dugman
dugman
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3201081#Comment_3201081
The question isn't really "is 45 seconds long enough" it's "is 22 seconds long enough" because given how powerful Unbreakable just became you have to assume that most survivors will have it.
They're related, if the 45 second time is too short and it gets raised that also raises the time with Unbreakable.
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3202039#Comment_3202039
Who's talking about intentionally bleeding out? Unlimited Unbreakable + Flip Flop/Power Struggle + a combination of Prove Thyself, Dead Hard, Any Means Necessary and Breakout is a SwF auto-win. Don't be disingenuous It took me less than 30 seconds to think of.
How am I being disingenuous? Everything I said is accurate.
And where did I say "intentionally bleeding out"?
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/3202227#Comment_3202227
I just made a whole post about how its actually worse than this.
Also killing 4 people is funner than killing 1 person.
Ok well I don't know where your post is but I disagree, Devour Hope is basically not much changed in terms of how effective it is.
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I agree, people are overreacting. For most killers and most games I slug maybe once or twice a match and even in those cases this change wouldn't make too huge a difference beyond that it means someone doesn't have to run to pick up the slugged person so they get a bit of extra gen time out of it in those cases. But I just don't see it as being a game crushing difference the bulk of the time.
Of course, I'm not saying there are definitely not going to be some issues. It could well be that Unbreakable at 100% is too much or 45 seconds is too short and those numbers need to be adjusted to prevent hypothetical exploit situations with swfs similar to the Boil Over squads when they perk originally got buffed. But until we see that in action in the PTB it's hard to tell if that'll be an actual problem or if it'll be something that's easy to get around by just hooking the survivors more often. Fortunately the self revive is easy to adjust by tweaking that 45 seconds up to 60 or 75 or 90 seconds, for instance, if need be, and with a long enough timer self revive is obviously not a problem (i.e. if the time is long enough then someone will go to revive the slugged player anyway because being short a person for a really, really long time is worse than picking them up.)
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@Kirahie said:
Devour was the last good hex and now it's just dead. It was always high risk high reward but it's gone now.
Devour Hope is still just about as good as it was. Getting instant kills on first and second hooks takes as much time as doing moris on first and second downs. The only difference is the hooks are sometimes vulnerable to saves, but that's a minor thing.
Now if you're arguing that aesthetically it's "cool to watch multiple moris mid match", I agree that's fun and it'll be missed. But in practical terms balance wise Devour Hope isn't really changed much.
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Well we still have custom matches versus bots on the 2022 roadmap, if we're lucky and that's basically done then that could be in the midchapter.
They are due to eventually do full balance passes on a couple of characters that were put off to make way for things in the pipeline for 2022 roadmap projects, so maybe they could squeeze one of those in? But I'm not necessarily expecting the character passes until 2023 since the devs did say they were taking a backseat to the roadmap items.
Beyond that, I'm not sure. 🤷♂️ They could be doing additional tweaks from the perk reworks to finetune things, but who knows?
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@DemonDaddy said:
This ruins killer for me, I already despise using the hooks and now I'm not even able to play killer in a way I find enjoyable.
100% solo survivor once this goes live.
Why would you play killer if you despise hooks?
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Sorry I don't know what videos you're talking about?
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I do agree that the freak out is probably overblown. The 45 seconds base time frame may need to be adjusted upward to 60 or 75 or 90 seconds if it's too short, but it's too early to know. Honestly most games with most killers I find I slug maybe once or twice but that's about it so I don't see this impacting my own games a huge amount. I'll maybe have a bit less pressure when that happens but I doubt it'll be game crushing, certainly nothing to pull my hair out and scream over. We'll see how it goes. 🤷♂️
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3201692#Comment_3201692
Fair, but a load of recent changes has made me lose a lot of faith in their ability to make sound design decisions. I mean heck, there's a million and one ways now someone can have endurance, now. Now every attack feels like a roll of the die to see if it will actually hit or not - and that's discounting dead hard.
I don't know, I don't mind the Endurance honestly. 🤷♂️ Worst case it costs them mending time so it's not like it's a totally free hit for them.
