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dugman

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  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672221#Comment_2672221

    Yeah, but those usually don't have that powerful main building. You can waste a lot of time there.

    My favorite map for both sides is Saloon. This new map is bigger, better shack, worse totem spawns, way better main building, more annoying breakable doors.

    Just looked at wiki and I think they have kinda funny mistake there: Maximum # of Hooks 100

    Actually literally every 9984 square meter map has a big main building in the middle. Here’s the list.

    Groaning Storehouse 

    Fractured Cowshed

    Temple of Purgation

    Both Yamoka Estate maps

    Ormond

    Eyrie of Crows


    To me the biggest differences between Eyrie and the above maps is mainly just how bright and grassless it is, and that the main building has unusual ramps without railings in the middle so it’s easy to step off them. (For example Storehouse has similar rampways but they have guard rails along most of them with some gaps versus being entirely open.)

  • FYI Mother’s Dwelling is 12,032 square meters while Eyrie of Crows is 9,984 square meters. Mother’s is significantly larger.

    In fact Eyrie is the same exact size as about six or seven other outdoor maps. It’s a common size.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671016#Comment_2671016

    Chains are almost useless with 3 of them how is removing one not got to effect a weak anti loop?

    I specifically said it does make a difference, just not as much as some people in this thread think.

  • @xillucide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662517#Comment_2662517

    "active players" by blizzards standards are players that log in once a week. they dont even have to play the game, just log into your blizzard account, think about playing overwatch, close overwatch. it's not as many as you think. if there were truly 6 million active players, you wouldn't run into the same 10 players 3 games in a row and t500 would have some degree of new players. don't trust what activision tells them to say.

    and by "end up like overwatch" he means overwatch has been in the same meta for over a year, again, and the playerbase hates the game. they come back to it because nothing is like overwatch and they dont want to give up on it.... kind of exactly like dbd's playerbase. the only reason dbd is still one of the most played games is because of extremely casual and new players. most veteran players have taken long breaks because of the state of the game and if they come back, it's roughly once a week to see if they can even have fun or if there's still bs in the game... kind of exactly like overwatch...

    if you ask me, this game has already ended up like overwatch lol

    https://forum.deadbydaylight.com/en/discussion/comment/2662195#Comment_2662195

    6 million in 30 days is 200,000 per day which is quite realistic for a game that sold as well as Overwatch on both PC and consoles. On Steam alone the top 5 game current player counts are 86k - 289k, and that's just Steam so it's only PC games and doesn't include the console market. Overwatch sold very well on both PC and consoles and still comes up in the top 20 games being played on Playstation, for example. And yes, you can run into the same people multiple times depending on the matchmaking and time of day, even on popular games.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670956#Comment_2670956

    I didn't say I wouldn't use Fang or that there's a better add-on. I'm saying that this add-on with this nerf basically switches your killer power for a different one instead of adding to it, because before you could injure people and then still have Pinhead's weak anti-loop for maybe a chance at hitting the survivor, but now his ability is so weak for anti-loop, you basically might as well use it for just the damaging part and not chaining them once they're injured. You will be hurting yourself more than helping yourself, stopping every couple seconds to throw on 2 measly chains on a survivor.

    Ok, so we agree then, Fang is still his best add-on. That's all I said in my first reply.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/297513/the-new-map-is-actually-not-as-large-as-you-might-think

    The issue is the sheer complexity and verticality of the central 'tower'. The rest of the map is basically fine and I rather like it - but it can be nearly impossible to locate survivors up there if they decide to stall the game out and play hide and seek.

    I admit, I’ve fallen off those stairs once or twice chasing someone, kind of annoying when I’m klutzy.

  • @Gamedozer7 said:

    It doesn't matter how fast you injured them if you can't hit them the second time.

    Except that you can hit them a second time. I’ve been watching a lot of Pinhead matches and it’s not common to see a chase on someone where the extra chain lost on an injured target would have made a difference. Most of the time the survivor is healthy (in which case the chain still injures them) or the killer would have hit them regardless or still not have hit them regardless.

    I’m not saying the loss of a chain literally never makes a difference, but it’s not as big an impact as you’re making it out to be.

  • @Adjatha said:

    For those not aware of the numbers involved, let's be clear:

    • It takes a survivor 1 second per chain to shake off their chains
    • It takes .75 seconds for Pinhead to engage the first person view of the chain after setting the portal
    • It takes 1.5 seconds for Pinhead to recover from using his chains and being able to move again.
    • Two chains reduce survivor movement to 1.69, one chain to 2.26

    So: If a survivor is running forward at the standard 4 m/s, pinhead stops for .75 seconds to go into the chain, takes a variable amount of time to land a hit with it, but let's say 0.25 seconds. The killer then recovers in 1.5 seconds and the survivor breaks free in 2 seconds, giving Pinhead a grand total of 0.87m advantage to catch up over the 0.5 seconds his power is actually slowing the survivor while he can move.

