dugman
dugman
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@PlayTwink said:
That's pretty ez.
When you play as Victor, Charlotte could simply be played by Ai than just simply staying like a statue and vice versa.
When Victor downs the survivor, player instantly returns to Charlotte and have a chance to hook their prey, while Victor Ai could in the mean time pressure other survivors.
Ai will never go hunt the same survivor in the meantime like player.
It would be really interesting if this was how Legion worked. Two killer avatars, one is always controlled by AI, and the other by the human player, and you can freely swap between them.
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I don’t think I’ve ever given someone the hatch. I know I don’t like being given “pity points” so I don’t give them out either.
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@Akumakaji said:
Well, ok, server based hit-validation made the perk "more fair", but why is the killer stuck in a hit animation? If the game can roll back a down or injury, it should also end the "lets clean muy blade" animation instantly and let the killer be back in pursuit. This is what really grinds my gears :V
Ok, I didn't hit, I miss, but then please don't let me be stuck in this useless animation!!!11
My guess is that by the time the server gets the information from both players and does the validation the clients have already had to start their animations and sound effects. So those start going, then the sever sends a message saying “oops, flag on the play!” and the actual hit result is revoked.
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A perk that is around dropping a survivor is an interesting idea, not sure about this particular execution though. Like someone above said, for instance, Agitation is probably better than this if the goal is pressuring someone right after carrying someone else. You just need the benefit of dropping someone to be good enough to consider doing it.
What about something like…
- Smashed Toys - You can drop a survivor 75% faster. Dropped survivors are Broken for 90 seconds. If you drop a survivor next to a pallet or breakable wall it is destroyed.
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@xxshyguyxx said:
https://us.v-cdn.net/6030815/uploads/OI0W4R6LH2KY/20211222-154136.jpg
Haddonfield offering to boot.
So fun.....
Got the d-strike guy at end game... what do ya know? Free escape. D strike off my arm and teabag spam me at the exit.
Rral cool dude. Your so cool. You and the million others that do the EXACT SAME THING every other match 👍
Consolation prize is you got the most bloodpoints. 👍
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This goes back to the devs (unfortunately) wanting to make the game “semi-cooperative”. Had they made the game actually be a team of four survivors versus one killer and given a clear win condition based on that then they likewise would have had matchmaking work off how the survivors as a team going up or down in MMR based on how many of them escaped rather than individually each going up or down based on their own individual escapes. That would allow, for example, a group of survivors where one dies but took so long to kill everybody else got out to all go up in MMR versus the sacrificed survivor going down and everybody else going up,
It’s too bad that horse is out the barn door, if DbD was fully cooperative on the survivor’s side it might have avoided a lot of these sorts of complaints I think.
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In addition to all the other killers mentioned, Legion using their Iridescent Button add-on can instantly destroy pallets while in Feral Frenzy.
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I say go with Windows. The thing about Decisive Strike is a lot of killers will just assume you have it anyway and leave you on the ground if they down you shortly after an unhook. So even when you don’t have the perk you get some of its benefit simply by it being such a common perk choice. Which means you can opt not to use it, get some of the benefit anyway, and have a completely different perk as well.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2709767#Comment_2709767
It makes m2 attacks which usually have ranges far stronger, while doing next to nothing for m1, thus creating an even bigger performance gap between m1 and m2. The only thing m1 would get is I assume a bigger TR which makes them even weaker
I’m very confused. How does changing area effect ranges make M2 attacks far stronger? And where did I say terror radius would “be bigger”?
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What we aren’t seeing is what this looked like from the survivor’s perspective. What presumably happens is on their screen they see a hit animation and immediately hit Dead Hard and the server is saying that’s actually what happened. Meanwhile the killer’s client has already started to show the hit animation and played the scream sound effect before it gets reverted.
