Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • @MrDardon said:

    It's ok, but I can't live with the fact that I have a Perk for 9 seconds and then have to play with 3 Perks.

    Maybe think of it as the first 9 seconds are guaranteeing a quick first down, which is more than a lot of perks offer.

  • @glitchboi said:

    Unironically though I personally think the perk is S tier. The early game is a killer's weakest spot, and Lethal Pursuer can be combined with Corrupt to cover up the weak part of the early game. Even LP by itself is incredible for covering up the weak spot. I use it on Clown and Trickster w/o Corrupt and it's amazing. I think Corrupt is more powerful but the perk is still really good.

    It's even better on killers that don't need Corrupt, like Billy and Blight.

    I even suspect that Corrupt Intervention and Lethal Pursuer synergize because Corrupt’s main weakness is when the survivors all hide right away and wait it out. If the survivors just go full stealth for the first 60-90 seconds then Corrupt is wasted. But if you have Lethal Pursuer with it then it mitigates that risk and guarantees you’ll be in a chase immediately at the start of the match. At that point worst case you down and hook that survivor and it puts pressure on the rest to come out of hiding and either do the gens or go for a rescue.

  • Clown, Pig and Ghostface. I generally like playing the basic attack killers as a playstyle, even though they’re overall weaker than some of the others.

  • @Mandy said:

    Powers don't tend to have cosmetics...hence no fancy things on Billy's chainsaw :(

    Please don’t dash my hopes that one day we’ll get an Evil Ventriloquist skin for the Twins with Victor in a tux. 🤵‍♂️ 😈

  • I don’t care about charms at all.

  • Yep. I had one survivor a while back who was top rank and escaped but got super salty because I mori’d his swf buddy.

  • I’m looking forward to trying the new map soon. I’m still a bit away from having the shards saved up for The Artist but I’ll get there soon enough. 🙂

  • @Ssajbambusa said:

    @dugman While I do agree in general, each of these has an exception.

    I had a situation where two survivors were on the ground, one was hooked and I accidentaly bodyblocked the last healthy one in a corner. If I hit them as non instadown killer It would immediately start second chance perks chain reaction... so I just waited.

    Nemesis map: Noone likes this map and I can't blame anyone who dcs on it, Haddonfield or Badham

    Smug survivor with key in hand and obvious power struggle build. Yeah #########, you are bleeding out.

    While I don't really care about flashlights that much I noticed that people are really mad about it for some reason... I would just add a small script that consumes 0,3 of second of it's use time whenever it's turned on. Boom click at killers and deplete it. Maybe add +1 seconds to every flashlight as a default to not punish normal human beings.

    Sorry, I have no sympathy for people who disconnect because they don’t like a map. It’s a waste of all the other player’s time who were ok playing on it.

  • I think if they fixed the pathing on his zombies that might help quite a bit.

  • I’m thinking all of those would be kind of overpowered if they could instant down people when an Exposed perk procs. There’s a reason they made it basic attacks.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/296944/what-do-i-spend-a-million-bp-on

    Stocked up on fancy addons for Pig, Doctor, Hag, Demo, unlocked some teachables and have 1m left over to stuff into Artist when I get my hands on her.

    ...That came out wrong.

    “Hands”… awkward! 🤭

  • @Ssajbambusa said:

    There is not a thing that can be considered being toxic in this game gameplay-wise.

    Tbag? Wasting time not running and making distance.

    Tunneling or hitting on the hook? Survivors with brain or Kindred will genrush and leave you with one kill.

    Looping, Flashlights, tunneling and camping are just part of the gameplay.

    Only thing I would consider toxic is being in 4man group with 16 meta perks, map offering and strong items, then talking ######### in post game chat. Wow you won in survivor sided game, on the map of your choice with 20 crutches. Congrats, you are so good at the game. Even this looks pathetic and actually funny to me rather than toxic.

    This video here: https://youtu.be/gZu7uPV-Uog

    Scott explains it really well and I agree with him 101% on this topic.

    Edit: If you understand the game, there is not a toxic thing. People are just handed good loop they can abuse and are rubbing it in your face. Do you get mad when queen in chess destroys half of the board though? No, because it's how the game is designed. Survivor perks and tiles are the same. Not balanced, because this game will never be balanced (we need more survivor players than killer players).

    There are a couple of minor things I can think of off-hand that would be toxic

    • Intentionally letting the last survivor bleed out for four minutes instead of hooking them
    • Using one of those annoying super rapid flashlight clicker to deafen people on headphones with the racket (I don’t mean just a few clicks, I mean like holding that down to make that static sound for seconds at a time)
    • Bodyblocking in place to keep someone from playing the game
    • Ragequitting

    Basically those are all behaviors that are solely intended to really annoy people and have no strategic value.


