dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
I’d love to see a Supernatural chapter.
- Survivors: Sam and Dean Winchester. Perks might include something like Angel Blade which lets the survivor do a risky sneak attack on a killer to stun them.
- Killer: The Demon. Might have power to briefly Possess survivors to make them do detrimental things
- Map: The Bunker
-
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2705181#Comment_2705181
Oh, he is weak.
The plethora of second chance perks, plus Cheat With Friends completely nullifying his traps with 0 perk investment, makes him a joke.
1 Survivor sees your trap; the hive mind all know where it is. And I don't buy the 'I don't report his traps!' BS most Survivors say to cover up how hard Cheat With Friends breaks this game; watch even the laziest SWF group play; They will call out where the killer is/where traps are (Trapper or Hag) without thinking about it.
You talk about the “hive mind” but 4-person swfs are actually kind of rare. Something like half of games have a 2-4 person swf and half are all solo based on dev stats. And of the swfs about half of those are 2-person and 1/3 or 1/4 of swfs are 3-person. It’s only something like 5-10% of games that have a 4-person swf.
-
Trapper is probably more average than too weak. His traps are a bit cumbersome to collect but they can be good for blocking out zones at loops and even one or two people stepping in a trap can build a lot of momentum since they’re instant downs if the trapper gets to the victim fast enough. His stats are probably weaker at the high end than against average players since veteran players are more likely to have the game awareness to spot the traps before stepping in them, but on the overall I’m betting he’s relatively ok-ish in terms of his stats. 🤷♂️
Don’t get me wrong, I wouldn’t complain if he got a buff or revamp to make it take a bit less time to gather his traps, etc. I’m just skeptical he’s as weak as the original post makes him out to be.
-
Forums tend to be relatively negative either way, it’s just human nature that people who aren’t upset don’t post as often as people who are mad about something. That’s not to say all suggestions or complaints are invalid, but just that even when the game is doing well you’ll have a lot of naysayers.
In terms of players DbD is currently holding on in the Steam charts around where it was the whole first half of the year. It got boosts in the summer with the Resident Evil and Hellraiser releases, and always gets a boost around late October with Halloween, and then it regresses to its mean which is where we’re at now, The year over year numbers are all increases though so the game is still doing fine in terms of player count.
-
They don’t need to change the entire Boon system to balance Circle of Healing, just slow down its healing speed enough that it’s still beneficial to bring but not so powerful as it is now?
As far as timing goes I think their current schedule nowadays is they do a balance pass about three months after a character releases, so we’ll probably see Mikaela tweaks including her Boons in next month’s mid-chapter. That’s my guess anyway.
-
Alternatively I wonder if Blood Warden would be too powerful if it just automatically activated when the gates opened? After all, No Way Out automatically activates when someone touches the gate panel and has a similar effect, why not just remove the hook requirement on Blood Warden and simply block the exits for a set amount of time?
-
I can’t speak for anybody else but I enjoy playing Pinhead.
Also while his 1v1 chain is weak, that’s not his only ability. His Chain Hunts are quite good, and his Teleport is situationally good. (It depends on the scenario, basically if they would solve the box anyway and you’re not doing something more important than teleporting to hopefully get a quick hit and deny them a free item is worthwhile, but they’re close enough to stop them from solving the box by just walking over and hitting them with a chain then that’s probably the way to go since you can maybe get the box yourself out of it.) I’m not saying he’s good or bad overall, I’m just saying you can’t judge him solely on his 1v1 chains.
-
Most things that happen in games aren’t bannable. Playing really badly isn’t something they’d ever suspend a player for. In terms of what could feasibly get a person banned based on gameplay video, the things I can think of off-hand would be
- Blatant hacking and using exploits, including bots and lag switching and such
- Bodyblocking for a really long time to keep the game from ending (e.g. killer traps the last survivor in a corner while there’s no end game collapse going then goes afk.) FYI bodyblocking in and of itself isn’t bannable, it only rises to suspension level if it keeps the game from ending aka holding the game hostage
- Disconnecting (these bans are automated so no report is needed)
Technically “working with the opponents” was listed as reportable as well, but that’s kind of a vague one so I’m not sure what they would be looking for exactly in a video to ban someone for it. I guess it’s one of those “know it when they see it” things.
Beyond that other things that could get you banned involve game chat.