The bigger issue isn’t hat validation gave the wrong result here, it’s probably what was supposed to have happened. It’s that Dead Hard is, now that it’s working properly, clearly overpowered as originally designed because survivors can 100% avoid an incoming attack by reacting to the swing animation, on top of being able to use the perk for distance to get to safety. Either of those effects would be a pretty solid perk on its own, but combined together they’re the most popular endurance perk for good reason. (An adding insult to injury there’s allegedly a hack out there letting people auto-Dead Hard when they are about to be attacked which just exacerbates how often you get apparent retracted results like in the video.)
Basically hit validation in general is ok, it’s just shining a light now on how powerful Dead Hard actually is.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2709788#Comment_2709788
I think the current deep wound timer of pausing while running or being mended works well enough. It stops you from doing gens but doesn't hinder you much outside of that.
https://forum.deadbydaylight.com/en/discussion/comment/2709803#Comment_2709803
These "you're screwed" situation Legion creates when a couple of survivors are down is the biggest reason this is a bad idea :p
Maybe by allowing you to mend yourself untill 99% and granting a short immunity to deep wounds after mending simular to freddy's clocks giving immunity to sleep but at that point you're changing so much you might as well redesign the entire game
The reason I mentioned multiple people being Deep Wounded being an possible problem is, if your own Deep Wound timer is ticking down while you mend someone else, then it may be impossible depending on the timers for both Deep Wounded survivors to mend each other in time before one of them collapses.
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Tinkerer (Nerf): Now it will active just once on each generator. When it activates on generator, Tinkerer will not active on this generator anymore.
Probably not necessary. Tinkerer is great on certain killers like Blight who can quickly get to the gen that triggers it but not quite as good on killers without fast map travel.
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Stridor (Buff): It will work like old version, it can counter Iron Will again.
Alternatively you could reduce Iron Will 3 to 90% sound reduction instead of 100%. Iron Will being at 100% is the problem more than Stridor
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Hex: Huntress Lullaby (Buff): Tokens removed, now all skill checks will be quiet from start.
I’d be ok with all skill checks having no sound while this Hex is active
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Beast of Prey (Buff): Fake Red Light effect added. Now when killer has Bloodlust, Survivor will see fake Red Lights from all corners.
I think I’d prefer to see it actually buff the killer’s speed during Bloodlust, or decrease the time it takes for Bloodlust to tick up a notch. I think that would be more effective than a fake red glow.
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Remember Me (Buff): When you hit each survivor first time, this perk will get token from each hit. Each token will add 5 seconds to opening gates. Obsession has not unaffected anymore, perk will effect everyone.
This still sounds objectively worse than No Way Out which blocks the exits for 60 seconds. I’d like to see these two perks be roughly as powerful as each other so it’s not an obvious decision if you only want to use one of them.
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Blood Warden (Buff): Gates will block after open. Now you don't need to hook survivor for this effect. Perk will active after one of the gates open.
Yes! I hate that this perk requires a hook after the gates are open to do anything. I have no idea why it doesn’t just activate when they’re opened.
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Mindbreaker (Buff): Effects will stay on survivor 10 seconds now.
Actually Mindbreaker probably doesn’t need a buff, it’s pretty good already now that it inflicts Blindness on top of Exhaustion while working on generators. Not being able to see auras while working on a generator is a decent killer effect
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Coup de Grâce (Rework): This perk will work like STBFL. Each basic attack to non-obsession survivor will add 1 token to this perk (Max 8 tokens). Each token will add 5% (max 40%) distance to your lunge attacks. If you hit obsession with basic attack, you will waste 2 tokens.
I definitely like this idea better than the current version.
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Grim Embrace (Buff): It can work twice on trial now. The conditions and effects are the same.
You also could scale the effect based on the number of generators left (e.g. 20 seconds block all gens with 5 left, 25 seconds with 4, 35 seconds with 3, 45 seconds with 2, 55 seconds with 1). That would make it more like a catch up mechanism the later the game is when it happens, and also put the amount of extra time you get on par with No Way Out or a few kicks from Pop
Or you could just buff the time to say 45 seconds.