    That's roughly 1/2 the bonus Clown gets for hitting you with a bottle, to say nothing of the gas sticking around, hitting multiple survivors, being easier to aim, and not being arbitrarily disabled by random spawn locations.

    So, Pinhead's main power at -1 chain is a worse, harder to use, more punishing, single-target CLOWN.

    If anyone tells you that the new Engineer's Fang nerf isn't that bad, well they simply don't understand math.

    Of course you totally ignore the fact that Fang injures healthy survivors and has no chains at all, but people still used it anyway because obvious an instant injure is better than a chain slowdown.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670469#Comment_2670469

    No, you will not use his ability for anti-loop when you've got Engineer's Fang. The devs have seen to that. If you are trying to anti-loop with just 2 chains, I have this to say: good luck.

    So what add-on are you going to use instead of Fang? I’m curious to hear what add-on you think is better.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670458#Comment_2670458

    That you're really bad without a crosshair of some sort? xD

    Never said I wasn’t. 🙂

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670485#Comment_2670485

    My favorite killers to play are Nemesis, Pinhead and Trapper. So...I'm not sure.

    Maybe Artist? She charges up her ranged attack a bit like Nemesis and Pyramid Head but uses them to zone people out from pallets and vaults. Also for scouting,

  • What playstyle do you like (stealth, fast movement, ranged attacks, basic footchases, etc) Hard to say which killer you might like without knowing what you enjoy doing.

  • Even after the nerf Fang is still probably his best add-on, the ability to easily instantly injure healthy people at range, even through walls, isn’t something to take lightly. The nerf does weaken him a bit chasing injured people but he still has two chains which is better than no ability. I’ll be surprised if Fang isn’t still his most used add-on but we’ll see. 🤷‍♂️


    p.S. Most used isn’t quite right, since it’s red. Maybe most used when it’s available.

  • @IamFran said:

    Pig is not easy, using the ambush correctly in loops is very hard.

    Yeah, she’s probably borderline for me between that top level and the second one. I didn’t find her ambush to hard to use, other than that it’s situational.

  • @RainehDaze said:

    Leading with "it's not as large as you might think" and then listing a bunch of large (but not the biggest) maps does not really prove anyone wrong, unless they were assuming it's Mother's Dwelling sized.

    Right, that’s my point, there are people who post saying things like that it’s the largest map in the game.

  • @Lordofweed said:

    This list is a troll.

    Just my personal experience. Feel free to disagree.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670283#Comment_2670283

    Yes, he has a built in indicator, but you're still stuck with the same hold-for-some-amount-of-time and look up/down mechanic that makes Nurse fiddly, complete with the thing occasionally getting stuck in walls, stuck in pallets, or on the wrong side of a wall you wanted to phase through. Ditto for saying the steering makes it "easy", when that's the easiest way for everything to miss.

    And once people are aiming to juke (the same situation that you seem to be using for declaring Huntress or Deathslinger to be difficult) then the way steering speed ramps and the need to land the portal right on top of someone, plus the CD before it can even fire, makes it one of the most fiddly powers to use. Particularly as it's not meant to be used for straight-line shooting or anything, it's an anti-looping tool.

    Like... if you're describing skill floors, it feels bizarre to say this two-stage firing step with its CDs and camera shifts and ability that does so little is harder than Huntress's "I throw hatchets that go in a straight line".

    What can I say, I hit really easily with Pinhead but not with Deathslinger or Huntress or Nurse. 🤷‍♂️

  • @Labrac said:

    The raw size is not everything that matters. You have to take into account mobility and gen spread. Azarov's Resting Place, for example, is a huge map, but the format and the gen spread of it make it very killer sided because of how easy it is to 3 gen. Maps like Ormond, Storehouse and Eyrie make it easy for survivors to split up on gens, because you have a lot of gens on the corners of the map, and the main building is also very big.

    I agree, size isn’t everything, but a lot of people complain very specifically about how excessively large it is. Some people even incorrectly say it’s the largest map in the game. I’m just pointing out it’s not the largest map in the game, there are maps bigger than all the ones I mentioned.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/297513/the-new-map-is-actually-not-as-large-as-you-might-think

    ......You realize ALL the maps you listed are ######### huge and survivor sided....Right ?

