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dugman

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  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685075#Comment_2685075

    Post is about what Otz did and yeah Otz is amazing killer, but that just doesn't mean anything when he plays against normal players, but his game with Plague in hexys tournament was really good.

    That guy I quoted was talking about big data kill rates and trying to say it means something even tho it's just useless.

    I would wanna see hook average tho and mainly pick rate, Deathslinger's pick rate must be so funny. I think pick rate must be really bad for some killers, that's why they didn't show it last time and showed only killrate that looks "better".

    I think the stats I want to see are kill and escape rates filtered specifically to matches where all the players are within a narrow band of each other in terms of MMR, particularly when everybody is at above average MMR. Since slugging is an intentional possible strategy in the game I’m probably less interested in hooks - an Oni or Hag who slugs all four people is still a perfectly valid 4k for instance even though they technically didn’t hook as many times (assuming you are counting actual hooks and not just stages.)

    Too bad there’s no good public database for that.

  • Not particularly, I watched some gameplay videos and it looks more like an Overwatch style shooter than a horror game to me. If I wanted to play a competitive shooter I’d just go play that.

  • If those other guys are a swf then it’s definitely possible they simply were in the queue a while and the system eventually just put them in the first available match. It will only wait so long to put high rated players in a match if there’s not a similarly rated opponent.

    Also I hope that Freddy was just trying Monstrous Shrine out for the heck of it that game. That perk is maybe the worst killer perk in the game in my opinion, absolutely worthless. He may as well have been using an empty slot.

  • I definitely think the new system is producing better results overall for me than the old system. Anybody who thinks there weren’t a ton of complaints about the old system is looking at it through rose colored nostalgic glasses, the old system was terrible.

  • Bloodweb doesn’t bother me since I just play with the perks I get as I go, I don’t try and unlock specific perks on specific killers. And I don’t buy dlc killers for their perks, I get them to play as that killer. I even prestige when I get to 50 just to reset and do the killer with a new set of random perks from the web.

    I totally get how people who want a specific perk on a specific killer think it’s a grind. But if like me you don’t care about that then it’s not.

  • I like Tricksters mechanism for throwing ranged attacks better than Huntress. Just a playstyle preference, I’m not claiming Trickster is statistically better at getting kills than Huntress.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/298763/gideon-pallet-packing-plant

    Yes there is definitely too many pallets. Maybe they tried to compensate for the lack of windows (if we compare with other maps)... but they went way too far.

    The word “safe” is important here though. Hawkins had just as many pallets but a lot of them were gameable. If most of the pallets can be mindgamed then that’s fine. The question for The Game is whether or not there are too many safe pallets now. There very well might be, but I have no stats on it unfortunately one way or another. It would be interesting to know the escape rates for Game versus other maps though since the revamps.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685049#Comment_2685049

    I am not talking about Otz.

    You know, there is usually reason why you Quote comments, so everyone can understand context... I am talking about that guy, who did wrote it in this post...

    Sorry, I must have misread something then, thought you were talking about Otz for some reason (probably because every other post is about what Otz said.)

  • @Fantasy said:

    Slugging does not make you lose MMR?

    MMR is based on kills and escapes and that's it, currently.

    MMR isn’t quite just kills and escapes. Kills and escapes determine if the rating goes up or down, but the exact amount they go up or down depends on other factors such as relative ratings of the killer and survivor, and supposedly also at what point in the match the survivor escapes or was killed and how long the match was. So while escapes and kills determine the direction the rating goes how far it goes depends on other things.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682981#Comment_2682981

    It doesn't guarantee it, but your chance is way better than without it. No way out can work same.

    BT + DS don't really do that much, at least not for me. I never try to go after unhooked person when camping, my target is always that one unhooking, that way I get more hooks, because they will go for more saves.

    And it doesn't change fact that he said, based on big data that Nurse is survivor-sided...

    I’m not sure where Otz allegedly said Nurse is “survivor sided”, you have a link? Because on his killer tier list last month he put her as the “indisputable” number 1 killer in the game.

    https://youtu.be/hc80gyYm278


  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2684452#Comment_2684452

    Eh, but then you'd be pretty much forced into agitation with monstrous shrine (if you don't want a dead perk slot), and then the scourge hooks, and that's a lot just to get around "hook RNG is dumb".

