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dugman

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  • @ThatOneDemoPlayer said:

    Hopefully none at all. Oblivious players will use those stats and be like "Well, Killers have over 50% kill rate, they all need nerfed!"

    On the flip side though you have people saying killers need major buffs based on nothing more than rampant speculation and emotion. Kill rates aren’t the only data set but they also aren’t totally meaningless. Nurse having a 40% kill rate doesn’t mean she needs a buff, but it DOES tell you that there is something unique about Nurse that is causing her to have such a low kill rate (in her case, it’s almost certainly a flag indicating that she has a much, much steeper learning curve than other killers.) Likewise a hypothetical killer with an exceptionally high kill rate (say 60%) might be an indication there’s something specific about them that could be a broken part of their kit. If all the killers are in the same general ballpark of kill rates it’s not necessarily the end of the story, but it does at least tell you there’s no immediate red flag there.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703218#Comment_2703218

    You mean like that other thread saying nurse needs a buff because her kill rate was below 50%?

    Virtually everybody saying that is saying it sarcastically. Even the devs explicitly said in a dev chat they don’t use only kill rates to balance killers and pointed to Nurse as an example of why.

    • I find Nurse to be incredibly annoying in how she spends half the match staring at her feet. Not in terms of balance, just in terms of how that mechanic looks and feels to play. She’s the only killer I actively don’t play because of that. I would love to see them change it so she could at least keep her head up while she’s recovering from a blink, and then if that turned out to be an overall buff they could balance it out by making her teleport refresh just slightly more slowly. I’m definitely not looking to buff her, just for a quality of life change to make her more fun to play.
    • Deathslinger turns extremely slowly while aiming his rifle, to the point of being kind of frustrating. It feels like moving through molasses all of a sudden while the rifle is raised. I wish they would increase his turning speed while aiming. I don’t know how his stats line up now since his nerf, but even with this turning speed buff he’d still be weaker than he was prior to his recent nerf so I can’t imagine this would make him overpowered,
    • I wish they’d revamp all killer add-ons which give the killer a handicap in exchange for bloodpoints after the match, such as Padded Jaws making Trapper’s traps not injure people but making traps give a higher scoring bloodpoint event. “Balancing” add-ons with bloodpoints is a terrible idea since bloodpoints have no actual impact on the matches themselves. It just makes matches feel out of balance while they’re happening in exchange for the killer maybe, sometimes, getting the same number of bloodpoints they would have gotten normally without the handicap. I wish they’d change these bloodpoint bonuses to something that affects the match, such as with Padded Jaws letting Trapper carry more traps or having them automatically reset or some other significant buff to the ability to compensate for lack of injury.
    • I wish they’d remove map offerings altogether. Those offerings just make certain maps come up way more often in matches simply because players (mainly survivors) feel they have a big edge on them. They cause a lot more frustration overall than whatever benefit they’re intended to give, in my opinion.
    • Replace the Mist offerings with something else. Mist seems to have virtually no effect at all at this point. Maybe it did something long ago but since the graphics revamps and with all the indoor maps and brightly lit outdoor maps I don’t notice any impact from mist. At this point those offerings are just wasted space clogging up the bloodwebs.
    • A small handful of killer perks desperately need a buff. Monstrous Shrine for example is worthless. I’d love to see it get a buff where you can see the basement hooks all the time (to help you plan your chases to zone people toward them) and to make the basement hooks count as bonus Scourge Hooks for related perks. And replace its effect that makes it harder to pull yourself off a hook with something more impactful, like maybe making it take a few seconds longer to pull someone off a basement hook or inflicting a condition on people rescuing or being rescued from a basement hook.
    • I’m not sure precisely what it is about the graphics for completed generators and hook sacrifices, but hey have a weird halo around them that completely blots out everything in that section of the screen and makes it extremely hard to judge the distance to the event or spot survivors in that section of your vision. I wish they would tweak whatever that halo or whatever it is so that it didn’t totally blot out vision there.
    • Very small quality of life request, but replace the noise alert in Spies from the Shadows with crow calls. It would feel way more thematic than hearing an explosion, plus it would be a nice little practical boost to the perk since you could audibly differentiate a crow call from an explosion caused by a generator or vault, etc.
  • I don’t consider Blight weak on Lery’s. The map has plenty of wide open corridors to run down, isn’t multi-level and many of the pallets are gameable. Lery’s probably has more impact on ranged killers because walls block line of sight than it does on Blight.

  • @Labrac said:

    Well, they did give her a 3 blink addon. I can unironically see BHVR buffing Nurse's basekit soon solely based on kill rate, just like they nerfed Pinhead and Wraith.