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Scourge Hook Perks (Buff): Basement hooks are Scourge Hook now. But 3 Scourge Hooks will spawn on map now. (3 hooks on map + 4 hooks on basement).
I think I’d prefer to not make this part of all Scourge Hook perks, but instead make Monstrous Shrine have an added effect that all basement hooks are additional Scourge Hooks.
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Totems being reusable after having Boons snuffed is fine provided the individual Boon perks are balanced around that system. Basically the devs have to assume that a given Boon perk will probably be in effect most of the game when they consider where to set its effect parameters. Currently Circle of Healing is the problematic perk, the other two aren’t as powerful, so if they slow Circle of Healing down enough it should be ok.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2709771#Comment_2709771
True, what if they added something to prevent that.
For example survivors in deep wound have their aura revealed to other survivors.
Are there other reasons you would dislike it? Any reasons you would like it?
I think you’d also need to significantly increase the Deep Wound timer to give the survivor more time to find someone to mend them. So it would probably have to be something like
- Other survivors see the aura of a survivor with Deep Wound
- Deep Wounds timer is 30 seconds and the timer is paused while another survivor is mending you or you are in chase or you are mending another survivor
That might work in solo queue? Hypothetically a lone survivor could get downed by Deep Wound if everybody else is downed or hooked, but a lone survivor is already easy to down anyway so it probably doesn’t change much there.
Another possible situation to consider is when Legion inflicts Deep Wound on multiple people, would having multiple people needing to mend each other simultaneously be too strong? I think this is a tougher one, if Legion Deep Wounds 3 survivors they all have to run to each other and clump up, it could be extremely tough to beat.
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Pinky Finger is overpowered as an add-on, while Clown is a bit underpowered as a killer overall. So base kit Clown could use a bit of a buff while Pinky Finger could use a nerf.
To clarify, Pinky Finger gives Clown Exposed hits basically for free assuming you are good enough to hit with his bottles which isn’t all that hard to do. (I think it’s actually easier to hit with his bottles at close range than hit with Deathslinger’s shots for instance, at least for me.) I think most Exposed condition add-ons are a bit harder to do. It just doesn’t seem like hitting someone with a bottle is quite hard enough to justify the Exposed condition.
Of course on the flip side Clown himself is still apparently fairly weak compared to other killers. The only thing he seems to be good at is shortening chases in the open somewhat. He’s not great at map traversal, has no stealth, and aside from his Pinky Finger add-on has no quick down ability.
Personally I’d love to see Clown get a bit of a boost to his base kit and see Pinky Finger nerfed or retooled somehow. Clown shouldn’t feel underpowered to play without a specific red add-on, and if they ever do buff Clown’s base kit if they left Pinky as-is he’d be broken when he does use it so they’d have to nerf that add-on at that point too.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2709234#Comment_2709234
Well m1 is the only thing without a "range" unless you actually want to increase lunge range which would be broken considering jungle gyms are a game-wide standard more or less
Sorry, I still don’t understand why you think making area effect ranges proportional to map size hurts M1. What does area effect range have to do with basic attacks?
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@Tekno_Badger said:
Yeah let's make m1 suffer even more
Sorry I don’t follow, how does it hurt basic attack killers?
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@NeonFlowerPower said:
https://forum.deadbydaylight.com/en/discussion/comment/2707738#Comment_2707738
Maybe because I've seen it happen hundreds of times? I get a team mate with 5 hours, I play the match out, see the killer has ruin/pop/corrupt, match is over for me, killer has 500-1000 hours. Meanwhile, my team mates with 10 hours each are sitting in bushes.
MMR is 100% what is wrong. Never got survivors with less than 10 hours on the old system even if I was sitting at rank 10. When rank reset shot everyone back to rank 10 no matter what is when matchmaking was at it's best.