    But yeah, most things like tunneling and camping that you see complaints about aren’t actually toxic.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/296994/toxic

    It...depends on the loop.

    Normally? No.

    Extensively exploiting a pseudo-infinite, like the House of Pain? Yes.

    I don’t consider that toxic, it’s just harder for me to beat as a killer than a typical tile. I wouldn’t consider a survivor taking advantage of a good tile to be rude though.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665885#Comment_2665885

    He doesn't need to; again, it simply enhances it. It can obviously work without them.

    Your example above was “I’m on a gen with Bubba and Ruin active so I don’t want to leave the gen”. No Ruin, no risk leaving the gen for a few seconds.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665872#Comment_2665872

    It's always a perk that's the solution, isn't it? Camping, tunneling, and slugging require no perk usage from the killer (their perks only enhance these playstyles); yet survivors always have to bring a perk for this or that situation. And it often requires multiple survivor perks to counter those playstyles, from one or more survivors.

    If you’re trying to argue that survivors are underpowered without certain perks you’re probably not going to get much traction with that argument. Consider for instance you yourself just argued that Bubba needs to bring Deadlock and Ruin for facecamping to have a chance of working.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665809#Comment_2665809

    The problem with camping/ tunneling is not the strategy, but the fact that survivors need perks to deal with it. Unfortunately, for solo q players, you have to rely on someone you can't do s***t about to bring those perks. Thats why a lot of survivors want in-built mechanics/ tools to deal with it. At least, when you play killer, you can make sure to bring good slowdown and good add-ons... but solo q survivors have no control over what randoms do.

    I do agree that I’d like to see solo survivors get a built in aura ability to compensate for not being in a swf, it would even the playing field for them. Then slow down the gens slightly to compensate for the overall survivor buff to keep the general balance where it is.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665830#Comment_2665830

    Given they all know the person is being camped, and aren’t all going to the hook at the same time, and no Deadlock or Ruin... see the problem here?

    How is Ruin a problem if Bubba isn’t chasing people off gens? It has literally no effect.

    And we’re talking here about higher skill survivors for balance purposes who should have a pretty good idea when the killer is camping. The top survivors don’t even try to do a save until close to a hook stage ending.

    P.S. No doubt Deadlock is a good perk, that’s why it’s gaining popularity.

  • @WaveyTrey said:

    They’ll make her slower. Like they did Trickster. A ranged killer is never fast. If her crows can do health states she will be slow. Imagine her with STBFL. 😭

    Pyramid Head and Nemesis are both normal 115% speed. So is Doctor (and I think she’s sort of a hybrid between Pyramid Head and Doctor.)

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665814#Comment_2665814

    The issue is that its WAAAAAY too easy to Smurf your MMR down as survivor. At least with Emblems you had multiple things that contributed to ranking up, not saying I want the emblem system back just maybe have MMR affected by the same scoring system.

    The old system was even more susceptible to smurfing since your rank reset every month. And in both systems a selfish jerk could just go afk or die on hook if you intentionally wanted to throw the match.

  • Looping definitely isn’t toxic, it sounds more like the killers are just sore losers.

    Toxic is more about being rude and insulting. T-bagging and personal insults in the after game chat for example, that’s toxic.

  • He’s above average but his lack of map mobility makes him weaker against survivors who spread out. “Facecamping” Bubba is a popular complaint but note that 1 kill is still a loss, so a Bubba who literally just downs one person and stands by a hook for two minutes will have all the gens be done and the game be over by the time that person dies if the survivors are doing the gens efficiently.

  • @Labrac said:

    He's not OP, but I do think he's quite overtuned for how easy he is to play as, especially with Bambozlee. Imo he should never be stronger than Billy.

    That’s an issue with Billy being a bit weak, not Bubba being a bit strong.

  • Above average bucket. He’s the best tracker in the game, and he has a decent anti-loop ability. His weakness is his lack of map mobility makes him vulnerable when survivors spread out.

  • @SweetTerror said:

    I barely play killer as it is so I already have a very low SBMM rating, but most matches I lose because I'm getting utterly destroyed. There's just not enough high-ranking Killer players in my area, so all these high-ranking survivors are going up against players like myself. I'm trying to get a daily challenge done with Pyramid Head, and I've had two back-to-back matches now with survivors just running loops around me, flashlight clicking, and I just can't deal with it anymore. The last match I had just one hook. That's it. ONE HOOK! This SBMM is a joke.