For reference, here’s their support page detailing what’s bannable
-
It’s really, really hard to make a video game legitimately scary, especially one that is played multiple times over and over. The best you can really hope for is tension where both sides are having what feels like a match up that could go either way, along with maybe jump scares occasionally.
As far as Sadako goes in Ringu, I’m sure she’ll look the part. 🙂 A lot rides on the details of the game mechanics in terms of how fun and tense her matches will be, and we’ll just have to wait to find those out. I know some things I’m hoping for but who knows?
-
@C3Tooth said:
The time in this isnt about time saving for Killer to do more stuff, it push the line between finishing the animation to kicking Victor or failed, to Killer's favor. Sometimes 0.2 is enough to make a different. Sometimes...
Same to Pinhead increase Box solving time addon (Yellow +1sec, Green +2sec). It sounds pretty pointless on its own if you think buying 3sec from a Box carrier is nothing. But that 3sec gives Killer 12m of distance of time to M1 survivor with Franklin demise.
Except the add-on says it’s only when Victor is “dormant”. If that means only when the killer player is controlling Charlotte then 0.2 seconds is almost never going to make a difference.
Now if the 0.2 second difference was after Victor misses a lunge and a survivor is running up to try and capitalize and kick him then I could maybe see it making a difference sometimes. But not if it only applies while you are controlling Charlotte.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2704445#Comment_2704445
I dunno.
Most of my Survivor queues have been around 5 minutes.
But yeah, the "skill-based matchmaking" is really just "who-waited-the-longest matchmaking"
The more of an outlier your rating is the greater the chance you’ll time out to be in a first available match. And based on your posts above I’m assuming you are an extreme outlier so you probably get a lot of mismatches because of it.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2704445#Comment_2704445
I dunno.
Most of my Survivor queues have been around 5 minutes.
But yeah, the "skill-based matchmaking" is really just "who-waited-the-longest matchmaking"
The more of an outlier your rating is the greater the chance you’ll time out to be in a first available match. And based on your posts above I’m assuming you are an extreme outlier so you probably get a lot of mismatches because of it.
-
I would be perfectly happy if they got rid of map all map offerings entirely and just let the maps all be randomly selected.
-
I find most people who complain about NOED have a mistaken belief that once the gens are done they feel the game is actually over and they deserve to escape, so if they get downed in part due to NOED it wasn’t “fair”. NOED isn’t all that different from Haunted Grounds or Make Your Choice, though, it just gives its downs at the end of the match instead of the beginning. And the game is intentionally designed so that most matches end with some survivors living and some dying, which means the generators being done isn’t a sign of a “bad killer” but is really the norm, even when killers play well, assuming the survivors play equally well.
If NOED actually significantly increased overall kill rates in games it was in the devs would have nerfed it a long time ago. The fact they haven’t indicates there probably isn’t data indicating it’s as overpowered as some people think, and it’s definitely not the case either way that endgame downs are somehow less “fair” than early game downs.
-
- The hatch exists because it’s basically impossible for a solo survivor to finish generators to be able to open the exits. Prior to the hatch being added to the game the last survivor had no incentive to do anything but hide in corner which is an even more boring endgame than the one we now have. You need to have a way for the last survivor to possibly have a chance to escape and somehow compete with the killer in the process or else the game just completely stalls. Of course there are other possible ways to do this, such as making it so that if the killer spots the last survivor and gets into a chase then a clock starts and if the survivor lasts long enough in chase then the exits open automatically so the survivor can make a dash for them. But the hatch is the solution the devs went with. 🤷♂️
- I don’t think killers are in a bad spot honestly given the design goal is most games have some survivors live and some die. If you buffed killers across the board you’d end up with most games being 3-4k.
- I agree that having player elimination isn’t ideal and it would be nice if dead players could still interact on some level. This probably ties to your idea about buffing remaining survivors after others die. You could for instance have dead survivors doing skill checks to boost living survivors’ performance if you wanted to do that sort of scaling buff in an active manner.
- I think a fundamental flaw in DbD is that they didn’t design it from the ground up as the survivors actually being a team but tried instead to make a semi-cooperative game where survivors are kind of a team but not really. Semi-cooperative game design rarely works well, it invariably leads to losing players throwing matches for instance and making super selfish plays even though most survivors will intuitively assume it’s actually “supposed to be cooperative”. This is unfortunately something that can’t be easily fixed though, it would mean a huge change in how bloodpoints and grades are awarded and the endgame screen is handled, so I just don’t see it ever happening even if the devs wanted to look into it which I’m assuming they don’t.