Again, you dying isn’t what’s putting you against high rated killers. Your rating goes down if you die so the average rating it tries initially to match you against goes down as well. Like I said, what you’re describing can easily happen if there’s nobody your rating to pair with and/or someone in a lobby leaves it and the system throws in a replacement asap. It’s not your MMR that’s necessarily causing it because these thing would happen even if your MMR was 100% accurate. It’s more to do with how long the system waits before filling a slot with next available people and you possibly being an outlier in the ratings.
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Scott had a decent short video on Lightborn the other day which made some good points
- The main downside as he sees it (and I think I agree) is that once the survivors know you have Lightborn they stop trying to blind you and go back to doing gens. Which is bad because overall the last thing you want is survivors being time efficient on the gens. You’re better off typically if they’re goofing around trying for flashlight saves of each other rather than sticking on gens. So it’s a rare example of a perk that actually entices survivors into a more effective playstyle for themselves.
- Now that being said, it does have some upside in that the survivors don’t know you have Lightborn until they try and blind you with a flashlight and fail. (They wouldn’t even know you have it if a Flash Bang or Blast Mine didn’t blind you, just if they see their flashlight beam isn’t narrowing all the way.) So odds are good that when (not even if, since it’s pretty common) a survivor ultimately tries to blind you you will get an easy hit or down on them in the process. They’ll only fall for it once, but at least you’ll get that one hit. And if they’re in a solo group, or just not paying attention, you might get multiple free hits. (But probably just the one. ) Is a free hit or maybe two worth a perk slot and having survivors stay on gens after? … Probably not. But it’s something at least. 🤷♂️
- Now all that being said, I admit I run Lightborn sometimes for the hell of it just to mess with flashlighters because it’s funny when they panic after not blinding you. 😄 I usually do it as a gimmick build with Lightborn and Brutal Strength for quick pallet kicks while they try a pallet blind for an easy hit, as well as some combination of maybe Endurance, Agitation, Mad Grit and/or Fire Up for even faster pallet breaks and possible hits on people trying flashlight saves. Again, this is by no means a great build, it’s Gimimick-pocalype! But hey, meme builds are fun sometimes. 🙂
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@BreadTube said:
I'm saying this as a killer main with 2k hours. DH is not the press E to win perk like people are making it out to be.
I don’t think it’s “press to win” level of overpowered but it is definitely significantly better than almost all the other survivor perks. There’s a reason it’s by far the most popular exhaustion perk among skilled survivors.
Moreover since they fixed how Dead Hard responds to hit validation so it’s actually working correctly, it is now possible to literally dodge any attack with it by reaction to the swing animation. That has significantly boosted its value at high level as well since it is a free miss when it’s up if the survivor can time it.
So I don’t think it’s game breaking, but it could still probably stand a nerf to bring it down to the level of the other perks a bit. Either by reducing or eliminating the distance it moves the survivor (leaving the dodging aspect intact) or reducing the invulnerability duration.
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I think a Terminator could be fun to play depending in the mechanics. 🙂
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@Percival_nxs said:
Did we really need this new mechanic?
As McLean himself said "if it were me I would reduce the radius to 16 meters and take away the benefit of the speed of the cure from COH, leaving only the possibility of healing without medkit".
I can't agree more, now even the walls have realized that this type of mechanic breaks the game, especially in some maps.
McLean said he thinks the ranges might be too large, mainly on small maps, but he’s never said he thinks the Boon system as a whole is broken (i.e. he didn’t say he thinks Boons should be permanently destroyed by killers or single use perks, etc)
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I’m a killer main and I’ve never said I think survivors are broadly overpowered.
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I don’t know if competitive mode is a good idea or not, I’m pretty sure it’s never going to be a thing either way though. 🤷♂️ I guarantee the devs already looked into it and decided against it.
