dugman
dugman
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2647600#Comment_2647600
At first I felt the same. But with some practice and mutations, you will see how strong and fast he can be.
Try to hit when they vault and pallet. Its the easiest way. Then you will learn where and when you can tentacle them on every map. But you need time and knowledge. It takes me some times to understand I cant hit them near the back of the cars but only in the front of the cars for example.
The problem is survivors avoiding tentacle at all cost. So you stay Tier 1 you cant destroy pallet and yes Tier 1 is too slow.
Yeah, I was mostly using the tentacle at vaults and pallets, similar to Pyramid Head. For some reason Pyramid Head felt easier to pull off though. Don’t know if it’s the charge animation throwing it off in my head or that Pyramid Head totally ignores terrain, just felt slow.
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I don’t think it’s too complicated, assuming the question is asking if it’s “too complicated for new players”. The basics are pretty simple honestly. And it has a good ingame tutorial.
That’s not to say I think it’s easy to win as a new player, the game takes a bit to get good at on either side because it’s so different from most mulitiplayer shooters. Strategically and tactically you’re playing a very different game from, say, Overwatch or Call of Duty or whatever. The game is very skill based in that a high skill opponent will wipe the floor with a low skill opponent on both sides. So I suspect it can be tough starting out getting stomped over and over.
So the basics aren’t complicated, but there’s a pretty wide skill range.
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I finally got around to playing Nemesis for the first time yesterday and I’m terrible with his whip. I ended up getting almost all my hits with his basic attack instead. I think I may be charging up his tentacle too long before whipping, it felt kind of slow to use? Numerically though the stats sound like it should be a bit faster than Huntress’ hatchet so I’m guessing I’m just overestimating how long it takes to get ready. But combine that with that it doesn’t necessarily injure and it has a short range and is kind of narrow, … I don’t know, I’m not sure I’m feeling it. 🤷♂️ Just a first impression, though, maybe I’d like him better if I play him more.
I like the zombies in principle. They at least periodically tell you when someone is near them, which is nice.
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For a little while I played without headphones. I didn't realize how important good headphones actually are for killer in this game, it's like night and day!
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Heck, I just want the sound effect for the Spies noise notification to be crow calls. You’d think with all this stuff about crows they’d throw in that change already. 😄
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I know I’m not top MMR, I’m terrible at hitting jukers and aiming with Deathslinger and things like that so even though I’m generally successful in terms of positioning myself where I need to be and finding survivors and such my tactical misses hurt me for sure against good runners.
As far as why people think they’re better than they are, though, that’s pretty common. A study in the ‘80s for instance had over 90% of US driver responding that they believed they were “above average” drivers. But obviously that’s mathematically impossible, many of those people must statistically be in the lower half of drivers in terms of safety, etc. If more than 10% of players think they’re in the top 10% of the playerbase then that would be a similar misconception.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2645777#Comment_2645777
Its not sharing though. If you bless hex totem, that hex is cleansed forever and replaced by boon
To clarify, blessing isn’t the same as cleansing, they’re different keywords in game mechanics. For instance, the new Hex:Pentimento on the PTB allows the killer to change a previously cleansed totem into a Hex:Pentimento totem. But this doesn’t work on blessed totems, even if there used to be a hex on the totem before it was blessed.
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I think typically a license agreement where you buy something with a licensed ip is written such that you won’t lose it even if the license to sell it ends. For instance, back when Rock Band was a thing, sometimes certain songs would be removed from the store, but it didn’t erase the songs from people who purchased them.
So I doubt we’ll ever have a situation where a license agreement is written where prior character purchases are lost, I think the difference with the maps is that the maps aren’t actually tied to the DLC purchase, everybody had Hawkins in their map rotation regardless of whether or not they purchased Demogorgon or the DLC pack.
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If you play at off hours you might be running into a situation where the system is deciding it has to give you whatever open matches it can find in order to not have you waiting forever for a closer match.
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Get rid of Nurse staring at the ground after a teleport, That “feature” is the most annoying killer mechanic in the game, it’s the sole reason I hate playing her. I don’t mind being unable to move after a teleport, but stuck staring at the ground 1/3 of the match is incredibly annoying, I can’t imagine anybody thinks that’s actually fun. Other characters like Blight and Bubba and Hillbilly are sometimes stunned after using their power, but the stuns are either less frequent and/or allow you to still see what’s going on.