-
@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2703958#Comment_2703958
Sorry, I didn't mean to be rude. But I don't think the last survivor should be entitled to a free win. That has nothing to do with NOED although. I think hatch + energized gates after closing hatch thing is just too many second chances.
The reason the hatch exists and powers the exits is that prior to the hatch being in the game the last survivor would have no incentive to do anything but just hide in a dark corner since it’s almost impossible for a solo survivor to finish generators.
I’m not saying hatch is the only way to mitigate that problem, there are other solutions they could have hypothetically tried, but it is the way the devs opted to go.
-
I actually think one big flaw in DbD is the devs sometimes try to say “well, it’s actually a semi-cooperative game and not the survivors as a team” because generally speaking semi-cooperative game design rarely works well. (I’m talking about both semi-cooperative video and board games.) Many semi-cooperative games end up having situations where a player who is losing just decides to tank the whole game for all the other players out of spite, for example, and DbD is certainly not an exception. They create a game where intuitively survivors want to actually play as a team, but then put in mechanisms that say “but hey, feel free to screw over your teammates because you’re not a team, all that matters is how you do. But not really because we’ll give you more points if you rescue people, oh but you’ll lose a lot if you save someone and die .”
Unfortunately there’s nothing that can be done about that at this point, being semi-cooperative is a core part of their scoring systems. They’d have to completely change how bloodpoints are awarded and grades earned so that all the survivors earn points and grades more equally as a team versus completely individually and there’s no way they’d do that, or even any sign they want to do that. But that underlying design decision is at the root of why the game has so many ragequitters and people doing rescues without protecting the rescued person afterward and survivors just hiding hoping for hatch, etc. Mechanisms that encourage selfish gameplay by survivors just further entice selfish behavior, it’s the bane of all semi-cooperative games.
-
@KingOfGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/2704487#Comment_2704487
Ok so when they will create more broken boons then what we wait months in order to "fix". This way we can make sure that CoH will not happen again.
They’re already created two additional Boons besides CoH that aren’t broken, why are you assuming future Boons will be broken like CoH?
-
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2704582#Comment_2704582
Yes, breakable walls should count as god pallets if the killer has to break the wall to get the survivor before entity blocker. I just think that pallets should vary from safe to very unsafe so the gameplay isn't linear... but safe pallets (including breakable walls) should be very few.
Yep, I agree. I actually like breakable walls in principle, I just don’t want to be forced to interact with them all the time if I don’t want to.
-
A radar probably doesn’t need to be part of the base game, but I could maybe see it being a perk of some sort. 🤷♂️
And for people above wondering what the advantage of radar is, it allows the killer to track things not currently in their field of view and to better judge distances. For example, how many times have you seen an explosion or generator completion and the halo of it blocks your line of sight to anything else in that part of the screen and makes it harder to accurately judge the distance? Or there’s a sound off screen and you spend a couple seconds swiveling around looking for it? If those things appeared as dots on a radar then it’s totally unambiguous where it came from.
I’m not saying it’s a huge benefit, but I can see why it is a benefit, maybe even good enough to be a perk depending on how much information the radar has.
-
@MrCalac123 said:
I like where your head is at, but I don't see what this could offer for Killer when you can simply look around instead.
You can see behind yourself on a mini-radar but have to do a 180 to look behind yourself in first person view.
-
@chimera3 said:
I don’t see why people have such issues with these maps. Since the reworks they are MUCH brighter so you can actually see the damn maps. Thompson house I can understand since well it’s Thompson house. But like how is Rotten fields any different from Shelter woods?
It’s the corn that annoys me personally. There’s something super frustrating about not being able to see anything at all in an open corn field that makes those maps my least favorite by far.
-
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2704558#Comment_2704558
I don't understand why people hate breakable walls that much... contrary to god pallets you can break them at the start of the match (if there isn't too many breakable walls) and loops are unsafe then; it doesn't even take that much time.