As far as who gets the best matches under MMR, my guess is it’s everybody in the median range of ratings since they have the largest potential pool of close matches to draw on. Player with very high and very low outlier ratings are the ones that will most often get shunted into a “first available” match, which ironically means the most prolific players and streamers with the highest ratings are probably the ones who see the most mismatches. (Personally I get pretty reasonable matches since I’m assuming I’m pretty average or above average in the ratings.)
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I’m not against a minigame. 🤷♂️ Reminds me of back in the day the original Everquest MMO had a tetris minigame you could play while sailing on a boat. (This was before they added teleports between zones, way back in olden times!)
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I agree that reducing terror radius during a chase isn’t a great effect. Hell, being Undetectable in a chase isn’t even that good, let along just having a smaller terror radius.
That being said, I don’t think Furtive Chase should reduce terror radius outside of chase either because it would stack with other effects like Monitor and Abuse that reduce out of chase terror radius and make a killer that have virtually no terror radius the whole game. I think if you want to improve Furtive Chase the better option is find a different effect from terror radius reduction entirely and go with that instead.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2708238#Comment_2708238
I won't lie I watch a lot of Michi and I mean a lot I've probably seen every single vid of his lol that's why I consider myself above average on her
I use the build he used vs otz team awhile back
Agitation,starstruck,make your choice,and dark devotion
I don't win every game but I do win idk 8/10 but I'm also not your average hag so I would say it's fair that I don't struggle much vs boons
Right, I think Hag is unusual in that she has both a low skill floor and a high skill ceiling. You can kind of do ok with her just by spamming her traps and spamming teleport and get by, but against tougher opponents you need to used more advanced techniques.
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I imagine CoH hurts Hag simply because anything that helps survivors healing after being injured by a Hag hit is detrimental to her opportunistic hit strategy. That said, I also think Hag generally gets a bad rap among some people who just aren’t as good with her as they could be. Tru3ta1ent for instance constantly complained about how bad Hag is but never struck me as nearly as good at Hag as a hag main like Michi for example.
It’d be interesting to see Michi’s thoughts on CoH, I’ve seen him do a few videos since Mikaela came out and he still kicks ass with Hag even when Boons are used. I think it’s partly because he uses Make Your Choice for instant downs and also knows how to chain Hag traps to get two hits in a row on people. And he has great game sense in general on where survivors are, etc. My guess is he probably found CoH annoying but not something he couldn’t overcome, but that’s just the impression I got.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2708048#Comment_2708048
I don't know if people think that Make your choice is worthwile... because to me it isn't. I'm only getting one down per game, but i lose all hook pressure on many hooks... and it is pretty bad. Haunted Grounds also create more chance to keep your main Hex if lucky... so i ain't sure the 1 down per game thanks to the perk is the only attractive aspect of it.
I'm just thinking that current NOED isn't fine as it is... but it would need to be tested to see what would be better.
Make Your Choice is somewhat killer dependent, it’s better on killers that can leave the hook and get back more easily (e.g. Hag, Blight) Which is fine, nothing wrong with a perk being better on a particular killer than another. 🤷♂️
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@Munqaxus said:
Do me a favor.
Get out an excel document, or some other spreadsheet. And camp with Leatherface for about 40 games. Then come back to these forums and post your data here. Especially get the number of kills vs number of escapes.
I've been meaning to do it but I get so bored with facecamping.
Heck, maybe we could collaborate on it. I think it would be an eye-opener.
I’d love to see actual game data, it would be really interesting to parse. There are tons of assumptions that everybody including me makes which we just have no statistics to rely on either way.
Just some random thoughts on Bubba and the original post
- Bubba is something of an oddball when it comes to facecamping because he’s one of the few killers that can get a guaranteed down on a healthy group of survivors doing a Borrowed Time rush at the end of the match. If two or more healthy survivors rush the hook against a normal killer, the killer hits one, they run, the other survivor gets the rescue and gives Borrowed Time, and then if the killer hits either of those it’s too little too late. Other killers can maybe do it with NOED, etc, but it’s not innate or guaranteed like his is. So a killer trying the same tactic as Bubba might only get one kill, or even possibly no kills if they’re really unlucky on the trades in the midgame.