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3201702#Comment_3201702
Assuming three survivors playing that little game and one doing gens the game would end before anyone's bleedout timer was up.
Sure, I'm not saying it's easy in the new system to bleed people out, it's still there though.
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@FriendlyKiller said:
I'm in a 3 or 4-man swf. We all run Unbreakable and Dead hard. When we go down we make sure it's under a pallet with someone else standing by. Maybe with a beamer or flashbang.
The killer now has 22 seconds before we recover to......
.......Do what exactly? Injure the other survivor and chase them away? What if there's more than 1?
Oops. You thought about it too long. Now the survivor you originally downed is up and running around again.
This can happen infinite times.
Maybe we have Power Struggle/Flip-Flop as well, just for good measure.
How does someone even think an idea this bad into existence?
It can’t happen infinite times, the bleedout timer does progress and if they are on the ground a total of four minutes they die.
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@K139K05 said:
I like the approach of removing the chests bonus, also this would mean that you potentially get less value out of the perk.
Here's how I would change it: You see the auras of locked chests at all times (in red).
When a Survivor unlocks a chest or picks within 32/48/64m, it triggers a loud noise notification and their aura is revealed to you for 4 seconds after the interaction is interrupted (or completed) by any means.
Hoarder spawns one additional chest in the basement.
Another approach is you get a noise notification and see the aura of someone in the process of opening a chest, not someone who finishes opening it. That would be kind of similar to Undying where you can see the aura of people near totems .
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3201517#Comment_3201517
If something is problematic, they have a habit of making it worst. For example, spinechill was a problem. They themselves said it made killers have an awkward approach by having to look away while approaching. The "fix" was giving spinechill a 36 meter guaranteed warning where even looking away doesn't help. "Problem solved! Now killers don't have to look away." No, they just made it worst, now there is NO counterplay. It's even worst for stealth killers. Now it's impossible to ever sneak up on anyone running spinechill. They simply don't handle problematic issues without making things worst.
That’s an untrue generalization. For instance, they had an issue with rare add-ons after the prestige rework and that got resolved, and they reduced the costs of all bloodweb nodes by 1/3 because they didn’t think the changes went far enough. The original version of Circle of Healing was a lot more powerful than the current version so those changes were in the right direction. They removed broken pallets from the PTB version the new RPD maps. And those are just a few things off the top of my head.
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If it turns out the new system is a bit too weak they can simply make that 45 seconds longer to, say, 60 or 75 or 90 seconds. Make that time long enough and the other survivors will want to revive the dying player rather than be shorthanded for potentially multiple gens worth of time.
Another possible tweak would be to slightly shorten the base distance between hooks. If hooks are closer together that makes it easier to hook survivors in tough areas.
As far as Unbreakable goes, if that specific perk turns out to be problematic they can just lower its bonus.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3201439#Comment_3201439
Ah, I see. It does kind of make weak killers weaker, while not really affecting strong killers in a meaningful way.
Killers with insane 1v1 would have no trouble with ending a chase in sub-20 seconds, but a killer with poor 1v1 would be trapped into a lose-lose scenario in that situation.
I'm excited to test it out either way.
Same, I’m interested to see how this works out. I think in principle it will be ok as long as 45 seconds isn’t too short. If it turns out that time frame isn’t long enough then increasing it to 60 or 75 or 90 seconds or whatever should do the trick. (After all, if that time frame is long enough it won’t matter if the survivor can stand up after a really, really long time because the other survivors will still feel the need to go revive them rather than be down a player for possibly multiple gens worth of time.)
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201295#Comment_3201295
It doesn’t prevent it, but it does make it more difficult.
I might say it makes it take longer, it’s not necessarily that much harder to pull off.
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@BenOfMilam said:
Instead of lumping everyone into one big group and putting words into people's mouths, how about having reasonable and nuanced takes?