    As I recall the devs explicitly said in one of their dev chats that they don’t just look at kill rate and used Nurse as an example of why.

  • I like RPD well enough. I get lost sometimes since the layout is a bit confusing but that’s on me, I’m sure if I play it more I’ll know it better. Beyond that though most of the pallets seems fair and the map is reasonably lit and aesthetically looks good.

  • I think the standard schedule they work under nowadays is they do a balance pass on new characters about three months after release. Assuming I’m right about that we should hopefully see Mikaela’s perks, including Circle of Healing, getting tweaked in the next mid-chapter. I don’t know specifically what they’ll do, but if they nerf anything it would probably be Circle of Healing’s healing speed. They may not do much or anything with Shadowstep or Clairvoyance since those don’t seem to be causing as much consternation.

  • When Blight first came out there were a bunch of people who adamantly claimed he was terrible. (Not me, I said he was really good from day 1!) Of course nowadays those naysayers are in the minority and Blight is generally regarded as one of the best killers in the game.

    The moral being every killer has people who post saying how terrible they are. Some of those complaints are more valid than others, but my point is simply that no killer comes out being universally loved after release.

  • Stronger than no add-on in that slot. I’m not saying it’s stronger than other possible add-ons.

  • For reference DbD’s default FOV is 87 degrees which is well above the minimum to avoid nausea on televisions and in the acceptable range for computer monitors up close. Adding a few extra degrees probably wouldn’t hurt though.

  • Right, that totally explains her 40% or so overall kill rate among all players. 🙄

  • @Sonzaishinai said:

    Severly underrated.

    People often use the excuse of "i know the spawns" and "i always get into a chase right away"

    Getting into a chase fast is but one aspect of this perk. You know where all the survivors are.

    Going to the biggest cluster of survivors means a bunch have to move away from you. That's all time they are not on gens in the most crucial moments of the match.

    And when you get a hit/down you know where the other survivor spawned so you can interrupt them right away.

    The only caveat of this perk is that it only grands oppertunities not certainties.

    It allows you to have the best early game possible but if you mess up early it didn't really do anything.

    Otz loves Lethal Pursuer I think.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702535#Comment_2702535

    What guess work do you need? Survivors always spawn X amount distance away from you, and usually you start spawned facing the opposite direction of where a group is depending on where you spawned in at on certain maps. (kinda tough on the game map, and Myers map though) Plus theres always at least 1 idiot holding sprint at the start of a trial. That leaves you with a screen full of 3 proximities to check at the start of each match, if its an open map you can drive straight down the middle and pick up even faster. I usually get my first chase spotted within ~ 10 seconds of a match without lethal. Its just like counting cards in Vegas.

    Obviously the value of Lethal Pursuer depends on the behavior of the survivors. If the survivors are just recklessly running around you’ll get into a chase regardless and get less value. On the other hand if the survivors start out stealthy and watching out for you, especially if you’re not a stealth killer, then it may take significantly longer to track them down. And if you run Corrupt Intervention they could be intentionally hiding it out at the beginning.

    So it really depends on the types of survivors you go against how much you value the perk.

  • I think it’s pretty solid. I like it and Whispers for the same reason - it gets you into a chase within the first 10 seconds or so of play. (Whispers is weaker in the early game but still useful later so it’s a tradeoff).

    On a tangent, a lot of people like Corrupt Intervention for good reason, but that perk has a weakness where the survivors can intentionally hide until Corrupt Intervention ends and now you’re out a perk slot with nothing to show for it. But Lethal Pursuer eliminates that weakness, you can immediately get into a chase right off the bat and still have half the generators blocked while you do it. So I think it probably synergizes pretty well with Corrupt Intervention to get early game pressure going without the gens flying.

  • @ThanksForDaily said:

    It got closed because they don't ban stretch res users. They stated this multiple times.

    Do you have a link? Because I seem to remember one of the devs specifically posting a while back that they did consider it an exploit and Dowsey commented that they told Fog Whisperers not to do it.

    P.S. If they don’t consider it cheating they wouldn’t close a thread on it over that. But they do close threads where someone explains how to cheat or encourages cheating, so if that was the case it could explain why a thread was closed on the topic.

  • I was replying more to the comment that “The meta perks from survivors have remained the same literally since 2017”. Object of Obsession was very much a meta perk up until its change.

  • They change survivor perks. For instance Object of Obsession had a big change this year because it was so overused by swfs.

  • Regarding Bill what perks did he have? There are a few survivor perks that can suppress scratch marks (e.g. Poised would make him not show scratches for 10 seconds if a gen was completed while chasing him.)