I think the argument is that ideally breakable walls should make potentially beatable loops weaker, but not be in god loops that can only be beaten by breaking the wall. If a breakable wall absolutely requires the killer to break it to destroy a completely safe loop then it’s effectively just an extra god pallet on the map that the killer has to spend valuable time breaking instead of chasing a survivor. (Yes, the killer gets to decide when to break it instead of only being able to break it after a survivor uses it, but it’s still mandatory time taken from the match.)
Basically the goal should be that breaking pallets should be optional but beneficial to the killer to break. The killer should HAVE to break a pallet, but if they don’t it makes it take a bit longer to run a loop. Or at the very least if a breakable wall creates a totally safe loop then that should count somehow against the total number of such safe loops on the map (i.e. I think most maps have about two or three loops or so that are safe once a pallet is dropped, the breakable walls which create safe loops should be counted something like those safe pallets to avoid having too many completely safe areas that killers have to spend a lot of time breaking down.)
-
@EricDouglas81 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704228#Comment_2704228
You don’t run dbd so I’ll keep saying the need is there along with everyone else. The only ones not wanting this are probably the toxic players
I didn’t say I run the game, do what you want. 🤷♂️
-
@EricDouglas81 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704216#Comment_2704216
I don’t care, the games abused a million other ways, at least this way I can block the abusers they haven’t figured out how to prevent yet.
Ok, just telling you they’re not going to do it so don’t get your hopes up.
-
Personally I always play whatever killer I have a daily mission for that night for a few games. I don’t play much more than that which probably helps avoid burn out.
I’ve also been out of town the last couple weeks and have been playing around on DbD mobile on my iPad. It’s pretty solid except that the controls are waaaay harder to use on tablet. (You move with a virtual stick with your left thumb, and can adjust the camera with your right thumb, and also need your right thumb to do attacks and use abilities. But that means when you want to use an ability or attack you can’t simultaneously be turning the camera which means a lot of instances where you’re just not facing the way you want to be facing. It’s super frustrating!) It is free to download and play so it’s worth checking out if you want to try and play DbD on the go or in custom matches against bots, etc, but I don’t know if I’ll stick with it because of the controls.
-
I never use BBQ and Chili and I consistently have between 900k and 1 million bloodpoints.
-
The devs commented already they’re not going to implement block lists, they found it was too open to abuse.
-
I’ll just wait and see, there’s literally no gameplay footage and hardly any info about how the game actually plays. Just blurbs about the family and art and sound.
-
It should have been changed a week after release, instead we have had months of torture against this busted ass perk.
Just FYI their normal schedule nowadays is to do a balance pass about three months after release. So there’ll probably be Mikaela related items in January’s mid chapter patch. They don’t do a balance pass “a week after release” because they want to see how everything is working for a while to give the meta time to settle a bit and people time to figure the new content out. It’s pointless to do a balance patch “a week after release” on live because most players still don’t know what the heck they’re doing with it. They’ll do major hot fixes for literal game breaking issues but balance tweaks they’ll gather data for a while first.
-
@ashleyeasterd said:
Is anyone else having a problem with the trap door not showing up in the map after everyone has died but you. I looked around the whole map and so did the killer and still never found that trap door. Is this a glitch and is it just not showing up in some maps?
Which map? Some maps have possible hatch spots you might not think of (e.g. on top of stairs)
-
@LockdownImminent said:
https://forum.deadbydaylight.com/en/discussion/300776/i-am-getting-paired-with-good-players
Have you ever noticed killers that go afk and auto attack? They lower their mmr by doing that. Maybe you should try that out.
FYI using a macro to go afk and autoattack is probably bannable if someone bothers to report it, I don’t recommend doing it.
-
Nope, I just play my best and hope I do ok. 🤷♂️
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2703458#Comment_2703458
Thats true. What still utterly boggles my mind is how anyone thought that it would be ok to stack +100% healing speed AND self healing in one neat little package. I mean, Botany Knowledge has something like +33%, right? I know that that also got efficiency added, but CoH is sorta +100% efficient because it never runs out.
So if CoH did +25% healing, that would still be good, just not braindead auto-unclude good. If they find a decent balance with some cooldown mechanic, then it wouldn`t be that aggrevating to play against.
Oh, how about CoH sharing the exhaustion timer? I know that this would make it unpopular, but this way you would have to give something up to bless one, and it mindless reblessing wouldn't come without a cost, ie the blesser would be rather exposed for a while. I dont know if this would be enough to curb its power, but it would be a start.