Killers that rely on slugging to win like Oni, Twins, and Myers are receiving an indirect nerf from basekit Unbreakable. Not the end of the world for three killers to be a lot weaker, but feels bad for the people that main those killers. (especially Twins, who got bodied by the Endurance meta and then bodied again with the future basekit picksies upsies)
As survivor, bleeding out on the ground is extremely boring. Being able to pick myself up and avoid getting slugged for 4 minutes as survivor is a fair trade off for making slugging when I play as killer more risky. I am all in favor of bringing Soul Guard every game to stick it to BM'ing killers that want to slug everyone to death (killer that stand over you and slug you to death will now switch to standing over you and slugging you to death while hitting you every 45 seconds, and Soul Guard counters that to an extent). Also slugging for the 4k is dead, praise God.
Slugging was always a high risk, high reward strategy as killer. Now you must take greater risks and have the skill to down a survivor in less than 45 seconds to get value out of slugging. Not particularly difficult, but it means slugging when someone is near is no longer two free hook states.
I think there’s more to it. For instance, say I down a survivor under a pallet and another survivor is nearby. If I don’t slug the dying survivor to chase the other one I’ll get pallet stunned on the pickup, so my only option it slugging. But if I slug and can’t resolve the other survivor in that 45 seconds (or 23 seconds with Unbreakable) then the dying survivor stands up and I’ve gotten literally nothing in two chases of time.
Also currently if I slug someone then I know at least someone else will usually have to come off the gens to revive them. But now the other survivors know they can just stay on the gens unless they’re being chased which reduces the pressure on them. It still might be worth the slug depending on the situation but it’s weakened either way.
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@GoodBoyKaru said:
Solution to this conundrum: don't slug for the 4k.
This patch won’t even stop slugging for the 4k because if you have two survivors left, one is down, you can still slug one of them and try and kill the other in the 45 seconds before they get up to get the 4k. And if you take too long and the other survivor gets up, you still can probably down one of them and try again, repeating as necessary until you get it or they finally bleed out.
I think the more important change is how this might impact when you slug a single survivor midgame. For instance, say you down someone under a pallet and there’s another survivor nearby. If you don’t slug the dying survivor there’s a good chance you’ll get pallet stunned picking them up. But with this new system if you chase the other survivor and you don’t down them in 45 seconds then the dying survivor gets up and you’ve gained nothing.
Also if you slug a lone survivor for pressure now the other survivors know they don’t have to revive them so will stay on the generators unless you chase them. That means slugging for pressure might still be useful but it’s definitely going to be a bit weaker.
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@sizzlingmario4 said:
The only thing I’m happy about is that it addresses slugging for the 4k. That was long overdue. Outside of that, this system needs some work. 45 seconds isn’t long enough and certain perks/items will create lose-lose scenarios for the killer and will have a ripple effect on several other mechanics.
For example, even if I were to sabo save someone right now and force the killer to drop, the killer still gets some pressure out of the fact that someone still has to stop what they’re doing and go pick that survivor up. Now they can just continue their gen uninterrupted because their teammate no longer needs their help.
I don’t think it’s impossible to make this work, but I am a bit concerned about it in its current state.
Actually this doesn’t prevent slugging for the 4k, in fact the new version of the mori offerings make it so slugging for the 4k makes it more likely to get the final mori you need for those bloodpoints (since if the last survivor gets out the hatch the mori offerings give no bloodpoints.)
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3200817#Comment_3200817
The only times I've seen excessive slugging outside of Twins are:
- People who don't know any better.
- People who are doing it tactically, as they think there's someone else around (pallet save situations). This can result in a back and forth around a slug.
- People doing it to BM, usually with Knockout.
I think it's really the second bullet point that might need to be monitored. For example, say you down someone under a pallet and there's another survivor nearby. If you don't chase the other survivor they'll get a pallet save so your only option is to slug the dying survivor there, at least for a bit. Now the question becomes, is 45 seconds long enough in that situation that you can drive off the other survivor or down them and still manage to collect a hook state in the process on one of them? If not then the dying survivor will just stand up while you're chasing the other player and you've gotten nothing for your trouble other than increasing that dying survivor's bleed out timer by 45 seconds out of 4 minutes.