  • @tenoresax said:

    There's other killers that are way more oppressive for noobs than Freddy, like Hag or Legion. Freddy is very mediocre in basically every category, he's not the best or worst at anything.

    Yeah, I would say Freddy is average. Not trash because his teleport and snares and pseudo stealth and slowdown aren’t bad. But he doesn’t really excel at any one thing. He probably was above average before they nerfed his ability to put people back to sleep after they used a clock, he took a slight ding from that.

    In terms of fun, though, I always have fun playing Freddy. 🙂

  • Just keep in mind there are almost 30 killers in the game now, so on average a given killer only shows up about once every 30 games. (Obviously some are more popular and some less, but the average will be total games divided by the number of killers.) So after an initial rush of people trying out a new killer it will regress back toward the mean and you won’t see them all that often unless they are really, really popular for some reason with players who play frequently (E.g. I think Blight and Bubba are in that category).

    It’s not even a matter of Artist being good or bad, unless she’s really awesome you mathematically just won’t end up seeing her all that much.

  • Just FYI the devs did mention in a chat that there’s not a hard cap on the MMRs, those 1100 and 1900 numbers that float around from data pulls are if anything soft caps.

    I don’t know where my killer rating would be, above average but not top tier I’m guessing? Depends a great deal on the specific killer too.

    Survivor I’m bottom of the barrel, I never play survivor.

  • @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702172#Comment_2702172

    Bhvr art team is really good I bet they could do up some creative stuff with permission.

    Oh for sure! Santa Claws Freddy would be amazing! 😄

    Untitled Image


  • Personally I don’t mind the bloodweb or prestiging, I just play with what I get. On the other hand if they got rid of the perk tiers and just made them all level 3 automatically I wouldn’t complain. (McClean mentioned on a recent stream I think that the original reason for having 3 tiers for perks was because there weren’t very many perks and add-ons at first and they didn’t want leveling up to be stale once you had all the perks, but now that the game has a ton more content they’re probably not needed.)

  • @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702143#Comment_2702143

    Yeah you can't really modify something you don't own.

    Yeah it’s kind of a bummer because of all the killers Freddy would be the one most into wearing goofy outfits just to troll survivors.

  • Mandy is a dev, they post all the time.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702066#Comment_2702066

    I saw that about the gad es to let's see if something happens but you can have fifty devs commenting on every post here but if nothing happens it's worthless

    But they do make changes sometimes in part due to player feedback. The relatively recent changes to keys and moris were in line with a lot of complaints about the old versions. Deathslinger’s nerf to his ability to instantly shoot from the hip was likewise inline with survivor complaints.

    So they do listen, they just don’t act on many of the complaints or suggestions because honestly a lot of them are bad or contradictory ideas or impractical at a technical level.

  • Mandy is a dev and they post all the time. I also saw a dev post from a dev a week or two ago saying he was considering removing the opponent’s grades from the endgame screen because a lot of people were confusing them with the MMR and asking for feedback. The overwhelming reply was go ahead and hide opponent Grades since they’re irrelevant to matchmaking. Hopefully they’re following through on it but we’ll see. 🤷‍♂️

  • The two things I can think of mechanically are cursing survivors so something bad happens and teleporting through televisions

    • I could see the Entity putting televisions around the map similar to how Pig gets Jigsaw boxes around the map. Then Sadaka could teleport through them kind of like Freddy’s ability.
    • A curse could either be an active ability where she marks someone (sort of like Ghostface’s stalk) or it could be passive. Personally I’d love to see a passive thing where survivors who look at her too long become Hindered and/or Exposed. It would make it so you would have to actively try not to see her while you run or do gens, which could be kind of tense!
  • Yeah, I’m with the original poster on this one, those powered up voices in Plague’s head are kind of annoying.

  • @Noober89124 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2701875#Comment_2701875

    Shrug* Like I said new player but the other 3 were healing them within a totem boon AOE so you tell me?

    So was it three people healing one person from across a pallet? The entire team was there?

  • @OverratedFool said:

    Agreed ^

    Just about the only time a survivor should actually be searching a chest to benefit the team surviving is when they desperately need a heal for a late save and they can't find anybody/it's just them left. Since I'm going to go ahead and assume that the basement chest is always the one that is left, cut coin barely even influences that situation positively, as that's where they'll look for it anyway. So therefore the only real influence it has on the game is to stop the survivors from being their usual idiot selves and force them to actually try to escape. 75% of the time, you're making the game harder for yourself by bringing this offering, whilst making the game less fun for 80% of the players in the game.

    Also, having the middle option as 50% of the time you own one is crazy talk. The middle option... The top option should have been maybe 25%+...