    Whether you think all of these maps are too big or not too big is up to you, but either way they’re literally all the exact same size.


  • @BaldursGate2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670042#Comment_2670042

    Really? Why did i get constantly 4ks right away with him?

    I think you’re both right in a sense. Blight’s power for map traversal is super easy to use, and that’s helpful. On the other hand, being able to actually hit people reliably with his Lethal Rushes is difficult, I think, without playing him a fair number of times, and even then if you don’t play him for a long stretch you can get rusty. That’s why I have him below most of the killers.

  • I have a poll up currently on what exhaustion perk people are currently planning to use and as of this post only 1 person has said they’re planning to use Overcome. Most respondents prefer Dead Hard, probably because of Overcome’s weakness where it doesn’t do anything if you’re already injured.

  • @Yords said:

    I would put Blight, Plague, and hag in the next tier up honestly.

    Blight is a killer that takes a while to get used to for most people, he is definitely a tricky one for new people for two reasons. Mechanical skill and map knowledge which both take time to become familiar with. An already experienced player would learn him faster since they have much better map knowledge, but this only makes him easier for experienced players; not new ones. And most people just honestly aren't exactly good at the game.

    Plague is a killer that is incredibly hard to play depending on the skill for survivors. it takes very good judgement, strategy, and mechanical skill to play her well. And good plague players are definitely hard to come by.

    Hag is a killer that takes good map knowledge and strategy to play well. And like blight an already experienced player would do much better than a newbie with her (not great, but good for sure assuming they somewhat know how to play her). She needs a player who is great at setting up webs of traps that are consistent and unpredictable.

    • I agree Blight is tricky for me personally to use, that’s why he’s below most of the killers
    • I didn’t have much trouble using Plague out of the box, other than figuring out her strategy. Once you get that though you can play her periodically without having to practice using her ability. (Compared to, say, Deathslinger where I can understand the tactics but if I don’t practice with him somewhat regularly I’ll continue to be a terrible shot and will still do poorly.)
    • As I mentioned in the top post, this isn’t about skill ceiling, it’s about skill floor. You can pick up Hag and play with her reasonably ok out of the box. She has a decent skill ceiling, but even if you don’t practice using her regularly once you understand the basics you can do ok with her. So it’s about learning the strategy, which once you figure out you remember it, versus someone like Deathslinger or Blight that it takes some practice to be able to use her ability itself.
  • @bluedusef said:

    funny pig being EASY TO USE right away but all noob pig players give up straight away when using her dash power.

    I don’t get that really, it’s not like her Dash is hard to use if you actually try and use it. It’s just that it’s not that useful outside of certain situations.

  • @GeneralV said:

    You need to move Pig out of that Tier, mate.

    And current Freddy is so pathetic that you might as well move him to.

    This isn’t about how effective the killer is at top level.

  • @Phasmamain said:

    Hillbilly is not someone you get used to in 1-2 games

    I agree, he’s borderline between the bucket he’s in and the next one down.

  • @DatFastBoi said:

    Blight is literally the hardest killer to learn dawg… You won’t win if you only use your power for map traversal

    That’s why I have him below most of the killers in the list.

  • @RainehDaze said:

    Did... you say that Pinhead has easy controls? Wat?

    His ranged attack is a bizarre combination of Nurse's blink followed by one of those steer-the-missile flash games from ten years ago.

    I had very little trouble hitting with his chains actually first game with him. The key differences that make him easier from my perspective are

    • He has a built in indicator where the chain will appear. Nurse does not. (You can use her add-on to get one but that uses up an add-on slot that could improve the ability another way.)
    • Because his chain is steerable it’s easier to hit with than Huntress’ or Deathslingers shots against juking targets. It can also somewhat curve around obstacles.
  • Just for reference its area is 9984 m² which is a common size. All the following maps are exactly 9984 m²

    • Eyrie of Crows
    • Ormond
    • both Yamaoka Estate maps
    • Temple of Purgation
    • Fractured Cowshed
    • Groaning Storehouse
    The Realms are semi-procedural locations within the World of The Entity . Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. The location of the trial is chosen by The Entity. Players can influence The Entity's choice by burning certain Offerings . Trial locations have certain fixed landmarks, but elements such as player starting locations, Generators , Chests Lockers , Totems and Exit Gates are placed to The Entity's whims. Even th


  • The sizes are in the DbD wiki

    • Eyrie of Crows is 156 tiles (9984 m²)
    • Azarov's Resting Place is 176 tiles (11264 m²)
    • Father Campbell's Chapel is 140 tiles (8960 m²)

    So it's between Father Campbell's and Azarov's in size.