I think maybe the devs either underestimated how easy it is for survivors to run to a Circle of Healing spot to healing or overestimated how easy it is for killers to snuff that Boon out to keep it in check.
-
@Trickstom said:
https://forum.deadbydaylight.com/en/discussion/comment/2703377#Comment_2703377
https://forum.deadbydaylight.com/en/discussion/comment/2703375#Comment_2703375
https://forum.deadbydaylight.com/en/discussion/comment/2703218#Comment_2703218
Honestly, I like to see the pick rate rather than the kill rate.
Why not both like the chart they did above?
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2702991#Comment_2702991
Blight did suck at release and PTB tho, his collision was ass and he was unplayable on console for a few months and is still meh. You couldn't even Rush up stairs in the PTB. Sure he's good now, but he wasn't at release
He was solid at release, by the time PTB was over they had already addressed most of the issues with his sliding off objects that were in the PTB. And he was doing exceptionally well on live as well. The people who said he was terrible were mostly just people who weren’t playing him properly or who thought the idea of bouncing off objects looked goofy so dismissed it.
-
I think it’s important to distinguish “Boons” from “Circle of Healing”. Circle of Healing is the specific perk that the broad consensus holds as being overpowered. The other two Boons are much less popular and don’t get nearly as many complaints.
So if the devs slow Circle of Healing down enough that should address what’s described in this post. They may not even have to do anything at all with the other two Boons.
-
The only actual prediction I have is I think next mid-chapter patch is when they would normally schedule a balance pass for Mikaela and her perks since it’s about three months after release. And with her I suspect they might tone down Circle of Healing. I don’t know if they’ll do anything with Shadowstep or Clairvoyance either way since neither of those perks garners as much vitriol as Circle of Healing. It’s possible they’ll tweak the overall Boon system too, if they determine there’s an issue with how long it takes to place or snuff Boons for example or they want to tweak the radiuses of the individual Boon perks, but it’s not obvious to me anything really needs to change there in any major way. (There are some questions about if the radius is too big for indoor maps, for instance, so maybe they’d shrink it a bit? Note that each Boon perk lists a specific radius so I’m assuming they also can make different Boons have different ranges, but that’s just my reading of it.)
They may also hot-fix any major issues that have cropped up in the Artist chapter, like possible broken spots on Eyrie or if there’s something not working right with her ability. We probably won’t see an actual full balance pass on Artist for another few months though.
A dark horse candidate is I keep reading that they hinted about a Legion pass or revamp as well being in the works, so who knows, maybe mid chapter could be Mikaela and Legion?
-
It’s not necessary to change how the Boon system works in general. They just need to make sure that the individual Boon perks are balanced using the existing system. Currently most people who complain about Boons are very specifically actually only complaining about Circle of Healing, the other two don’t have nearly the same level of consensus about being overpowered or popularity. So if the devs just tone down Circle of Healing’s speed it would pretty much address all the current complaints about “Boons”.
-
@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2703386#Comment_2703386
I'm not convinced those stats can be taken at face value. I know when I am in a two-person SWF I am so much more efficient with even basic knowlesge of what else is going on in the game.
If those stats are real then it basically says SWF only gives you a small advantage, wheras the generally consensus is that SWF OP plz nerf.
To clarify, it says a 2-person swf is small value. A 10% increased survival rate for 4-person swfs isn’t that small
P.S. And let’s face it, there are definitely a lot of people who complain about swfs who assume they go against 4-person swfs all the time when in reality they’re kind of rare.
-
@DrKetchup said:
https://forum.deadbydaylight.com/en/discussion/comment/2703419#Comment_2703419
If people can use the medical sickness excuse, the "looks better" excuse, the "need more FPS" excuse to use stretch rez they will. So let's say for a second they say the truth, that means they shouldn't be bothered if we somehow find a solution to remove some of the advantages stretch rez gives while still allowing them to use it. The solution I came up with is to make every loop in the game 2-3m tall, like McMillan loops, no no matter what 99999x1 resolution you use, there is no way you can see over such a tall wall. End of story.
How is that the “end of story”? Do you have any idea how much time it would take to retool literally every obstacle on every map to make sure it’s not susceptible to being seen over by stretched rez? It would be on par with their map reworks they spent over a year doing.