    Not necessarily, you don’t always need Agitation to reach the basement. Or if you do use Agitation and Shrine but not a Scourge hook you at least still get the benefit of seeing the hooks during chases to try and zone people toward them and having it be more likely to get a trade on a rescue.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2684452#Comment_2684452

    This is a bad idea as this further encourages basement camping, ie the complete opposite of what they want to do. It encourages "un-fun" game play. That isn't good design.

    The whole point of Monstrous Shrine though is getting extra benefit for using the basement. The problem with the perk right now is its current effect is worthless. I’m totally open to suggestion on other ways to revamp the perk.

  • @Blueberry said:

    Just make the basement hooks scourge hooks as well when running the perk and scourge hooks can never break. That would solve the problem.

    I don’t know if basement hooks should be Scourge hooks by default, but I’ve been pulling for a revamp of Monstrous Shrine to read

    • Rescues off basement hooks take 2/3/4 seconds longer
    • You can always see the basement hook auras
    • All basement hooks count as Scourge hooks for related perks

    That would give Monstrous Shrine some better abilities and also let it synergize with Scourge Hook perks.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2684357#Comment_2684357

    If you solely use the whip on zombies, you are cheating yourself out of an amazing tool. Practice hitting the whip; it has a 'drag' after it lands that takes some getting used to. Like...an actual whip.

    Who said I was advocating only using the whips on zombies?

  • Coffee is disgusting.

  • @BubbaDredge said:

    I love Nemesis.

    https://forum.deadbydaylight.com/en/discussion/comment/2683851#Comment_2683851

    To increase mutation you have to use the whip on zombies, hitting them counts for addons and points, but not mutation.

    Ah yeah, you’re right. Still, way easier to hit a zombie with the whip than a survivor.

  • I want to like Nemesis because I love the idea of the zombies in theory and he has a badass look and feel. But his whip feels hard to hit with and the zombies have really inconsistent pathing and are super slow. I think if they gave the zombies a nice boost and pathing fix I’d like him a lot more.

  • @Yamaoka said:

    Nemesis... A normal 115% killer with no mobility that has to hit you 3 times to build up his power which by itself takes a couple minutes against decent survivors.

    How is that op ?

    Don’t forget he can punch his zombies to build up the meter too. Sometimes that’s easier than hitting with the whip. 🙂

  • I can’t speak for if the numbers are balanced or not but I like the killer perk ideas. 🙂 Why bother with 3 tokens on At the Top though? Just make it one token and triple the effect per token.

  • I had a poll up recently on what exhaustion perk people planned to use if they used only one. Got a fair number of replies, which is nice. Dead Hard is the clear favorite among the respondents with 1/3 of the vote. Overcome has a few people planning to use it.

    @dugman said:

    Now that Portrait of a Murder is out with a new Exhaustion perk, Overcome, I thought it would be fun to do a poll asking:

    If you run only one Exhaustion perk, which one would it be?


  • I think if they speed up his turning rate while aiming that would make him feel a lot less cumbersome to me at least.

  • My gut feeling is an instant down in the ambush would make her a bit too strong. I agree it would be weaker than Bubba’s chainsaw, but the chainsaw is all Bubba has while Pig also has her stealth and headtraps which are both not too bad. My sense is just that while she may benefit from a buff it doesn’t need to be as big as instant downs.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2683060#Comment_2683060

    ......there's a mobile game? I can be playing this when I'm out and about?

    Yeah, the mobile game is ok

    • Plus side, it has some features the PC version is missing. For one, it has AI bots that take the place of someone who disconnects, and you can also create custom matches with AI opponents if you want to mess around or play with a few friends but are short people. It also has a system more like a bloodpoint store (if I remember right) than the bloodweb with random items
    • The downside for me is I don’t like playing an action game like this on my tablet. Virtual control sticks just aren’t as good as mouse and keyboard.
  • @drakolyr said:

    Nope there isnt.

    Prepare for unfun grind.