- ”Keeping an eye on something else and going back to the hook” isn’t facecamping. It’s just normal defense. If you go off, check a gen, and come back to the hook that’s not a facecamp. If the survivors run in right after you hook it’s not a facecamp. You can call playing zone defense “boring” if you want but it’s not facecamping any more than patrolling a 3-gen is “gen camping”. (Which a survivor once literally accused me of. 😄)
- It’s certainly possible that Bubba’s median kill results are higher on average than other killers. Or not? Again, hard to say, but if you do the experiment you’re thinking of try it with other killers too as a control, and also try playing Bubba more aggressively as a control so you have results to compare.
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The main question I think is, how many extra hooks should a perk give you on average to be worthwhile but not overpowered? No Way Out extends the match a minute and tells you where a survivor is, so combined it’s probably an extra hook or maybe two if you’re lucky in 60 seconds. That seems reasonable when you compare it to, say, Haunted Grounds or Make Your Choice which can get you an extra hook or two each, or with Pop Goes the Weasel which can extend the match 60-80 seconds or so. Or Corrupt Intervention which can add about a minute to the game as well.
I don’t think a 60 second extension is out of line with other good perks, just my take.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2707984#Comment_2707984
About current NOED, i see two problems with each side. If you play killer, you don't necessary get a come back ability if survivors are too efficient. If you play survivor, it can be the opposite, unlucky totem spawn and the killer get too much value. That's why i rather have this form of NOED than the current one.
About the two minutes being too much. My previous idea was NOED for one minute when fifth gen pops: like haunted ground. But someone else said they feel that it would be too short and make the perk useless. After thinking about it and trying NOED, i do think giving only one minute like i said might be too underwhelming. It would need testing to be sure.
One way to think about it might be how many extra hooks should a perk give you over the course of a match to be worthwhile? Haunted Grounds gives probably an extra hook or two for instance. Current NOED likewise. Same with Make Your Choice I think?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2707893#Comment_2707893
I was watching some youtube videos of stretch res verse regular and to be honest, I think the game does look better with it, if the videos were any indication.
(I watched it because of all the hub-bub from the forums, so I think the forums complaining about it is actually promoting stretch-res and making it more popular. The same thing happened with Dead-Hard, lol.)
The obvious difference being Dead Hard is just a perk while stretched res is an exploit. As someone else above mentioned, the devs even commented before that they consider stretched res to see over obstacles to be cheating. My guess is there’s a technical hurdle they have making the game use a fixed aspect ratio.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2707782#Comment_2707782
How has CoH and Exponential had 2 existing perks.
However, I think that is a cool idea, to have Lithe and Balanced Landing with a 24 meter area and that you can use either one of them if you aren't exhausted already. After you use one, it exhausts you.
I think he’s saying COH is a combination of Self-Care and a perk that gives a healing bonus when healing others. Exponential is similarly a combination of Unbreakable and something else (I don’t remember what off hand)
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2707750#Comment_2707750
Because on any perk list they always say BBQ is good for bloodpoints, but the aura-reading aspect of it is "meh".
Well like I said, half the people polled said they use it just for the aura alone already.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2707821#Comment_2707821
Yeah, that what i was trying to say. I would make it a regular perk like No Way Out.
Got it, so the revamp would be
- not a hex
- time limit 60 seconds plus 15 seconds per unique survivor hooked starting when the generators are finished
- same effects as it has now
I guess this would work ok, seems like it might work out mostly the same on average? 🤷♂️ What’s the reasoning for making it not a hex? You don’t like the swinginess of it maybe working maybe not?