And no, some people claiming “I want more FPS” isn’t a legitimate reason to avoid having a fix in the game to keep aspect ratios from allowing relatively common cheats. My guess is they don’t have a fix so far because there’s a technical hurdle they haven’t figured out a way around that wouldn’t break something or require a huge amount of developmental resources to accomplish. Stretched Res is a known issue to the devs but they have to set priorities and it presumably doesn’t rise to the level of “redo all the maps from scratch” if that were the only automated fix.
-
@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2476797#Comment_2476797
I don't know dude, I'd say there's a lot of reasons for which one can criticize Tru3, but being dedicated to bringing as much attention to all the bs that comes with stretched res is certainly not one of them.
I agree, I stopped watching Tru because I got tired of his constant complaining about … well, everything! It doesn’t mean he’s wrong about stretched res though.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2476602#Comment_2476602
Nothing will be done since it is a survivor thing. The only time things get changed are in the face of really bad publicity like colour blind mode.
I don’t think it’s a survivor versus killer thing, it probably is more of a technical hurdle where they aren’t sure how to automatically lock the aspect ratio without breaking something else.
-
@DrKetchup said:
https://forum.deadbydaylight.com/en/discussion/comment/2703411#Comment_2703411
Because then you would have people that actually use weird-ass screens and they would be playing with a disadvantage. Try to play on an Ultrawide screen in native rez and you will see my point. That's why they should just make the damn loops taller, it would fix everything and no one would be complaining anymore.
How would they be at a disadvantage if they have the same aspect ratio?
Also, even if hypothetically a tiny fraction of people on bizarre monitors get slightly clipped views, how is that worse than a relatively much larger number of people intentionally cheating to be able to see over obstacles?
-
@Olokun said:
I'm Not using it , i know it can be used , EVERYONE CAN USE IT on pc , so in fact its not cheating , thats why crossplay shouldnt exist , its BHVR who created an unfair advantage for console players .
NotQueen a while back did specifically say on a stream that the devs consider using stretched res to see over objects to be cheating and Dowsey mentioned separately that Behaviour warned Fog Whisperers not to do it. It’s definitely cheating, it’s just not something the game currently has an automatic prevention mechanism against.
-
@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/2039960#Comment_2039960
I forgot about the config files we're allowed to edit. Been awhile since I've seen that subject even brought up.
If that's where it's coming from (and I'm not sure it is), they are able to address that. I seem to remember shortly after EAC was implemented, there was a period of time where they were going through and whitelisting certain commands in config files so we could edit them. Anything edited that wasn't specifically whitelisted would cause EAC to refuse to even allow the game to start.
So through EAC, if this command is done via the config files - it's fully in the devs power to fix it.
This is just educated speculation though, don't quote it as the gospel truth.
EDIT
Just looked into it. This is actually being done through the Nvidia control Panel, just like the old brightness trick we used to use in the first year of the game.
Devs literally can't do a thing about this other than modify the loops because it's outside of the jurisdiction of the game.
Why can’t they lock the aspect ratio in game? Force it so regardless of NVIDIA settings the game is in a set aspect ratio frame.
-
Lol, everybody talks about flashlights here, but honestly I’m half tempted to run Lightborn just so I don’t have to be blinded by Blast Mines and Flashbangs. I can usually avoid being blinded by flashlights when I pick someone up by looking at an obstacle when I do it, or looking at the ground while carrying someone, but it’s a lot harder to not get blinded by a well placed Flashbang or from a Blast Mine if you kick a trapped generator. It’s not even that those blinds make that big a difference in the match, it’s just a few seconds lost, but it does get annoying when it happens multiple times in a match. Again, not saying Lightborn is top tier or anything, but it’s nice to imagine not dealing with those mines and grenades. 🙂
Personally though when I actually run Lightborn I do it as a gimmick build where I’m all in on punishing flashlighters. Typically it’s along the lines of Lightborn, Brutal Strength, Fire Up and Agitation or Endurance for instance. I get pallet stunned, break the pallet really quickly, and if they try to blind me while I break it it’s a free hit. If I go with Agitation over Endurance or Fire Up it’s to get free hits on people trying flashlight saves while I carry someone since it lets me outrun them. Obviously this is a total gimmick build, but the free hits on flashlighters is hilarious. 😄
-
@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2703388#Comment_2703388
Don't believe that at all. Other than range and recharge every other Nurse addon probably has extremely low pick rates. They also made it an extremely strong addon paired with Fragile Wheeze, so it's safe to assume they want Nurse's kill rate to increase.