I really wish they’d just let Nurse keep her head up while wheezing, even if her vision is still dimmed or blurred slightly that would be fine. And if that somehow made her noticeably more powerful then just slow her teleport refresh timer down a hair to compensate. She’d be significantly more fun to play.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2645493#Comment_2645493
Yea that add-ons are pretty bad. "Meme" add-ons at best.
They would be only "usefull" if they would like dubble the max. cap for bloodpoints in that cathegory as well. Then you could play some farm build or something that is not focused on winning games.
Honestly (I’ve suggested this before too) I’d like to see them replace the bp bonuses on these add-ons with actual in game effects, things that impact the match itself versus just extra spending money between matches. Like with Padded Jaws, replace the BP bonus with maybe holding the trapped survivor longer, or having Padded Jaws reset themselves after X seconds, or even something unique like Trapper can pull Padded Jaws out of lockers and if he does then a random trap on the map is consumed. Really anything that impacts the match enough to make up for not injuring survivors would be great.
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Two possible reasons
- They may just be using the same code for both Windows and Zanshin Tactics.
- There is some use in knowing that a breakable wall is still up. For instance, in certain buildings, if a breakable wall is still up then it makes a corresponding loop much stronger. Knowing in advance whether a wall is up may help the survivor plan whether or not to run in that direction if the killer starts a chase.
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That’s right, Fixated was one of Nancy’s perks, and all the perks and such in that Stranger Thing’s dlc pack had their names changed. Definitely related to losing the license, maybe they’re worried about something being trademarked or tied to the old license, etc, who knows?
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Not so much the offerings, but any add-on that puts you at a handicap in exchange for bloodpoints is terrible (e.g. Padded Jaws on Trapper which makes you traps worth double points when they go off but which don’t injure survivors). Not only is the handicap typically pretty awful like with Padded Jaws, but the bloodpoint benefit is limited by the 8k cap for their related category. So if you play well, and would have gotten 8k in that category anyway, you’ve ended up playing as a disadvantage the whole match for literally zero bloodpoints. And if you play poorly then you don’t get much benefit from the add-on either (e.g. if hardly anybody steps in traps in a match you’re at a disadvantage and only got the bonus once or twice.) For it to really pay off you have to be in the middle where you got a few thousand points from the related actions but not close to 8k. I really wish they’d just do a pass and revamp these types of add-ons, they’re pretty awful.
As far as the bloodpoint offerings go, they’re pretty standardized (aside from event related ones and special ones you get starting out.)
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Doctor with the “I want them to hear me coming” build does pretty well for me.
- Distressing - larger terror radius which increases radius of Static Blast as well
plus three out of
- Overwhelming Presence - equipment lasts half as long in radius
- Unnerving Presence - skill checks have less than half the normal width
- Coulrophobia - healing takes twice as long in terror radius
- Overcharge - when kicking a gen causes a very hard skill check. The width of it is also reduced to less than half normal by Unnerving Presence so it’s about the size of making a Great skill check. (Doable but easy to slip up and miss.)
- I don’t have it unlocked on Doctor but Starstruck is also possible here
Kind of a gimmicky build but it’s nice having that tracking range extended.
I also have been doing well recently with Pig for some reason. Not sure why exactly, but I’ll take it! 😄
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2644348#Comment_2644348
Unless it is a multi floor map.
Right, Midwich and The Game aren’t as wide as most level maps. (I don’t know how wide RCPD is, its dimensions don’t seem to be in the wiki, but I wouldn’t be surprised if it’s similar in width to Midwich.)
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The biggest balance issues are probably
- Maps. There’s a reason certain map offerings are much more commonly used than others. Some maps still have very strong innate loops for survivors (Haddenfield and Badham being the main culprits probably). And some of the indoor maps make certain area effect perks and abilities more powerful.
- SWF groups. Four person swfs aren’t all that common, but they have a very noticeable impact on gameplay. Comms for the whole team are like having built in constant killer and survivor detection and a huge efficiency boost compared to solo survivors
I actually don’t think gen speeds are necessarily all that out of whack personally based on the assumption that the design goal is the most common match result is some survivors die and some live. In order for that to be the median results it means the exits need to be open most of the time when both sides are evenly matched. So it shouldn’t be surprising that even when a killer plays well the doors still get opened. Now if the median results are in the 0-2 kill range then that would be a balance issue with the gen speeds, but I haven’t seen data indicating that’s the case. (And a lot of anecdotes complaining about gen speeds seem to have the faulty assumption that gates should only be opened 50% of the time.)