    The mobile game has a different system though if you play that.

  • I play whatever killer I have a daily mission for that night so I don’t main anybody in particular. (Other than I actively do not play Nurse, can’t stand the wheeze machine.) My favorite killers though are probably Doctor and Freddy. I like Doctor because his excellent tracking keeps me in chases the entire game, plus his Madness is interesting thematically and his Shock is handy at pallets. I also like Freddy because his teleport is good for map traversal and, even though snares are a bit more effective, I always use fake pallets because it’s always hilarious watching survivors pull one down and getting smacked for it. 😄

  • For my part I have never claimed survivor is easy. I don’t find survivor as fun as killer so I never play it, but when I do occasionally dip my toes in the survivor pool I know I absolutely stink because I can’t hit skill checks (since I don’t practice them) and I have trouble adjusting to the difference in POV during chases. And my timing on vaults isn’t great either. I know maps pretty well since I know them from being a killer, but a new player who has never played survivor won’t have that either.

    And also I know survivor isn’t easy because when I face newer survivors as a killer I almost always decimate them. If it were actually easy to escape then that wouldn’t happen nearly as often as it does, they’d get the hang of it after a few games and start escaping.

    So no, I don’t think playing survivor is easy. I think it takes practice and has a decent skill ceiling where the more you play the better you can get at it. Whether or not survivors or killers have the edge at higher levels of play is a separate question, but I have no doubt that high skill killers dominate average skill survivors quite consistently. It’s only when you start getting to the higher ratings versus higher ratings that a lot of the balance questions people post about start really coming into play more frequently.

  • As a killer, always use headphones and learn to track survivors by sound. Listen for generators, especially sounds of them repairing them, and their breathing and footsteps. If you are in a chase and they duck behind a wall you can still usually hear where they are. Listen for where Boon totems are so you can snuff them when you have a moment. Listen for survivors running behind you for a possible flashlight or pallet save when you down someone, and for them running into nearby lockers, etc.

    Basically you should be using your ears as much as your eyes as a killer. And headphones make a massive difference in being able to tell the direction and distance of the sound. All killers benefit from using headphones, not just Spirit.

  • @GannTM said:

    You know my friend said he went against a few Artists using Fearmonger. That's interesting, I definitely need to try that out. Watch people still call it OP lol.

    Even if it hypothetically doesn’t blind to the crow auras Fearmongers still a decent perk on its own, I wouldn’t be surprised some Artists use it just because of that alone.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682718#Comment_2682718

    That's not really how it works. Did you really just say that this game is survivor sided for Nurse?

    You see, it's kinda dumb to say 50% is balanced. You camp first survivor and then get second kill with NOED? Is it balanced game?

    Even when you played really bad, if you didn't give up you can get at least 1 kill, so it's not between 0-4, but results are between 1-4.

    FYI A second kill isn’t guaranteed with NOED if the survivors are healthy and on first hook. They can find the totem, cleanse it, then do a Borrowed Time plus DS save.

    Also even when it works 2 kills is a draw, not a win, even by MMR standards.

  • Interesting point about Blindness and things like Pig’s Jigsaw boxes. Sadly I’m out of town for a couple weeks, if someone cares to try this out in Kill Your Friends though I’m curious to find out for sure if it works or not. (The wiki unfortunately says nothing either way about which specific auras are or aren’t impacted by Blindness.)

  • The devs said they hid MMR for a couple of reasons

    • They didn’t want people focussing on trying to game the system if they knew exact specifics
    • They were worried that if people could see other people’s ratings it might create a more toxic environment where players complain about low rated teammates or insult or dismiss opinions of people with lower ratings.

    I’d like to be able to see what rating bracket I’m in out of curiosity personally, beyond that the only opinion I have is they should remove Grades from the endgame screen since they’re just confusing a lot of people who think they’re the MMR level. And the grades have the same toxic potential as MMR ratings so if that’s a reason to not show MMR then it’s also a reason not to show Grades.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/298624/the-reason-a-lot-of-killers-lose-and-feel-genrushed

    This is something that I said on here last week. I play with Lethal Persuer and seeing where the survivors spawn can make me feel demoralised...when it's all 4 survivors spread out across the map. I might still end up winning that match (I use the term loosely because I'm not particularly bothered about winning or losing), but the negative feeling I had at the start can stay with me. I know that during one chase I have 3 survivors on separate gens, so I'm expecting them to pop instantly anyway at that point.

