 seconds plus travel time to reset it so it's still a net gain for me.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741283#Comment_2741283

    Nerfs to killers like deathslinger without compensation, the christmas even( lower on the bar) ,the nerfs to addons for killers without any real options now such as twins and Nemesis. Finally nerfing ds but still able to ba abused, giving DH hit validation(which yes was mentioned here but we don't know how it will fare yet)

    They also did a whole slew of Nurse fixes, added Artist who's decently strong and has a solid perk in Scourge Hook Pain Resonance, significantly buffed Dead Man's Switch this patch to the point a lot of players are saying it'll be something they'll use, gave Blood Favour and Fearmonger a big boost, buffed Ghost Face's base stalk recovery and fixed a bunch of things on Plague and gave Trapper a buff, all since October.

  • Yeah, save your shards for now, try Huntress first, doesn't cost anything but time! 😄

  • Found it, here's a link to the free X-Box download for Huntress' chapter

    Survival is all. There are no limits to what one abandoned child will do to make it through the day, year after year after year. Meat holds no face when it’s placed above a fire to be cooked. All she seeks is shelter and a long-lost mother that nature took away. Her simple cottage is all that is left - a mad girl’s paradise in a forsaken forest. Might Mr. King stand a chance against the forces of nature...once it unleashes The Huntress? Lullaby for the Dark is a Chapter for Dead by Daylight. It includes a new Killer, a Survivor and a Map.


  • I think she's a free download on X-Box? I could be wrong but you might want to doublecheck

  • Huntress comes with the game doesn't she?

    P.S. To clarify, she's preinstalled on Steam and a free download on X-Box and Playstation (I think)

  • @AstroLive8333 said:

    I was thinking the twins, but at the same time, deathslinger would be cool

    Deathslinger is pretty similar to Huntress, if you like Huntress you'll probably like Deathslinger, if not you probably won't.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741273#Comment_2741273

    Given how the devs have been recently do you actually think they will do anything or just tell people to just deal with it like any other time?

    They've made a ton of changes over the last few patches, I'm not sure what you mean by "how they've been recently". My guess at this point is the Mikaela pass will be in March, just a guess.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741261#Comment_2741261

    My mistake thought it was sooner for pinhead but for Mikaela’s balance why would that have not been here since she released right after pinhead.

    Also keep in mind the devs said boons are fine so they want these to be this way.

    The devs mentioned that they're taking extra time on the Boons in general since it's such a major new system. They haven't said they think Boons are "fine", they're still reviewing them.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739105#Comment_2739105

    Didn't stop them from nerfing pinhead and artist right away.

    They didn't nerf Artist since she went live. Nerfing on the PTB doesn't count as "nerfing right away", that's the whole point of the PTB.

    As far as Pinhead goes he was released Sept 7 and they did a balance pass on some of his stuff November 30. That's a three month gap, not "right away".

  • I suspect the only reason it hasn’t been fixed is because the devs haven’t found a way to do it that didn’t break something. But they have commented now and then that they consider using stretched res to see over objects to be cheating and apparently warned Fog Whisperers not to do it.

    I don’t know enough about the technical side so I’m not sure why the game can’t just have a fixed range of aspect ratios. 🤷‍♂️

  • Survivors can’t see generator auras if they’re Blind so Trail of Torment should benefit from a survivor being Blinded. If there’s a clip showing a Blind survivor seeing the yellow generator aura then that’s probably a bug that should be reported.

    P.S. The things that Blindness doesn’t effect are auras tied to killer specific abilities such as the auras of Pig’s Jigsaw boxes or Freddy’s clocks or Artist’s crows.

  • It sounds like the issue you have is just with Circle of Healing, not Boons in general. And I agree, Circle of Healing appears to be overpowered so hopefully when the devs finally do their balance pass on Mikaela they’ll tone down its healing effect.