Sorry but that assumption is way off. If they actually wanted to boost Nurse’s overall kill rate they wouldn’t do it by revamping an ultra rare red add-on that they put a 50% refresh slowdown on in the revamp. They would just give her a more generic boost, like shortening her blink stun or making the targeting icon from Plaid Flannel part of her base kit.
No, the revamp of that red add-on was obviously based on data they had on that specific add-on being underused and probably also resulting in even lower kill rates then other add-ons.
-
@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2703348#Comment_2703348
What they say frequently does not correlate to what they actually do. In reality, Nurse got a huge addon buff with Torn Bookmark, while killers like Cenobite, Wraith and Freddy received significant nerfs with no justification other than the devs saying they were "overperforming".
Torn Bookmark clearly had nothing to do with Nurse’s overall 40% kill rate, it was presumably because the old version of the perk had an extremely low pick rate.
-
@ASurvkillivorer said:
So I was curious what my escape rate was so starting tracking it since October.
Escape rate. 55.6666666667%
Death Rate. 44.3333333333%
My survival rate is ever so slowly dropping 😢😢😢 The first half of 200-300 saw it plummet down. The 2nd half went extremely well.
Most popular killer and kill rates.
Blight 34 (times appeared) 19 escapes 15 deaths.
Nemesis 26 13 escapes 13 deaths
Nurse 26 12 escapes 14 deaths
Huntress 23 13 escapes 10 deaths
Wraith 19 12 escapes 7 deaths
Leatherface 17 12 escapes 5 deaths
Myers 16 4 escapes 12 deaths
Trickster 13 7 escapes 6 deaths
Pinhead 11 8 escapes 3 deaths
Spirit 11 3 escapes 8 deaths
Hillbilly 11 9 escapes 2 deaths
Artist 11 6 escapes 5 deaths
Legion 9 6 escapes 3 deaths
Plague 9 6 escapes 3 deaths
Trapper 8 5 escapes 3 deaths
Oni 8 4 escapes 4 deaths
Doctor 8 6 escapes 2 deaths
Pig 8 4 escapes 4 deaths
Hag 7 2 escapes 5 deaths
Deathslinger 6 5 escapes 1 death
Freddy 4 3 escapes 1 death
Demo 4 2 escapes 2 deaths
Twins 4 3 escapes 1 death
Ghostface 4. 2 escapes 2 deaths.
Pyramid Head 2 Died both times
Clown 1....Jesus Clown one time in 300 matches and I survived
NOTES
I expect I made some mistakes in some places meaning there would be some off by maybe 1 number. I somehow have Myers appearing in match 247 despite the death not impacting the overall tally. Either way.
Myers. Saw a massive drop in popularity. Was one of the most popular and he only appeared 1 time in 100 matches.
Blight and Nemesis retain their lead as the most popular killer. Nurse is slowly creeping up though and tied for 2nd.
Spirit. Very odd to me. I did have a bunch of terrible matches against her early on. I wouldn't ever guess my performance is so bad against her. She is fairly easy to run now.
Hillbilly. Was very surprised to see how often I escape against him considering how insanely good some of them are.
Doctor only showed up twice and both resulted in death. I was annoyed with this because I wanted a 8-0 streak on him and thats exactly what should've happened. Both matches contained morons DCing when we were winning. One match in particular we managed to get all 5 gens done with only 3 people. I was downed at the exit gate switch where ONE second longer I would've been able to get out.
Leatherface. IDK why so many ppl just despise him. If you make him work for the saw he usually just comes apart.
This all just lets me know something though. If I actually wanted to be in an organized SWF team I see absolutely no reason my escape rate shouldnt be decently above 70% Remember this is ALL solo matches.....
55% sounds like a perfectly good spot for an average solo survivor escape rate over a large number of matches. This is at least some indication that despite gripes the matchmaking is doing something reasonable to make your matches moderately close, or at least that you swivel between winning and losing with relatively equal frequency,
Also just for reference the devs indicated a while back that being in a swf increases escape rates by roughly 3% per person beyond yourself (i.e. 2-person is about 3% boost, 3-person 6%, 4-person around 10% if I remember the numbers right). So if that holds you’d probably be around 58-65% escape rate depending on the swf size.