My hunch is if they did it this way that typically two minutes guaranteed exposed hits might be too long though. Haunted Grounds for instance is 60 seconds of exposed hits and still usually gives one or two instant downs. NOED lasting the same duration as No Way Out (i.e. 60 seconds total) might be more in line. Keep in mind too that because NOED triggers on the last gen finishing the killer definitely knows the location of whoever worked on the last gen when it flips as well so knows where to go, which means a minute is plenty of time to find them, down them and maybe down someone else.
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Regardless of the reasons people run it, BBQ and Chili is already a very popular perk, it doesn’t need a buff.
On a related note I did a poll a while back which got a decent response which asked if players would still run BBQ and Chili if it had no bloodpoint bonus and was just the aura. The answers split 50/50, about half the respondents saying they would continue using the perk even if the bloodpoint bonus was removed and half not. In other words half the people who use it don’t even care about the bloodpoints at all, they think the aura is good enough to make it a worthwhile perk. So why would it need a significant boost on the aura?
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Ok, so let’s say NOED gets a token every time you hook someone for the first time. What does the token do exactly?
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Why are you assuming that if you die you are getting matched against better killers? If your MMR goes down then it will try and match you against lower MMR killers, not higher MMR ones.
It’s probably not the MMR that’s wrong, it’s that you’re getting put into first available slots because either you were in queue too long or someone left a lobby and it grabbed the next available player to fill the slot.
And I like the MMR system better than the old system, especially at rank reset week because in the old system it was total nonsense matches since everybody’s ranks went down.
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Mechanically, I like the hide and seek and chase main loop of the game as a killer and the wide variety of abilities and maps. I also like asymmetric 1 vs many games
Thematically I like that the game is more or less an homage to a huge number of classic horror movies and tropes. Before DbD came out, would anybody have been able to guess that you could have Freddy and Michael Meyers and Ghostface and Leatherface and a bunch of original killers, etc, all in one game as playable characters? Kind of cool! 😄
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I don’t mind kicking a gen now and then if I think it will be at least 10 seconds before a survivor comes back to it. But I mainly only prioritize if I’m running Pop or another kicking perk. (Or better yet, a combo of gen kicking perks.)
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2705405#Comment_2705405
Shadow gives the entire team infinite Distortion + infinite Lucky Break - so one perk on one survivor adds 2 perks to the other three survivors at zero time or perk cost to the rest of the team.
Definitely busted.
It’s hardly “infinite”, it’s limited to the range of the totem and goes away when snuffed or the Boon owner dies.
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- dead hard - honestly now that Dead Hard can literally react to swings to invoke a miss due to hit validation they could probably reduce or eliminate the extra distance is gives and it would still be strong.
- hold w meta - reducing survivor speed after 10 seconds but then eliminating Bloodlust would basically be a wash. If you actually want the killer to catch up faster then just increase Bloodlust’s speed or reduce the time it takes to upgrade. (Assuming this is even worth doing.)
- maps - I don’t think the size is as cumbersome as when the map has too many safe pallets and breakable walls that need to be broken to avoid ultra safe loops
- SBMM - I actually get better matches now overall I think than under the old system, especially compared to after old rank resets
- fix the stretch res issue - Definitely, I’m a little surprised they can’t lock the aspect ratio of the game.
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The Grudge is a different IP.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/301048/devs-remove-keys-already
Keys still have other uses besides hatch escape. Some of that aura reading is pretty decent when you're out of good maps.
I certainly wouldn’t be opposed to more keys having secondary effects.