    If you believe that there aren’t enough high skill killers playing the game then changing the MMR system doesn’t help your problem. The matchmaking could be totally perfect and there would still not be any high skill players to face all the high skill survivors in that scenario, so you’d still be put in matches against higher tier opponents regardless.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664213#Comment_2664213

    Therefore, it is necessary to punish the killers who are camping and tunneling

    Or give a nice buff after unhooking to survivors

    There is literally no reason to “punish killers” for playing the game the way it’s intentionally designed. The whole game is built around down survivors repeatedly and defending the hooks and generators. The flaw in the design is just how long it sometimes means people end up doing nothing but hanging on a hook or lying on the ground. There’s no “exploit” to punish here and it’s not rude to defend a hook or down the same person twice in a row.

  • Yeah, I'm like you, I'm always at the cap. On the other hand I just do a bloodweb or two between matches to get down to around 900-950k and use whatever perks I happen to have unlocked on that killer. (I also prestige whenever I get the chance, just because I like resetting and seeing what I get on the next run.) I'm assuming the people that complain about grinding are the ones who insist on trying to unlock very specific perks at tier 3 each on every killer, which would obviously require many, many more bloodpoints than just playing with what you already have.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665144#Comment_2665144

    True, but that's putting a lot of eggs in the early game- you'd end up with two disabled perks after Corrupt has run out, after all.

    It could work, though, I might toy with that sometime.

    That is the downside for sure. It really depends on how well you can capitalize on that early game start, if you can get a down quick enough it's a huge amount of pressure on the survivors.

  • I don't use perks I don't enjoy using. Of the more popular perks, I don't like BBQ and Chili (since I honestly don't care about the bloodpoint bonus at all and there are other perks I like better) or Corrupt Intervention (I get why Corrupt Intervention is useful, but it also interferes with my ability to find survivors at the start of the match since listening for the sounds of generators is a key way to do it.) I'm tempted though to pair Corrupt Intervention with Lethal Pursuer to get me a in a chase right away despite Corrupt, that would address my issue with the former and could synergize kind of well.

  • @jesterkind said:

    Corrupt Intervention. I feel like it's slightly overrated, but even if it were the best perk in the world, I just don't really enjoy using it very much- I'd rather use Lethal Pursuer for that strong early game.

    I was thinking the other day actually that Lethal Pursuer and Corrupt Intervention might synergize pretty well. The weakness of Corrupt Intervention is, if the survivors are smart, they'll just hide for the first minute of the game and wait for the gens to open up. Lethal Pursuer though mitigates that risk by getting you into a chase immediately at the start of the game. By chasing and downing and hooking right away while Corrupt is still up you put the survivors in a position where if they keep hiding and don't rescue the survivor they'll be down a person before they even get a gen done.

  • I don't know how active or inactive it is but maybe Evolve? It's a 4 v 1 shooter where you level up your monsters between games and such. It remember it wasn't too bad, other than it had a really confusing free to play business model which kind of killed a lot of interest in the game. 🤷‍♂️

  • I'd like to see a Medusa as a killer with the ability that survivors who look at her suffer from increasingly bad conditions. For instance, something like:

    • While a survivor has Medusa on their screen a token counter builds up on them at 1 token per second (max 5 tokens)
    • While at 1 token or more the survivor is Blinded and Oblivious
    • At 2 tokens or more the survivor is Hindered and Exhausted
    • At 3 tokens or more the survivor is Incapacitated
    • At 4 tokens or more is Exposed
    • After not looking at the Medusa for at least 5 seconds the token counter decreases at a rate of 1 token per second.

    I'm just using the above as a placeholder, the gist though is the Medusa is a killer that survivors have to actively avoid looking at or they'll be in trouble. I think the idea of a killer that a survivor has to avoid seeing while in a chase could be pretty interesting.

  • @Mileena_Kahn said:

    He had the head on stun that lasted around 12 seconds. Managed to get him down during end game collapse and TRIED to let him die to egc but he teleported last minute from the ground and escaped just as egc ended. Filed a report through game and his Steam profile. But does BHVR actually do anything to ban these people?

    They do but you do need to send them the video of the game since unfortunately they don't automatically save replay files on their end.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664226#Comment_2664226

    I'm a killer main, i find it boring to camp/ tunnel... so, when i can chase, i'm gladly doing it. I don't understand killers that have fun by killing everyone in 3 seconds when, obviously, this means they weren't on your level to begin with. But, you know, to each his own definition of "fun".

    I don't camp either, just standing around not doing anything while survivors do the gens is a bad strategy.