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I like Doctor but I haven’t seen anybody call him overpowered in a long time. 🤷♂️
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2644496#Comment_2644496
Unfortuntely if u have 4 scourge hook perks you will keep having 4 scourge hooks instead all map.
To clarify, I was saying Monstrous Shrine could treat the basement hooks as additional Scourge Hooks, above and beyond the four created normally by those perks.
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No, I don’t let survivors just escape. Never really got how that thing started, 🤷♂️
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I like the idea of being able to do a Scourge Hook build with two or three or four Scourge Hook perks, it sounds like fun. 🙂 So far there’s only two of course but hopefully we’ll get more. (I’d love to see Monstrous Shrine get a revamp where in addition to another effect it makes all basement hooks act as Scourge Hooks for related perks.)
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My theory is it's all about loss aversion. People hate losing something they think had won much more than simply losing. And many survivors feel, incorrectly, then when all the gens are done they've already won the match and are escaping. So when a survivor is "robbed" of an escape out of the reach of victory they get really ticked.
Mind you, I haven't seen anywhere near the same number of complaints about other Exposed perks that can get the killer downs earlier in the game which can help build momentum to the gens possibly not getting done in the first place. But NOED is the scapegoat. I even had a match a couple weeks ago where some doofus called me "trash for bringing NOED" when I didn't (I had Thanatophobia, the icons are similar so they just assumed it was NOED).
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@Gamedozer7 said:
All boon totems cover a 48m area in a bubble its not just 24 like everyone keeps say to prove they need a buff
Thank you and have a nice day
Just for reference a typical map is about 100x100 meters, or 10,000 m². A 24 radius circle is 1809 m². So at most a Boon covers 18% or just under 1/5 of the map. (I say "at most" because if the boon is within 24m of the edge of the map it covers less actual area.)
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Back in 2018 in one of the Dev Q&A's they said they collect the Thumbs Up props data and planned to eventually do something with it, like give people with a lot of props rewards maybe. Nothing ever came of it though that I know of. 🤷♂️
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@botrax said:
Stretched res is not a cheat and this feature is mostly use by the survivor, killer dont have that much of an advantage with that.
For subtle cheat nothing the dev can do not many people can see those cheat and report them. Even if a player could see them the responsable staff may not see it as a cheat and think its a lag.
Personally i dont believe the report founction because i use it a couple years ago and i never had any news about that i know some streamer say it work but it may be because they are streamer so they have a special treatment
Actually a while ago Not_Queen commented on a stream that they do consider stretched res to be cheating. Similarly Dowsy has commented that Behavior told him and other Fog Whisperers that they consider stretched res to be cheating and the Whisperers could get in trouble in the program if they did it.
My guess is that the devs either ran into difficulty figuring out a way to force DbD to lock into certain specific aspect ratios to prevent it, and/or figure it's not as high priority a target for an exploit fix as other things. Regardless, though, they don't actually approve of the practice.
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@AceinaHole said:
https://forum.deadbydaylight.com/en/discussion/comment/2643887#Comment_2643887
Hillbilly was a replacement for Leatherface
Guess what they added later?
I know for 100% certainty that Jason comes despite having trapper in the game.
Right, I didn’t say the devs aren’t interested, I said I’m not as interested.
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@Sonzaishinai said:
Could be cool but too bad both gens and the gate have a visual indicator of their progress (the pistons and the red lights)
So it won't have that much effect
Even assuming they didn’t change the piston animations, they could still do a fake gen completion sound with fake light flash that only the Mad survivor can see. Obviously it wouldn’t fool the survivor very long at all, but it could be enough of a surprise to get them to let go for a moment, which can sometimes lead to accidentally missed skill checks.
Also, if it went in the same vein as the fake doctors, the Doctor could possibly see the fake gen completion flash and know someone was there.
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For me, almost exclusively playing killer, I personally have more fun not slugging a ton, so I don’t usually lean into trying for a simultaneous 4-person slug. I do slug in that after I down someone I’ll often chase someone else if they’re already nearby or to put pressure on a nearby gen that’s almost done or to break a pallet or kick a generator while the person still can’t get up. But I rarely leave people on the ground so long that I would miss the opportunity to hook them at that some point (it feels annoying to down someone and not getting the hook out of it.)