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I think the most underlying fundamental issue with DbD is that the devs opted to try and do a hybrid semi-cooperative game design where survivors are “sort of on the same team but not really”. Semi-cooperative games rarely work well because invariably it leads to players who are losing at a given moment just throwing the match for everybody else and similarly selfish behavior. The game thematically makes survivor players feel like they’re working as a team, but then turns around and has some mechanics that say “but go ahead and screw over your alleged teammates if it helps you get points or escape.” Just look at how many people complain for instance about how “survivors can hide all match and gain MMR” or how survivors ragequit when they get downed because they don’t have any interest in whether or not the rest of the team escapes, or how the endgame scoring is all individual survivors but many, many players just treat it as how the killer did against the survivors as a whole. And all this is exacerbated by the devs intentionally saying “we won’t say who won or lost the game, that’s up to you!”
I think a great deal of consternation could have been avoided had the devs from the beginning just treated survivors as a team versus the killer and given clear, unambiguous win conditions for both sides. Unfortunately it’s way, way too late to do anything about this, they’d have to redo a large part of the scoring system and endgame screens to turn the game into an actual 4v1 game with a set objective. It’s just too bad they went the direction they did. 🤷♂️
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Spirit being a Japanese girl’s ghost is I think the only similarity to Sadako from the Ringu. They don’t look alike, Spirit’s weapon is a sword and Sadako is … well, who knows? If Sadako has a teleport it’ll probably be totally different from Spirit’s, and as far as we they they’ll have completely different abilities. And we have zero reason to think one is better or worse than the other at this point.
Also, most of DbD’s original killers aren’t even similar to anybody in particular at all. Wraith, Huntress, Doctor, Deathslinger, Blight, Trickster, Artist, they’re all unique. Trapper and Hillbilly are the ones that were clearly homages, Spirit is at best vaguely similar to The Ring,
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I try to kill the survivors obviously but I also don’t bother doing something if it’s boring. For instance,
- Strategically if I really wanted to maximize my kills I’d slug the third survivor to find the last before the hatch can appear. In practice though that’s super boring so I don’t bother, if they beat me to the hatch after I hook the third survivor then so be it.
- Once the Exits are opened if nobody is on a hook I don’t bother chasing survivors at the Exits, instead I’ll look for stragglers out of position or pallets to break, etc. It’s not worth my time doing a pointless chase at the Exit that has zero chance of getting a hook.
- I rarely facecamp because most of the time it feels like an inefficient use of time. If the survivors aren’t coming to me I’d rather go to them then stand around twiddling my thumbs. That’s not to say I won’t keep an eye or ear out for someone going for a rescue while I’m checking something else, but I don’t just stand around at the hook doing nothing. I’m sure there are some instances where hypothetically it’s slightly better strategically to stick in place but… 🤷♂️
- I rarely run Corrupt Intervention. Not because it’s a bad perk, but because it often leads to a boring start of the game since survivors tend to hide when they see the gens are blocked, meaning it can take a while to find them and actually get into a chase. I’d just as soon not use this perk, let them start working on a gen quickly, and use the sound of the gen repair to get into an early chase. Not optimal strategy necessarily but a lot more fun and it still works (assuming you replace Corrupt with some other useful perk). The exception is I might use Corrupt with Lethal Pursuer since the Lethal aura eliminates the chance that I won’t get into a chase right away while Corrupt is up. I get the benefit of the blocked gens without the survivors hiding.
- I tend not to run NOED mainly because I like trying to get hooks earlier in the match then the end of the match. NOED is a perfectly good perk obviously, I just prefer Haunted Grounds or Devour Hope or Make Your Choice for earlier Exposed hits as a playstyle preference.
- I totally get why Nurse is a top tier killer, but I find her so unfun to play I literally keep a Nurse mission in my log so it never appears again. On the flip side I find Blight and Oni really fun in terms of playstyle but I’m terrible with them because I don’t practice them enough to consistently hit with their charges.
- I find survivor a lot less fun to play than killer so I don’t bother, even though in principle I’d probably improve a bit as killer if I played survivor too.
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I’d be down for David S Pumpkins DLC. 😄
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I think I can safely say if I was randomly forced to play survivor I might not have stuck with the game. I just enjoy playing killer way more personally.