    The other two Boons honestly don’t seem as bad as that one nor does the Boon system in general seem to be a problem either. It really does appear to be that one perk that’s the source of all the complaints.

    in Boons Comment by dugman
  • Nemesis’ zombies are actually quite good for tracking information. When I play Nemesis I keep an eye on the Zombies and head over to the ones with arms outstretched since it tells you not only that a survivor is nearby but also what direction they’re heading. Then I get into a chase with that survivor and hopefully angle yourself so that I’m corralling the survivor toward that zombie to maybe screwup their escape route. After the chase I quickly whip the zombie for extra infection and also to force it to respawn at a different spot to keep survivors unsure where the zombies are.

    Honestly if the devs manage to address zombie pathing, and maybe speed them up just slightly, they’d be pretty great. 🙂 I don’t even care about the whip that much other that it is terrific at breaking pallets on the fly.

  • A buff I’d like to see for Freddy is make fake pallets just part of his base kit alongside snares and let him toggle between the two by tapping the Activate Ability button similar to how Clown taps that button to toggle between yellow and pink bottles. That would allow Freddy to place snares during a chase as usual but also place fake pallets now and then to also get some benefit from those if they want. Then on all the add-ons which give fake pallets as an effect replace that with some buff specific to fake pallets (e.g. survivors hit by a fake pallet are Exhausted or other survivors in a small radius around the pallet scream when it explodes, etc)

  • The overall gen speeds don’t actually seem that bad. Escape rates seem to be in the 1-3 range most matches which is the balance goal, and for that to happen the gens need to be complete most of the time. Significantly increasing gen regression speed could possibly push that into the 0-2 range if generators were only completed in half the matches which would be a bit much.


  • @Tr1nity said:

    What are those perks?

    Not sure where the original poster got those custom perk icons from but on a tangent I noticed someone else had made a Star Wars inspired perk icon set which seemed kind of cool. 🙂

    image.png


  • One thing that could have a positive impact is pass on a thumbs up notification to the player who receives it. So if someone gives you a thumbs up the game will give a little BING and show the thumbs up 👍 so you know another player liked playing with you.

  • @TheHunter2529 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740723#Comment_2740723

    That's fair. I think that the main issue is that it warns survivors that you have this perk. If it was just:

    After kicking a Generator, you become Undetectable for as long as the Generator is regressing or a Survivor is injured by any means.

    Trail of Torment can only be triggered once every 80/70/60 seconds.

    I think it would be perfectly fine. I just figured that without the yellow aura, it's basically a guaranteed hit unless the generator was very low and that 16 seconds might be more balanced for a shorter cooldown.

    An interesting gimmick this brings up is combining Trail of Torment with a Blindness effect like Hex Third Seal or Fearmonger or a Blindness add-on since it hides the generator aura.

  • Small note but it does work with Pop. For example, say a gen is half done, i.e. 40 seconds. Then Pop takes off 20 and you get up to 20 seconds of Undetectability, more than the 16 you’re proposing.

    Also a subtle thing here is you can use your Undetectability to detect if someone touched the gen you kicked. The moment you lose Undetectability you can immediately go back to that gen if you want and know a survivor is near it (unless of course it regressed completely, and if that’s the case then great!)

    I’m not saying the perk is good or bad overall, just pointing out a couple of small plusses.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740644#Comment_2740644

    for critic reviews yes its 71 and 61 user is 5.8 dbd and 6.1 for F13 im not saying that dbd sucks and is worse than F13 but I am saying there are some better features in F13 than dbd

    I’ll certainly take your word for it, never played it personally. 🤷‍♂️

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740647#Comment_2740647

    And like I said, I think it's as good as SB and could have challenged DH, had DH not been indirectly buffed.

    Yeah, we’re not disagreeing. 😄

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740640#Comment_2740640

    I use it over Dead Hard a lot of the time.

    It's so easy to get really good value from and basically guarantees that I won't go down immediately. It's ceiling is lower than Dead Hard's (not that much lower, but lower) but it's floor is way higher.