The other thing regarding that second point is that while you have someone slugged for pressure, for instance, currently you can do it and know another survivor will eventually have to go revive them. But with this new system if I slug someone for pressure the other survivors who I don't chase can just stay on gens the entire time and know the slugged survivor will just stand back up. So it does lessen the impact of single survivor slugging for pressure a bit. That's not to say it's not still worth doing depending on the scenario, but it is a bit weaker.
It's hard for me to tell the overall impact of all this without trying it out. It's definitely a survivor buff but how much of one in total I'm not sure. 🤷♂️
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Behaviour isn't particularly killer or survivor sided. I think if they change this it'll simply be to adjust that 45 second time if it turns out to be too short.
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@CookieBaws said:
https://forum.deadbydaylight.com/en/discussion/comment/3201011#Comment_3201011
Or they can kill all once that happen? Who knows.
Right, who knows? That's why I'm hoping a dev will explain it when they get a sec. 🙂
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@CookieBaws said:
"Any Survivors still in the trial will be killed by The Entity and treated like a sacrifice."
I think it's your unswer.
That's not actually my answer because that sentence is prefaced with "When the last Survivor is downed, the trial will draw to a climactic end...." But if the Last Survivor escapes then what happens? Does everybody else die or does the game continue and the dying survivors have a chance to stand up and become a new Last Survivor?
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@mizark3 said:
I'm saying that situation required losing/drawing the match to begin with. You may not personally slug for 4k, but that will be the only way to get Mori BP when you are winning now. If you brought a Mori offering you will have to slug for X k to get the Mori value (or risk Hatch, but why would you risk Hatch when you brought the Mori offering for the BP bonus).
Again, that's not true. You do not have to "slug for X" to get the mori value, you just have to down the last survivor which just means beating them to the hatch if they're the last living survivor or finding them before the other survivor dies on hook if they're not. It happens pretty often.
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- Devour Hope is mostly unchanged from a balance standpoint. The only difference now is at 5 tokens you get instant sacrifices on first or second hooks instead of free moris on first or second downs. The time it takes to carry someone to hook is about the same as the time it takes for a mori animation to play out so it's not that big a difference, it's mainly just a minor nerf in that moris are immune to flashlight and pallet saves and Decisive Strike.
- The Rancor change makes that perk not very good. A lot of the benefit of the current version is that you can instantly mori the Obsession even on first down. With the new version being that they're just Exposed it's a lot weaker.
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@Norhc said:
Slugging for 45+ secs never was a necessity for Twins.
I think the issue with Twins won't necessarily be that slugging everybody is needed with them, but rather than if you down someone with Victor then you have no choice but to have that person slugged while you switch to Charlotte to come pick them up. Now obviously 45 seconds is a good amount of time to go and have Charlotte pick them up, but then again they can crawl in a position where they can potentially be flashlight or pallet saved if you try by the time Charlotte gets there. And if you get distracted in another chase as Charlotte then there's a much better chance the survivor will get to revive themselves before you get back to them, especially if they have Unbreakable (which is now an unlimited self revive in about 23 seconds.)
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@mizark3 said:
While your scenario is theoretically possible, the more probable outcome is a winning Killer needs to down the last 2 Survs at the same time, forcing slugging and searching for the Mori BP.
I don't know why you think that scenario is more probable. I get two kills pretty often exactly as I described, I never slug for the 4k personally.
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Just looking at the Yellow mori versus other yellow for a moment
- The new Yellow mori is 8000 which is more than the Yellow offerings that are 75% for a single category which typically only get between about 4000-7500 points. On the other hand the 8000 is all or nothing so if you don't get the two kills and final mori it's worth zero. Hard to say how that works on out average.
- That said the Yellow mori is probably worse than the Yellow Pudding offering which is 100% for all categories with no restrictions. That offering is almost always worth more than 8000 points.
So the Yellow mori is probably on par with the four or five Yellow bloodpoint offerings that are kind of generic but worse than the better-than-normal Pudding offering.
Similarly, the Green mori offering is probably on par with the 75% single category green offerings but not as good as Bloody Streamers.
The Red mori offering is on par with all the standard offerings (it's harder to pull off but gives a much larger reward when it works) but not as good as the ones which give 100% bonus to all categories.