    The irony is Shroud of Binding, which starts all the survivors together, only appears on survivor bloodwebs, and the Shroud of Separation, which starts them all far apart, is a killer offering. Those two really ought to be swapped.

    • They need to lock the killer in because MMR is by killer so if you went in with a killer you have a low rating in, for instance, it will try and pair you with similarly low rated survivor players. But if you then could switch to a killer you’re high rated with it makes for a worse matchup.
    • I agree that map offerings stink, I be perfectly happy if they were removed entirely.
    • I’m ambivalent on survivors and killers switch loadouts at the last minute to “throw the killer off” or whatever. Honestly I’d be ok with players not being able to see the other side at all until the match actually starts. It would cut down on people waiting out the full minute to hit ready and also on lobby dodging.


  • I hardly ever facecamp because if the survivors aren’t coming to me then I want to go to them in order to pressure them off the gens. That’s not to say I don’t go out, check for a chase, and then come back to the hook if I think a rescue is imminent, I’m not going to ignore an easy down on a rescuer who’s doing a trade. But unless someone’s hook timer is already right on the verge of advancing a stage I don’t see much point standing around twiddling my thumbs, it feels like an inefficient use of time and just isn’t as fun for me either.

    So I don’t think there’s anything wrong with defending hooks, but I do feel like literal facecamping is often an inefficient strategy.

  • I can only speak for myself as killer but I chase after who I have access to. “Tunneling” in my case is just the result of a survivor happening to be the most convenient target at the time. (And no, I don’t just stand around the hook waiting for people to come to me, I go looking for them.) Most of the time that means I end up downing and killing the survivor who is weakest at hiding and chases first.

    So if you find yourself frequently being the first one killed, it might not be that the killer is going after you per se, but rather that you’re getting into positions where they see you first before the others. My advice is play a bit safer, run away a bit sooner when the killer is headed your way, and practice looping to delay the inevitable when you get chased. Because you don’t have to outrun the bear, you just have to outrun the other guy the bear is after.

  • Definitely not. The disconnects become even more ridiculous when the penalty is off.

  • High skill killer players do consistently wipe the floor with average players when they’re matched up. Just look at the top streamers, for example Otz, who consistently has something like an 80% win rate because he always beats the matches which have average survivors.

    I think the less clear question related to this is, when a killer and the survivors are both playing extremely well, what should be the result? The devs goal is apparently to have some survivors live and some die be the median results, with 0 kills and 4 kills the outliers. But there are a number of killers who post who seem to think that the goal should be a 50/50 split between the generators being done and not being done, which conflicts with 1-3 kills being the most common outcomes. Assuming the devs aren’t changing their goal then the next question is what is the statistical spread of results in matches where all players have very high MMR. Does that fall in line with the 1-3 kill goal? Or is it skewed toward one end? Unfortunately there’s no good data that I know of to look at toward that question, but I’m guessing that’s the type of data the devs are pulling.

  • My lack of pride is one of my great qualities.

  • @DesignDad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681192#Comment_2681192

    Hey friend! Maybe I can help clear things up:

    Grades are not used by the matchmaking system. They used to be called "Ranks" and were used for matchmaking, but that is no longer the case. Grades serve as a monthly tracker for how much time you spend playing, based on the Emblem system (Emblems turn into pips, and pips turn into Grades). You can't lose a grade through de-pipping anymore, either! At the Grade Reset on the 13th of each month, everyone goes back down to Ash IV and starts the climb again, and they get a Bloodpoint reward for their previous Grade. Get your Grade higher, and you get a bigger reward!

    MMR is an entirely separate value used for Matchmaking. It's hidden, meaning you don't get to see it. It has absolutely no connection to Grades: Your MMR doesn't directly influence your Grade, and your Grade doesn't directly influence your MMR. MMR doesn't reset each month, but it is constantly adjusting based on match results to try to find you balanced games. This is why it's called SBMM (Skill Based Match Making), it's trying to measure your skill and put you in matches with similarly skilled teammates / opponents.