    Likewise, I think I could see it challenging DH if there wasn't validation. Now, there is absolutely zero reason not to take DH if you are any good at the game.

    Like I said, it’s an ok perk, I can see people using it as much as Lithe or Balanced Landing for instance. There were people claiming it was literally the best exhaustion perk in the game and was extremely overpowered.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740632#Comment_2740632

    I was more meaning the game would have been a much better experience than it was cause to be honest it did things better than dbd and could be more balanced too.

    and honestly, right now both games are relatively similar now in terms of review scores.

    Dead by Daylight PC is 71 on Metacritic, Friday the 13th is 61. A 10 point difference isn’t insignificant.

  • @Sonzaishinai said:

    A couple of reasons i can think of

    New character so chances of DC are lower

    His own exhaustion perk is useless when tunneled of hook.

    His perks in general are tbh awefull, you're practically playing perkless so easy target

    Anybody else remember when he came out all the hype about how Overcome was game breaking…? 🤔

    I think I called that one correctly. An ok perk but not nearly as good as a lot of people ranted about.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740617#Comment_2740617

    Ideally, people would play with it on and off, with it off for increasingly longer amounts until they stop using it once they've built the muscle memory. Using it too much when learning builds a reliance on the visual focus for the indicator instead of the muscle memory for the length held to length blinked. But a toggle would be nice in this case.

    I’d be ok with using the Activate Ability key to toggle it on and off since Nurse doesn’t use that button.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740541#Comment_2740541

    You do realize development for F13 was canned due to legal reasons right? If it got all squared beforehand I could see it being better than DBD cause it's not truly one-sided and had some better mechanics than DBD.

    If the game had been doing well and had been better received then the current IP owners might have allowed the developers to maintain their license after they won their lawsuit. That wasn’t the case though, the game got fairly weak reviews and sold far fewer copies than DbD did (something like half the sales in its first six months compared to DbDin its first six months).

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740612#Comment_2740612

    Plaid Flannel being base would be super distracting personally. It's visual clutter for people that learned it muscle memory.

    Only initially. It’s easier to learn to ignore the indicator then learn to use the ability without it.

  • Nurse is the most powerful killer at the highest player levels and the weakest killer at average to low levels. She has the toughest learning curve and the highest reward ceiling. So the trick is that she probably could stand to get a buff that helps new players use her but that doesn’t significantly increase her performance among Nurse veterans, and also possibly a nerf to bring her down just a bit at the highest level if at the highest level she’s then getting too great a kill rate.

    Personally I’d be for something like

    • Let her keep her head up while wheezing. It’s a super annoying part of her kit that she stares at her feet half the game. This would be a bit of a buff, but mainly one that helps newer Nurses, and also just a general quality of life improvement to make her more fun to use.
    • Show the Plaid Flannel targeting indicator by default and replace the Plaid Flannel add-on with something else. Plaid Flannel is an add-on that only really helps new Nurses learn to use the character, high level Nurses don’t need it and never use it. So making it part of the base ability makes the character easier to learn without necessarily significantly increasing her performance at high level play.
    • After those changes are put in, then if her high level play kill rate is too great slow down her teleport refresh a bit to compensate.

    I think with those tweaks you get a Nurse that more players might actually try and learn but whose overall power level at the upper end is kept in check.

  • Clown actually has anti-loop. Pre-dropped pallets sometimes stop him but at a typical loop he can drop a yellow gas where the survivor currently is across the pallet, drop a pink on his side, and continue running around the pallet. If the survivor stays at the loop the yellow-pink combo will allow Clown to get the hit in a lot of cases, and if the survivor leaves he'll probably get hit in the open transition.

  • @Rivyn said:

    @dugman Which is sad, because they'll nerf killer addons within the first two months, but leave things like CoH to 'settle' for half a year or more.

    I think it's because Boons are a totally new system that they're taking a little longer than usual. Pinhead's add-ons didn't completely change the game like Boons in general do so they were probably comfortable only waiting a couple of months before doing a pass on him.

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