Overall they seem ok but they're not really that exciting since at the end of the day they're just more bloodpoints and nothing else. 🤷♂️
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@mizark3 said:
All Mori offerings require a Finisher Mori, which will make them more annoying to pull off. The BP offerings are largely effectiveness independent. For the Yellow Mori I need to kill one person, then the other 3 need to almost escape but I get one of them down but don't hook them. Even harder for the Green Mori since I need to slug one and force the other to go through the gates before the finisher goes off. The Iri will incentivize slugging for the 4k even more, but at least there is a basekit self-pickup to partially counter that. Technically you can overperform for the lower leveled Moris, but it basically tells you the match will unhealthily end in slugging.
That's not true about the slugging. For instance, I might have one person hooked on first stage, two survivors escape, and I down the fourth on their way to the exits. When that happens I get two kills because the one one hook instantly dies even though they're on first stage and the one I downed has no chance to escape the mori. No slugging needed in that scenario for example.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3200575#Comment_3200575
Mori Offerings are also the exception, not the rule. They should be held to the same BP standard. Also as far as I am aware each Offering has an equal change amongst its rarity to show up. Yellow Devious shows up at the same rate as Yellow add-on #3 and Puddings and Moris.
They are being held to the same standard as most of the other offerings of the same rarity. Most of the Yellow bloodpoint offerings are 75% in a category (or a smaller bonus in three categories) for instance. The new Yellow mori offering gives a bigger net bonus than that assuming you get at least two kills and no bonus if you get 0-1 kill.
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@mizark3 said:
Mori Offerings - I feel this is a significant nerf in terms of both BP and satisfaction. Yellow Mori is in competition with Pudding, which is worth maximum 40k BP. Green Mori is in competition with BPS, which give the lobby a max of 200k BP, and a personal max of 40k. When the Iridescent is only yielding 20k max, when you need to work hard and ensure a 4k (so now you also have to sweat harder and slug for 4k to not risk Hatch) it only yields you half the max potential of Pudding. That is a big losing proposition imo. The numbers need to be doubled minimum, but I would say tripled. That would make the Yellow Mori worth 24k (so the average minimum for Killer with Pudding), Green worth 32k (solid match without intentionally reaching BP caps), and Iri worth 60k (actually better than Pudding finally).
Pudding and Streamers are the exceptions, not the rule. The more common Yellow and Green offerings are 75% and 100% in a single category respectively.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3200423#Comment_3200423
Don't get me wrong, but I could care less about Devour Hope or Rancor in my matches.=) But I do love to use mori offerings...
Devour Hope is just don't exist in my matches, because unfortunately I play on a "high mmr". Hexes at all just doesn't exist for me.
Survivors just know the position of every single totem on every map.
Hexes are still ok at high MMR, with Devour Hope you just need it to last long enough to get three tokens and one instant down and it’s gotten value. And high MMR survivors often leave hexes untouched for a couple of hooks just in case there’s a Haunted Grounds or Pentimento waiting if they cleanse them.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/3200382#Comment_3200382
I understand, but this is super boring for the game, with which killer are you going to do it? with the Myers? with the trapper?
Obvius with the nurse and TOPS killers. My idea of mori was not this.
It actually happens more than you might think. Any time you have one survivor on first hook stage, for instance and the other survivor is last one standing and you down them, now the first stage survivor will instantly die on hook with no chance to pull themselves off at the last second. Likewise if the other survivor was downed and still unable to stand up with the 45 second time they will instantly die when you down the last standing survivor.
This change actually should slightly speed up the endgame a bit.
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It’s only one mori animation per match but that’s obviously way more than right now where most matches have no moris. Also note that Devour Hope now will auto-sacrifice anybody you hook while you have five tokens, so even though there’s no mori animation the net effect of killing survivors on their first or second down is still pretty much the same more or less.
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It’s hard to tell without seeing it in action. On the plus side, keeping someone incapacitated for 45 seconds isn’t anything to sneeze at. But on the other hand the other survivors who aren’t actively being chased can continue working on gens without having to revive the dying survivor since they know the person will be able to stand up after that time passes.