I do like Deerstalker, though, since like I said I do slug for short periods pretty often, and Deerstalker is a great quality of life perk for that strategy since it means never having to listen and look for a slugged survivor that crawled into a corner to hide, and it makes keeping an eye on them to see if someone is coming in for a recovery that much easier. I just rarely go all out on the whole slug build (e,g. Knockout, Deerstalker, Third Seal, etc.)
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@AceinaHole said:
Once F13 chapter releases many people won't even care about stranger things
human killers are always the best killers for sure
Honestly while I’ve got nothing against Jason I’d probably be more interested in some other killers more than him in part because Trapper already scratches a similar itch.
Don’t get me wrong, I’d play him! 😄 But I’d be more excited for some of the other killer ideas that have floated around.
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I agree Hangman’s Trick is a bit weak. I think though I’d prefer keeping it with the same basic theme of being a detection around hooks perk rather than changing into something entirely different. My suggestions would be either
- Makes the aura detection near hooks persistent versus only being on when you are carrying someone. Or possibly have them appear periodically every 20 seconds or so.
- Increase the range of the aura detection around the hook slightly. It shouldn’t be too big because there are a lot of hooks all over the map, so even a relatively small range covers quite a lot of area. But the current radius is probably just a touch too small.
If they did one or both of the above it could make it a solid tracking perk.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2643290#Comment_2643290
The notion of "well SWFS get this for free" isnt that great of a one. This game was not designed for voice comms. No matter how much comms are abused. Kindred instantly makes groups effecient once someone is on the hook.
The notion that the game isn’t designed for voice comms is a bit of a myth. The devs in one of the early chats even talked about how the rumor they never intended to include swfs in the game was false, it was just that in terms of timing they had it added as a feature as a release because they were still working on it at the time. And the devs themselves constantly play on comms both on and off their streams. So they’re definitely ok with players using comms in the game.
That’s not to say comms don’t present balance discrepancies compared to solo teams. It’s just that, in their view, the swf balance difference isn’t large enough to worry about too much I think. They posted a chart a while back of escape rates by how many people were in a swf (2-, 3-, or 4-person) and the differences were about 3% higher rate of escape per extra person in the swf. (So about +3/6/9% or so for 2/3/4 person swfs). So it really only becomes noticeable with 3- or 4-person squads, but the actual number of 4-person squads is quite low, something like 10%? (I want to say the breakdown was something like 50% of swfs are 2-person, 30% are are 3 and 20% are 4, and only half of all games have a swf at all. So 10% of all games would be 4-person swfs, maybe less.) Making it not as high a balance priority for them.
Personally, I wouldn’t mind seeing them buff solo survivors a bit to put them on par with swf survivors. Basically if you play solo then you get some buff, if you’re in a swf you play normally. That would even the playing field between them. And if buffing solo players a bit changed the overall game balance then they could just slow down gen timers slightly to compensate.
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Balancing around the most commons result being 1-3 kills is fine.
Balancing solely around 2 kills being the average statistical result can be more problematic since the average could be the result of almost all the matches being either 0 kills or 4 kills with few matches in between.
My impression is the devs are trying to balance the game toward the former, i.e. that most matches end with 1-3 kills, and aren’t just looking at the average number and calling it a day. But that’s just how I see it. 🤷♂️
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That bloodpoints are capped at 1 million. I think lost a few missions worth of bp before I noticed it wasn’t giving me the full amount.
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I like the aesthetic. Very cool look. Also while it has a lot of pallets many of them are gameable, which is really how it should be for the most part.
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Lol, I’ve never had the patience to try and use Insidious on a killer. I always feel like if I’m not moving around like a shark I’m not doing it right.
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@Mandy said:
The moderators are volunteers and are here in their free time.
As for reading all threads, we pretty much get through them all yes, I specifically go through certain sections - feedback, bug reports etc.
And I apologize for any migraines I’ve caused. You’re doing the Lord’s work, please have a cookie. 🍪
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@Dwight_Fairfield said:
Honestly circle of healing is the only one that should be on the list. The rest are fine as they are all either limited, conditional, or in self care's case bad.