    P.S. At least 95% of the killer offerings I play are BP. If I don't have any, I'll sink a couple of million more BP into that killer so that I do.

    • I have the middle option as 50/50 since I’m not making any assumptions either way on how often people like to use Cut Coin when they have it. For all I know there are people who love using it. I wouldn’t want to mess up the poll question by making an assumption on the results beforehand.
    • That’s an interesting point about the chest always being in the basement. Makes me wonder is Territorial Imperative would have an odd synergy with Cut Coin. Cut Coin puts the only chest in the Basement, Territorial Imperative tells you when someone is in the basement outside your terror radius. Could be an easy basement hook on whoever has Plunderer that match or whatever. (Then again Territorial Imperative inexplicably has a cooldown and only shows the aura for a few seconds. How bad can a perk be?)
  • I’m not opposed to, say, being able to mori the last downed survivor as a base ability. That being said they only relatively recently revamped moris so I doubt they’ll do another big revamp.

  • Let me think… 🤔… nope, not missing multiple survivors getting out with a key.

  • I wouldn’t be opposed to Deathslinger being 115%. Artist doesn’t need to be 110% though.

  • when survivors are healing themselves on the other side of a pallet that I'm breaking and are both fully healed and have run away in that time is complete BS!

    Is that even a thing? It takes 2 seconds to break a pallet and 16 seconds base to heal. Even assuming two people healing near a boon with a rare medkit is it even possible to get a 2 second heal?

  • I kind of wish they’d just get rid of map offerings altogether, they seem way more annoying than anything else.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2701184#Comment_2701184

    Chests are generally a waste of time unless the survivor has a chest plundering perk. Many of the items that can be gotten are a net neutral on time or get less time back than they give. Keys are always bad, non-rainbow maps are bad, flashlights encourage survivors to waste time in and of themselves, and IIRC toolboxes below green don't break even with the time to open the chest. The only unambiguously good thing to find in a chest is a medkit. And even the impact of medkits is dampened in the era of CoH since everyone's self-healing anyway. Still good, just not as game-changing.

    It's not as bad as the Shroud of Separation, but having chests around tempts survivors to spend time off gens, and not usually in their favor since browns and yellows are by far the most common result unless Plunderers or Ace in the Hole is in pay.

    Couple of minor notes

    • The odds of getting a toolbox or medkit are 1/3 each, other types are lower. So you have a 2/3 chance of getting a “useful type” of item from a chest
    • For toolboxes, the browns and yellows don’t quite give back the 10 second time it takes to open he chest, but that’s assuming no add-ons or other abilities. With add-ons they can be worth more than the 10 seconds (I think?)
    • Keys are “usually” useless. However, when they do work they’re basically a 5000 bloodpoint swing, so they’re very high risk with very high reward of they pay off. (I’m guessing keys pay off in something like 10% of matches or so? Basically they only work if you are the last survivor left and hide until the killer closes the hatch, then you go open it while they watch the doors. So I figure you normally escape 1/2 of the matches or so, and of the others you are the last alive in 1/4 matches, plus there’s a small chance in the rest the killer finds you before closing the hatch.)
    • I totally agree that flashlights and maps are bad
    • Finally note that the probability of a survivor having a chest related perk like Plunderer when they open a chest is actually higher than average because survivors with those perks have more incentive to open chests than survivors who don’t. So bringing a coin is somewhat directly aiming at survivors in the match having those perks and getting Green or better toolboxes or medkits from them, versus aimed at the other survivors who may just ignore the chests altogether.
  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2701104#Comment_2701104

    Yes basically. If youre maxed on say..Blight at 1900(cap) nurse, who you never use will be at 1700.

    It resets every 3 weeks that you don't use a killer. So if your highest at that reset is 1700...A killer you never use will be 1500.

    Of course no one really knows. But thats what the data mining has showed.

    Actually the devs have specifically said the ratings aren’t capped, that 1900 from the data miners is probably a soft cap. But the actual ratings themselves don’t max out at 1900.

    Yesterday's Q&A Livestream with the Dead by Daylight dev team gave us quite a bit of info on upcoming changes to the game, including nerfs to the soon-to-be-released Boon perks and possible modifications to the Prestige system. Additionally, Lead Game Designer Patrick Harris finally explained exactly how the newly implemented…

    Patrick said on the livestream that this is because Hatch escapes don’t seem to correlate statistically with skill. It was also revealed that SBMM ratings are not capped, although there is a soft cap in terms of how matchmaking works. Players with outlier MMR will have their skill rating rounded down to prevent them from never being able to get a game.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700920#Comment_2700920

    The only time I ever consistently saw Cut Coins in play was during that glitch earlier this year that improved item loot tables (baseline Plunderers, I think), to try and prevent keys from showing up.