It’ll definitely hurt killer players who go all out for slugging victories, but the bigger question to me is what the impact will be on slugging a single survivor for pressure. It still could be worth doing it in the same situations I would normally but I imagine the pressure will be just a bit less. 🤷♂️
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@Omans said:
Are there any plans to streamline this process. I got tired of doing it that way a long time ago. There are way too many cheaters for players to spend their own time repeatedly reporting that way.
Unfortunately the devs commented a couple of times that they determined it wasn’t feasible to implement a replay system, both for players to be able to view replays of their own matches and also for the ticketing system to be able to automatically generate a replay file for customer service to review when a ticket is created. It’s too bad because if the tickets could generate their own replay files it would be a win-win for both the players submitting the tickets and the customer service people that have to review the tickets since every ticket would have the necessary attachment automatically with no need for players to go through figuring out how to record games or remembering to do it.
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@WesCravenFan said:
I feel like NONE of these should be bannable, especially #3. But I don't make the rules.
That said, I appreciate the Felix and Claud earlier that let me farm my three chainsaw hits on my Milkman Billy.
Scenario 1 could be bannable possibly, it could fall under the Griefing bullet point below
Working with the opposite team to gain an advantage or grief teammates
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I’d love to see a Medusa who inflicts conditions over time on survivors who have her in their field of view. So the longer you have her in sight it builds up a token timer that gives you negative conditions like Blindness, Hindered, Incapacitated, and Exposed, for instance, with the more severe conditions happening the more tokens it builds up. Not looking at Medusa for a bit allows the timer to regress back down. I think this would trying to run away or do gens while actively being afraid to even look at the Medusa would be pretty tense and fun for the survivors. 🙂 She would also probably need a secondary activated effect tied to her Power button to round her out, otherwise playing her might be a little too basic for the killer player, but there’s lots of good possibilities for that.
To go along with Medusa, her opposing survivor would be Perseus, the Greek hero who fought her and the Minotaur. And Medusa’s map could be a cavern or garden or beach littered with the statues of her victims and random animals and things.
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@Halloulle said:
I think that's called backseat "moderating" and generally frowned upon.
Self-unhook is a game mechanic and if someone in a match throws in the towel for whatever reason that's what they're free to do within the scope of the mechanics.
Contrary to your belief leaving someone slugged is not improving the other three's experience - on the contrary. As long as that slug is there they will keep wondering what you're up to and if they should pick with anything between one and three detours to check whats up. Actually, by doing that you're helping yourself while contributing to the bad experience of the other survs.
I feel like a broken record at this point but both DCing and suiciding on hook are symptoms of other issues. If the devs want people to stop that they need to address those issues - going the punishment route instead will cost them players.
If it costs them players who frequently ragequit I’m ok with that.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3199866#Comment_3199866
Self care. Decisive. Freddy the person balancing him literally said "i don't know whats wrong with him but we are toning him down because he's picked to much". Though that just might be the developers not being mindful of their own balance. Wraith when he had his og lunge.
- Self Care actually was probably too powerful despite a myth it’s underpowered on the forums. Just because some people misused the old version didn’t make it a bad perk.
- Decisive was a bit overpowered and needed a nerf. It probably got overnerfed but the old version was too strong.
- Wraith was nerfed a bit out of the blue, there was no popular call for his lunge to get nerfed so presumably they did it based on some internal data.
- No comment on Freddy, I wasn’t around when he was nerfed.
Basically the devs don’t typically nerf things just because they’re too popular. Being overly popular is a red flag, though, that puts it on their radar for review, and often when something is super popular for a really, really long time it’s because its too strong. I don’t think Wesker falls into this category, though, he’s popular mainly because he’s new and happens to be fun to play, not because he’s literally the strongest killer (he’s basically on par with Demo, they’re both I think 4/5 star killers.)
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3199898#Comment_3199898
Please take a statistics class if you’re going to try and act like a smartass.
https://forum.deadbydaylight.com/en/discussion/comment/3199899#Comment_3199899
- Nightlight is a self-volunteer-submission aggregate site, which is susceptible to bias of only really being used by people who know of and care about stuff like that in the first place.