Technically Circle of Healing is conditional since it has a limited radius and can be snuffed out temporarily. But in practice those conditions aren’t too strict since survivors can just run to the totem and it’s not too hard to replace a snuffed one, so it’s a forgiving condition.
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- Bubba mowing down 2 or 3 people simultaneously
- Trapper putting down a trap early in the match by a window at a safe house in Haddenfield, then later a survivor vaulting into it during a chase
- Pinhead teleporting next to an injured person working on the box for a down
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I’d be ok with daily missions being dual survivor/killer based. I’m the opposite of you guys though, I throw away the survivor ones since I like killer way better.
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I’m sad he’s not being sold but it’s not like he’s gone from my killer list, I’ll still be playing him whenever his daily comes up.
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Nurse, aka Wheezy “What’s-a-pallet?”
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2642154#Comment_2642154
Why tho?
Map offerings are alright.
Because a lot of map offerings are to the same places and I like variety. Honestly if the devs removed all the map offerings tomorrow I'd be perfectly fine with it.
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@Alec_Morgenstern said:
I understand what it's based on. But you can see I was already Iri 3 after reset, and yet somehow vs'ing people with so few hours in the game.
A couple possibilities come to mind
- SWF player with a friend
- One of those players is actually very highly rated and it brought the average skill rating of the group up to the point they could be paired against you. (Can't really tell from the grades either way. A high skill player who's only playing one or two games a night won't have a high rating for instance.)
- The player had already been in queue a long time and just got put in the next available match. Depending on when the game was if the pool of players was low it could just be a case of "who's around?"
- Literally brand new players might start with an "average rating", but the average could be quite high relative to their actual skill. Until they've lost a few games they'd be paired against people who stomp them.
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Hypothetically Rancor is the scariest because it allows the killer to kill the obsessions with their bare hands. I don’t use it though as a killer because it only actually matters if the Obsession is still alive at the end of the match and I have time to get to them before they escape, so it’s a bit inconsistent.
I like Dragon’s Grip personally in combo with Pop Goes the Weasel. Two decent effects with one kick is pretty cool. 🙂 In terms of effectiveness, though, I don’t know if that or Make Your Choice is more reliable. I’ve gotten downs out of both.
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I’d swap a handful around maybe but I’m mostly onboard. (Ghostface is still my favorite mori 📸 😱 😈 🔪)
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The only bad Christmas sweater I have is Freddy’s. 🤷♂️
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@Spittoon_ said:
What are your thoughts on remodeling Hawkins National Laboratory into a recording studio for the Trickster? IMO it'd be easy to keep the flow of the map without changing it, and its a fun map on both sides. Though, final decisions yours, BHVR
Trickster’s bio actually mentions he took his victims to remote abandoned buildings, it doesn’t even have to be just a recording studio.
Hopefully they’re working on something to replace Hawkins, though. Honestly I imagine it takes almost as much work to make a brand new map as it does to entirely remodel an existing map so I don’t know that they’d save much by recycling, they may as well do a whole new thing.
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On. Bigger being available increases the chances of better matches from macthmaking and decreases queue times. The only downside is just the console people can’t hear you say “good game” or whatever at the end if you want to say something positive.
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I would not be at all sad if map offerings were removed entirely. They’re more annoying than anything else.
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Monstrous Shrine
- Rescues take 2/3/4 seconds longer in the basement
- You can always see the basement hook auras, even when not carrying someone
- All basement hooks count as Scourge Hooks for related effects
(And if that’s not good enough, keep the entity timer going faster in the basement too.)
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Beast of Prey
- Bloodlust activates 2/3/4 seconds faster per level
(Those numbers are just placeholders, whatever time benefit is worth using but not overpowered)
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Coup de Grace
Replace the tokens with a timer, say every 40/50/60 seconds your next lunge is longer.
Or alternatively just make it that all your lunges get an increased +x% distance per generator completed (similar to Fire Up where it ramps up as generators finish) using whatever x makes sense.
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Dying Light
- Every time you hook a survivor who isn’t he Obsession gain a token.
- For each token all survivors have 2/2.5/3 % slower action speeds
- For each token the Obsession gets a 2/2.5/3% increased healing speed bonus
This makes the perk not a handicap at the start of the match, and it ties the bonus and penalty together to ramp up tension on both sides as hooks are happening.