    "Tunneling" is a made up complaint, honestly, I chase who I see and if I have a choice between an injured person or a healthy one obviously I'll try and down the injured one.

    And I stand by what I said before. Why should I go out of my way to help the survivors possibly win?

  • I don’t think my personality differs between killers but self-reflection is tricky so who knows? 🤷‍♂️ My basic strategies don’t change much either way.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664196#Comment_2664196

    Yeah but the blights I get use in chases almost only their power and they're doing well with it. That's why I'm asking.

    Right, that’s why I said it would be a niche.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664213#Comment_2664213

    Except when killers are already winning, and just put a nail in the coffin for no reason. Even when some killers have the upper advantage, they still don't try to chase for fun... they go out of their way to make sure you have no gameplay whatsoever.

    Why should a killer go out of their way to give you a chance to recover? Making a mistake can be the difference between the killer getting a kill and survivor getting an escape. If the correct play is guarding the hook then that’s what they should be doing.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664180#Comment_2664180

    It is definitely a viable killer's strategy. But nonetheless, it doesn't give much gameplay to survivors... as much as survivors don't give killers much gameplay when gen rushing.

    I’m not saying it’s not boring to be on a hook for two minutes. That’s more of a flaw in the game design than the killer being rude though.

  • I don’t like playing survivor so I stink at it, definitely would stomp myself as killer.

  • I suspect its niche use is if you happen to play Blight in such a way that you don’t rely much on Lethal Rushes for hits but mostly just use it to get into chases quickly. If your strategy is Rush into chase distance and then do a 115% speed footchase to finish then this add-on speeds up your map traversal so could be good for that. The downside obviously is you have pretty much no ability in the chase itself, so you’d probably want to have something like maybe Enduring and Spirit Fury to mitigate losing too much time at the pallet drops.

    So I see it as more of a playstyle variant. Kind of like Freddy’s fake pallets or Meyer’s Mirror add-ons, it kind of changes up how you play Blight instead of being just a stat boost.

  • Not to be confused with the Psycho DLC pack which will have the killer perk “No, Mother!”

  • It’s really not. Defending a hook is just defending one of the objectives, it’s just a strategy. Toxic implies it’s being done to insult the other player somehow. While it’s true toxic killers exist who, for instance, stand around hitting people on hooks or intentionally letting the last survivor bleed out for four minutes, just simply defending a hook isn’t toxic.

  • It’s a total meme build, but really hilarious to run Lightborn, Enduring, and Brutal Strength just to get a free hit on someone who tries to blind you at a pallet. Throw in Agitation or Mad Grit and you also get a free hit on people going for flashlight saves. 😄

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2663854#Comment_2663854

    And then you walk up and smack them again boom wow 5 extra seconds. A med kit rest the chase and you get a second speed boost after hit which waste 20 seconds alone no flashlight has the potential to do that. You can also do it multiple times during the match and there's insta heal. And here's the big thing a medkit takes one person to use a flashlight takes 2 one on the shoulder and one to try and save.

    It’s more than a 5 second swing if a flashlight saves a downed survivor from being carried. You lose a minimum of 2 seconds which is at least an 8 meter distance, plus you stay blinded for a few second after the drop so won’t know which way to run for another second or two. Overall the survivor you drop gets at least a 10 meter headstart, which at normal speeds catching up at 0.6 m/s takes at least 16 seconds to catch back up. So you’ve lost a minimum of most of a leg of a chase, plus if there’s a pallet nearby you probably lose additional time on top of that.

    So a successful (keyword) flashlight save is a much bigger swing than what a survivor gets from healing a health state from a medkit. The downside to flashlights, though, is they don’t often succeed because they’re tricky to time and the killer can take preventative measures by looking at a wall when picking someone up and by looking away when the save is mistimed. Plus the save attempt requires a second survivor doing it, and in order to pull it off they have to spend a bit of time off the gens preparing to time the blind. Thus flashlights are basically a high risk, high reward item, difficult to use and inconsistent but potentially swingy.

    Personally as a killer I’m usually relieved when a survivor is fixated on trying to blind me since it usually doesn’t work, it means I’m keeping two people off the gens for the price of one chase. And blinding me at a pallet is mostly a waste of the survivor’s time, other than giving them some bonus bloodpoints, since they could instead be getting extra distance from me. I’m much more impacted by med kits and tool kits I think. (Keys are even more high risk/high reward than flashflights. They take a fair amount of luck to work, but if they do it’s a bonus 5000 point escape and I lose a kill. So I’m even less often impacted by keys.)

  • I don’t feel like watching a fake patch list for 20, I’ll be curious to read the bullet points if or when someone posts them though.