- It merging all skill levels (as well as every single other factor ever) is exactly why the data means next to nothing.
Nightlight has a bias toward above average MMR and English speaking countries, but it also does seem to correlate pretty well with actual overall stats in a lot of cases. For instance, its perk and character pick rates are based on stats from opposing players, not the uploading player, so for example its global stats page is tracking how often opposing survivors pick, say, Dead Hard from all the matches killers uploaded or how often killers played Pig in all the matches survivors uploaded. That eliminates a good chunk of the potential bias you might otherwise get from, say, a Pig main uploading 50 matches every night because its tracking what that player’s opponents used and not what the Pig main used.
So the stats aren’t a perfect match to the overall global numbers in the game but they’re almost certainly better correlated to the overall game than typical anecdotal stories and personal data you might see posted.
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Oh yeah that's right, I wanted to run the Sunglasses build and totally forgot! (Lightborn, Shadowborn, Awakened Awareness, and a fourth perk that I'm not sure of yet (maybe Hex: Third Seal to punish the survivors for not wearing cool shades?)
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If it helps they did announce recently that they are making all the costumes for all the non-licensed characters be purchasable with shards. So things like Oni's Minotaur and dark knight outfits, the Huntress Baba Yaga, and so on will all have shard prices if you want to get them that way rather than spending cash.
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Nurse is the only killer I actively never play. I even keep a Nurse daily ritual in my log just so it never appears again. I can't stand Nurse staring at the ground half the match, it's so irritating. If she kept her head up between blinks I might give her another shot, even if they balanced that out by slowing down her Blink refresh, but as is I have zero interest in ever playing her.
Other than Nurse I typically play a game or two of whatever killer I have a daily ritual for that night. I enjoy some killers more than others but I don't particularly play any killer more than anybody else.
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I'm also a little surprised more survivors don't run Breakdown since that's a direct counter to Pain Resonance and other Scourge Hook perks. Unless you're a god like runner you're going to get hooked once or twice per match probably and if the killer is running Pain Resonance those will be on Scourge Hooks. But if the Scourge Hook is removed for 3 minutes every time someone is rescued from it that could quickly leave the killer with no good Scourge Hooks for a good portion of the match, especially if multiple survivor ran it.
Mind you, Breakdown isn't nearly as good if the killer has no Scourge Hooks. But Pain Resonance is right now the most popular killer perk by a pretty good margin so there's a pretty decent chance you'd get value from Breakdown (probably).
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Looks like it has some potential. 🙂 Although personally I'm not all that excited about 4 v 3 games and the limited character selection.
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@ThiccClaud said:
Why is it that Wesker slows you down if he fails in chase like reverse bloodlust. Why does it progress while you are in chase. This doesn't happen to pig or legion, why does it happen to Wesker? Someone please explain this well desgined mechanic
Wesker can't infect you unless he hits you so he doesn't slow you down if he "fails in chase" (unless for some reason you consider landing a hit a failure?)
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197814#Comment_3197814
Can't the mobile team and steam team get together and be like "So John... how'd you add that AI" Lol
Unfortunately that's not how it works, the DbD Mobile game was built from the ground up with its own engine. It's not trivial to import things from the mobile game to the PC game.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3198222#Comment_3198222
-"Considering your reaction to losing an argument"
I'm sure you think you made great points and defeated me on every issue.
https://forum.deadbydaylight.com/en/discussion/comment/3198383#Comment_3198383
But that's not how the game works with pop having a 45 second window. You're going to find gens that are 20% done and your choice is use pop or don't use the perk. Kicking a 20% generator with pop is going to take an extra 3.6 seconds off the generator. Kicking a 40% generator with pop is going to take an extra 7.2 seconds off a generator.
The problem is that two people on a generator with Prove, HF, or some kind of bonus (like toolbox) can finish that generator in about 40 seconds. The new meta is to double team the gens. What magical fairy land you must live in where you get 10-15 second regression per kick.
You're underestimating how often you can get kicks on decently progressed gens if you're keeping an eye out for it, especially if you run Pop with either Discordance or Call of Brine or Tinkerer to give you pings on gens that probably should be kicked.