    Other than that, it's like the Shroud of Separation - ranges from useless to actively detrimental to the killer.

    I don’t think it’s ever actually detrimental to get rid of chests, not like the Shroud of Separation which literally starts the survivors in an optimal position of all four people potentially being of different generators.

  • I always just do a few games with whatever killer I have a daily mission for that night. I’ll fill in a bloodweb or two each match for that killer and go from there. Between the missions and Rift challenges and the base point you get every match it’s more than enough BP to do a web or two or more consistently and stay in the 900k+ range.

  • I treat all the survivors the same personally. I admit I get extra satisfaction from downing Blendettes though.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/300526/weird-noises-on-eyrie-of-crows-map

    I don't know when exactly I started noticing stuff like that (Maybe when I bought expensive headset) but most of the maps have weird background noises in certain locations. Erie has random crow noises along with the ink splatter but the rest idk wat it is.

    The one that sometimes throws me off is in Midwich there’s a certain spot where you can hear someone crying behind a wall or something like that and it sounds at first like there’s an injured survivor to look for.

  • @Phasmamain said:

    During the day: Instant survivor and 5-6 mins killer

    During evening/night: Instant killer and 5-6 min survivor

    I wonder how much this has to do with swfs? My guess is people play with their friends at night since everybody is free from school or work, and during the day a lot of the players are just playing the game solo. So there could be a big skew in the number of survivors at night because a lot more people want to be in swfs with friends, making survivor queues longer than during the day.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700940#Comment_2700940

    Key's handicap your ability to escape. Every key you get is a toolbox, flashlight or medkit you didn't get

    Not exactly, they only handicap your ability to escape if you’re not the last remaining survivor at the end of the match. If you happen to be the last survivor though, then it can be an almost guaranteed escape if you can avoid the killer long enough for them to close the hatch. (They close it, head off toward the exits, and you open it back up and leave.)

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700899#Comment_2700899

    I honestly think the chest plundering perks should allow you to keep the items if you win or lose just because of how weak the chest plundering perks are. You generally have to run 2 chest plundering perks to get any use out of them. And, they waste a lot of time that could be used on repairing gens, so you are putting yourself at a handicap using them.

    Secondly, I think that Keys need to be removed. Right now, 1 out of every 4 chest searches ends in a useless key. And, survivors have 11 useless items in their blood web with keys and their addons. Could they please be removed.

    Keys don’t necessarily need to be removed, their reward is very high when they work (5000 point escape versus no points getting killed). It’s just that the probability of it working is correspondingly low.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700920#Comment_2700920

    I never use one, I actively want survivors to be looking for chests if I can help it

    Yeah, it’s an interesting thought experiment how much benefit you get from opening a chest versus spending that time on gens. It takes 10 seconds to open a chest, so the benefit needs to be at least able to make up for that time to be worth it (plus the bit of time spent finding the chest in the first place). I’m pretty sure a good med kit or toolbox gives you back that much time so they could be worth the effort, it’s not quite as obvious for other items like maps and keys and flashlights. (Keys in particular at this point are super high risk, high reward items. They rarely pay off but when they do it’s a bonus 5000 point escape!)

    Also with Cut Coin in particular, having only one chest means that if survivors choose to look for the chest it might take them longer to find it, especially if they don’t have a chest aura perk. So not only do they get fewer potential items, but the item they do get takes even longer to find!

    This is one of those times I wish I had magical access to the game data from matches to actually see if there’s an escape rate variance between matches with Cut Coin and matches with Bloodpoint offerings. In a sense, for Cut Coin to pay off for the killer, you’d want a lower escape rate due to Cut Coin that earns you an extra kill sometimes to make up for the lost opportunity gain of not having a Bloodpoint offering.

  • This post actually got me curious, I wonder how often killers use Cut Coin to reduce the number of chests in a match? Sometimes I’ll use one for the heck of it, usually I stick with generic Bloodpoint offerings or hook distance reducers though. I made poll with this question just now, it’ll be interesting to see if I get responses either way.

  • @Coriander said:

    Would the iron orbs be the killer power?

    For sure if they ever do The Tall Man he’ll have metal orbs he shoots at people. Not sure what he exact mechanics would be other than that though. 🤷‍♂️

  • @GrimReaperJr1232 said:

    Samara was a little girl. Sadako was an adult.

    That's about all i know.

    Either way Behaviour is very careful to not have children as killers or survivors, she’d be portrayed as a young adult in the game versus the younger girl from the US version.

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