    Eyrie of Crows or "IonLevel01" is the only Map in the Forsaken Boneyard Realm. In the dust-choked expanse of the Chilean desert lies a graveyard abandoned by the living, battered by the passage of time. Only through violence was it once more given prominence, hosting the gruesome murder of the artist Carmina Mora and her friends. Within The Entity's realm, the humble lot has been twisted into a grand celebration of the bloody events that took place. A towering crypt offers a roost for the crows


  • I have fun with most killers, even the ones I’m bad at. Except Nurse, I can’t stand staring at my feet half the match, she’s the only killer I actively don’t play.

  • She looks decent, to me a cross between Doctor’s level of tracking and Pyramid Head’s damage ability at loops. With a touch of long range damage possible.

    The only thing I’ve seen that seemed slightly cheesy, possibly, was setting up three crows in a row at long distance pointing at a gen. It is possible to down a healthy survivor if all three hit (it happened a couple of times on the streams I watched). The main thing that makes it look a bit off is simply I’m not sure if a survivor would have time to react to avoid getting hit by all three or not. If they don’t have enough time to quickly move out of the way of the second and third crow it becomes an instant down from across the map with no warning.

    I doubt this is a big issue overall either way, though, since setting this chain up takes a relatively long time, and isn’t something you can do while chasing anybody else. And it requires using all three crows at once, which means the refresh timer is also quite long, so if the attack misses it’s probably a bit painful for her. But it does feel like maybe there should be a short period of immunity between being swarmed by a crow at long range and being damaged by another long range crow. … Maybe. (If they did make that change I doubt it would seriously nerf her either way since it’s such a niche type of attack.)

    So yeah, other than that seems totally cool. 🙂

    • Don't show opponent's Grades, they're irrelevant. Instead show a rough MMR bracket (e.g. which 5% or 10% percentile the opponent is in among the MMR scores). Show your own Grade on the load out screen since it's only used for you winning Bloodpoints at the end of a season.
    • Random Select options in the character select and loadout screens
    • Either make Daily missions dual survivor/killer (e.g. "Either hit with 4 Pig Ambushes or last 200 seconds in a chase as survivor"), or have two Daily Mission tracks, one for killer and one for survivor.


  • FYI their normal schedule is they release a new character and then do a balance pass on them about three months later. So we'll probably be seeing the Mikaela pass (including her Boon perks) in the January update.

  • @JasonIsADove said:

    I'm almost positive it's not supposed to. From what I've seen using the perk, it doesn't stack with any other healing buff/debuff, or at least it shouldn't

    Ex: I've been mangled from sloppy butcher (-20% healing speed) yet still was able to heal myself at base healing speed.

    FYI I seem to recall someone did a side by side video showing that Mangled does slow healing within a Circle of Healing. I don’t remember if it was Scott Jung or the clip name though unfortunately. 🤷‍♂️

  • I don’t know about the Clown grunt, but I’m guessing they probably tested Pig’s Ambush with and without sound and found it was too easy to hit with it if it had no audio cue. (Heck, I played Pig the other day and hit at least five or six times with the Ambush despite the sound. I can only imagine how easy it would be if they heard nothing at all when you Ambush from being Undetectable.)

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667805#Comment_2667805

    That's why I run Overcharge alot......if they try to tap a Gen Mid chase they will regress it even more. But that still doesn't stop them all the time because SOMEHOW they can make the save midchase.....

    Also Dragon’s Grip could be funny in that scenario. 😄

  • Random thoughts

    • Interesting to see Legion and Ghostface so high in the pick rates given how low both of those characters end up in posted tier lists. (Not that I dislike either of them personally, but it seems like people who do dislike them really think they’re terrible.)
    • Does your kill rate include your own killer matches, or is it just what opponents got against you? Those numbers could be heavily skewed depending on how good or bad you personally are with or against particular killers.
  • Impressive tracking, thanks! 🙂

  • @Percival_nxs said:

    To nullify click spam, they could make it so that when the flashlight is turned on, it instantly loses a chunk of charge, like with the Billy's chainsaw overheating, which when it charges, it instantly overheats a chunk. Obviously to compensate for the loss, the flashlight would go from 8 to 9/10 seconds, so if they try to use a macro, they would instantly finish the flashlight charges.

    Or just not play the flashlight sound more than once every 1 or 2 seconds from a given survivor.

  • I think it should take a 1-2 second action to officially start repairing a generator and stop its regression. Seeing survivors literally instantly tap a generator with their index finger mid-chase and the regression magically stops just looks really really silly. I think all you need is a short action to start repairs to make it a bit more realistic without significantly changing game balance. You could even, once that action is taken, apply that 1-2 second amount of time to the progress bar immediately to avoid unintentionally making gens take noticeably longer to complete on average. (It would still be a very minor buff for the killer in some scenarios, such as when you are chasing someone around a small loop that has a regressing generator next to it, but that’s about it.)