    We've been considering removing the Grade icons from the post-game screen due to this confusion. I was hoping we could leave them there to allow everyone to have a little way to show off / have some bragging rights, but I've seen lots of people confusing Grades with MMR (understandably so!). What do you think? Should we hide the Grade icons on the match summary?

    Thanks for taking the time to ask your question! I hope this explanation has helped clear up some of your confusion so you can get back to enjoying the game. <3

    Thanks! Since you’re asking for people’s opinions I definitely would vote for hiding opponent’s grades, there’s really no reason to know the grades of opponents since they’re not tied to matchmaking at all and I agree about there being a lot of confusion.. Either show nothing for the opponents or show a rough percentile bracket indicator of some sort related to the actual MMR.

  • I don’t know hours or relative percentile ratings, but I think I tend to do well with Doctor? 🤷‍♂️ Probably because his ability doesn’t require regular practice to use and I just play whatever killer I have a daily mission for so I don’t really main anyone in particular.

  • @SwampDaddy said:

    I am well aware that Grade has nothing to do with MMR.

    However, a less skilled player will have a lower MMR. And if I've lost so many games in a row, then when is my MMR supposed to be low enough to play against people I am better matched with instead of being destroyed by diehard survivors every single match?

    It’s actually not necessarily true that less skilled players have lower Grades or that high skill players have higher Grades. Grades are mainly a reflection of how many matches you’ve played in a month. A veteran player who just doesn’t happen to play much this month can be an excellent player with a high hidden MMR but a low Grade. And similarly someone who is terrible at the game despite playing a ton this month can manage to work their way to red Grade despite their MMR remaining low (since they are probably facing a lot of similarly low MMR opponents and still getting wins off them.) And I’ve personally seen a few red Grade players on streams who clearly didn’t actually know what they were doing (messing up doing vaults, running in totally straight lines with no jukes, not watching for the killer on generators, or as a killer just running past survivors in the open and so on). If I had to guess for instance there are kids who play the game a ton but who, being kids, just sometimes aren’t as good as the young adults who play a lot as well because they don’t have the same mental focus.

    So while grades are probably correlated somehow with the MMR it’s not a perfect relation.

  • 🌽 🌽 🌽 🌽 😡 🔪 🌽 🌽 🌽 😶 🌽 🌽 🚜 🌽 🌽 🏚 🌽 🌽

  • Also the actual next chapter will probably be licensed, we’re about due for another licensed killer. There were rumors about who the next license might be but you can Google those if you want. 🤷‍♂️

  • Next patch should be the mid-chapter, which if my thinking on the timing is correct should include a balance pass on Mikaela and her perks, including Boons Circle of Healing and Shadowstep. (Does anybody use Clairvoyance? I hardly ever see that mentioned in the forums.)

  • As a rule if you are afk I’ll down you but not hook you the first time I find you. I’d feel bad hooking someone that actually had a real life thing come up, and putting them on the ground seems like a reasonable way to “honk the horn” and wake them up. If they get revived and are still afk then I just hook them to get rid of them.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681017#Comment_2681017

    That trailer was really cool. But it would not work in DbD at all sadly..

    Yeah, I’m not sure off-hand how to get it to work either, but if they did figure it out I’d be all in!

  • Keep in mind there are 25 other killers and not everybody unlocks the newest killer right away. Plus this week is a free DbD giveaway so there’s also new accounts with hardly anything unlocked. Those facts alone probably cut into the number of matches you see her.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2680942#Comment_2680942

    Especially when you consider that Legion was SUPPOSED to be a killer that disguises themselves as a survivor.

    are you basing this claim on the trailer?

    because I am pretty sure the devs said they won’t ever make a killer that disguises as a survivor..

    Total tangent, but that trailer really makes me wish that style of killer existed, it just seems like it could be really fun!

  • I think you can hear them from about 10-12 meters? Or a little more than the width of the shack, or about half their radius.

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