    As far as the suggestions mentioned in the top post

    • Kindred aura base kit. Equipping the perk will now reward everyone with increased generator repairs should the killer be face camping the survivor.

    I don’t know about the extra gen speed when face camping thing, but giving base aura reading to solo survivors to level the playing field with swfs is an idea I’m ok with. They probably would then need to slow gens down slightly to compensate as well.

    • Extra blood points for killers if they're facing a SWF

    No, I hate effects that “balance” a match by offering more blodpoints after the match is over. If the goal is to make matches against swfs more even with solo queue matches then it needs to be done with effects that occur in the match itself, not via bloodpoints.


    • The removal of perk tiers

    I’m ambivalent on perk tiers. I don’t mind having multiple tiers but I also wouldn’t mind if they were all just tier 3.

    • Killers have a say so in what maps they don't want to go to.

    No, bad idea. I don’t like map offerings to begin with and this is essentially just baking map offerings into the base game. I’d much rather remove all map offerings and just let the maps be random each match, then tweak maps as needed to adjust their balance.

    • Redesigned map layout so LT walls can't connect to shack for unlimited looping

    I don’t know a ton about the map generating algorithm but, sure, anything that helps maps not have infinite loops, etc, is ok with me.

    • A genuine concession feature for both killers and survivors if they're getting utterly destroyed that will reward everyone with blood points should everyone agree

    I agree here, I have no objection to a concession button where either side can concede the match if all players agree. I don’t like ragequitters because they ruin the game for everybody in the match who wanted to continue playing, but if all the players want to end a match early I’m ok with that.

  • I like using Victor as the main killer because of his incredible speed and built in Bloodhound to track injured survivors. I use Charlotte to carry people Victor downs to their hooks and to break annoying pallets. And while Victor is piggybacking on a survivor I’ll usually move Charlotte in that direction to either down them or to try and catch a different survivor out of position and get a hit.

    I don’t really camp per se with the Twins, but I do use Victor as radar after he downs someone to keep an ear out for rescuers. Mind you, I totally get why people do camp hooks with them, I just have more fun chasing survivors with Victor than leaving him standing at a hook. 🤷‍♂️

  • As interesting as that might be, I suspect it’s not at all easy to implement. When they do animations for killers from their first person perspective they have to do all kinds of camera adjustments and animation adjustments specific to the killer to make sure the player is seeing the limb animations they’re expecting. It’s not as easy as just putting the camera at eye level. I remember this was an issue when Blight came out, they were still having camera issues with him in PTB and maybe into launch. So in order to make it possible for survivors to play in first person it could require redoing all the survivor animations and camera for that mode.

    On a related tangent I thought a really interesting killer ability might be to have a killer that can play in third person perspective similar to survivors, either all the time or for limited durations. Again, I doubt they’d do it because of the complexity, but on the other hand if this was limited to just one specific killer with that unique ability then the developmental requirements might not be an onerous.

  • I like playing as Hag. My lunge timing isn’t great but I otherwise do pretty well with her.

  • @ukenicky said:

    Blood Echo is fine. It's strong on Legion and Plague who can keep multiple survivors injured easily.

    I think the only reason it has a cooldown is because the exhaustion lasts for 45 seconds. That's a LONG time. If it had absolutely no cooldown at all it might get out of control.

    On the other hand they could hypothetically remove the cooldown and, if it became overpowered with a 45 second duration, then turn down that duration a bit to compensate.

  • @Voodoo_Thirsty said:

    What's wrong with perks countering one another?

    Iron Maiden counters Inner Stre... oops, I mean Inner "Healing", Sloppy Butcher counters Botany Knowledge, Thanatophobia counters No Mither, etc.

    You don't need to buff Stridor just because Iron Will counters it.

    Also, Iron Will is NOT that strong. Some people use it cuz their characters are LOUD AF. If they all had Ace's or even Dwight's level of volume, nobody would run Iron Will.

    The difference is that Stridor is totally cancelled by Iron Will 3, not just mitigated. Iron Maiden doesn’t “cancel Inner Strength”. It just makes using the locker a bit riskier. The survivor still fully heals though, and if the killer doesn’t manage to capitalize after the leave then they’ve gotten the full benefit of the Inner Strength use with no consequence. Likewise Sloppy Butcher doesn’t “cancel” Botany Knowledge because the Botany Knowledge user still heals a Mangled survivor faster than without that perk.

    If Iron Will 3 was 90-95% instead of 100% sound reduction then it would mitigate Stridor’s effect but not completely cancel it. That’s the difference.

1 … 129 130 131 132 133 … 171