  • I don’t know how good or bad he is now statistically, but personally I don’t like his turning speed while aiming, it just feels super slow. If they increased his turning speed so you could better aim while moving around corners or adjust for juking, etc, I think his rifle would feel more fun to use, and assuming he actually is underperforming now could help on that front too.

  • I don’t have a strong opinion on this one either way.

    On a related note though I wouldn’t mind seeing Beast of Prey be revamped to, instead of giving the relatively worthless Bloodpoint bonus, have it shorten the time between Bloodlust level increases by, say, 2/3/4 seconds. (So instead of 15 seconds per Bloodlust level it became 13/12/11 seconds). I’m just using placeholder numbers but whatever bonus would be reasonably good without being overpowered. That might make an otherwise underused perk maybe a bit more attractive.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667201#Comment_2667201

    I'm wondering about the viability of an Agitation+PR+GOP+Starstruck 'hook monster' build.

    Lol, I posted almost the exact same build in another thread just yesterday. 😄 The Uber Carrier Scourge Hook build seems fun.

  • @wewantbetterfun said:

    Corrupted intervention 120 seconds without having 2 gens done in the first 2 minutes

    POP: removing progress they made in their face

    Deadlock: stopping a 2 gen pop within 10 seconds of the first one

    Scourge hooks: pain resonance: knowing which gen is worked on and which one to POP

    Killers who hate getting genrushed, have the control now!

    Survivors who love to hold M1 to end games in 3 minutes, time to use your ASDW and fight true pressure

    You could also replace Pop with either

    • No Way Out (which is effectively gaining you an extra 60 seconds at the end of the match as well as a noise alert to tell you where they are
    • Scourge Hook - Gift of Pain: Additional slow down in the form of extra healing time plus another 9% gen slow down. Stacks with the other Scourge.
  • @PlayTwink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667000#Comment_2667000

    Pinhead's power works similiar to nurse's power. So if you're good at gateway chains with him, then you're wasting your potential on a killer that is very lowely rewarded, even with Engineers Fang

    If you're saying Pinhead is worse than Nurse nobody will disagree with you. That doesn't have anything to do with whether his Fang is his best add-on though.

  • A build around Scourge Hooks and carrying survivors sounds fun. 🙂 I doubt it's any good, but it would look something like

    • Scourge Hook: Gift of Pain - Scourge Hooked survivors are Mangled, Hemorrhaging and have an action speed penalty after healing
    • Scourge Hook: Pain Resonance - 15% regression to most progressed generator, survivors scream

    And two of

    • Agitation - Carrying speed is about 108% survivor speed
    • Hangman's Trick - See auras of survivors near hooks while carrying survivors, alerts about sabotage
    • Iron Grasp - Increased wiggle time and less stagger from wiggle
    • Mad Grit - Hits while carrying increase wiggle timer
    • Starstruck - Exposes survivors in your terror radius while carrying people


    (Some of these perks are pretty terrible, like Hangman's Trick. But they all involve carrying people or benefits from the Scourge Hooks.)

  • @Massquwatt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666452#Comment_2666452

    I dunno, I don't think engineer's fang will be worth using after it's nerf to be honest. Get a first hit out of it? Sure sounds nice but the downside to it is pretty massive with one less chain to hook onto someone. We already know how easy it can be for survivors to remove chains and having one less makes it's all the more easier for them to break free from them and a lot less worthwhile trying to use his power to actually slow people down.

    Nobody who uses the add-on now has any problem with it despite the fact it has zero chains on healthy people. What add-on are you thinking of using besides the Fang if you have it available?

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665843#Comment_2665843

    My dear PH and nemesis are not full range, and cant attack outside of their terror radius.

    The Artist primarily damages in short range, at long range her crows are mainly tracking. So, from my perspective, she has very good long range tracking capability, a bit like Doctor though not quite as good, and has a short range damage ability similar to Pyramid Head, plus a slight bit of damage potential at long range but without the Cages or Madness benefits that the other two have.

  • The funny thing is that Engineers Fang is still probably his strongest add-on even after the nerf it’s getting. The ability to easily injure at range and through obstacles and walls is pretty impressive, way better than a normal first hook, even if the follow up hooks are a little lackluster. Yeah it’ll be weaker than it is now but if you’re still playing him after the patch it’s still likely the best bet for an add-on slot.

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