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dugman

dugman

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  • @Regulus47 said:

    If you know where a trap is, you can inch towards the trap while walking until you activate it at the maximum distance. Then, run away in a straight line. This "disarms" the trap as even if hag teleports instantly she won't be able to hit you, and will have to chase as 110% killer. Also if you can, run through areas you suspect might be trapped when she's carrying a survivor or chasing an injured survivor. Often the temptation to teleport is too much for hags to resist and you destroy a bunch of traps.

    If we're talking about hook traps, you want to crouch in, unhook, then crouch away before you start healing. However, that relies on the unhooked survivor knowing how hag works and not immediately sprinting away. Also getting caught in the basement against hag is very dangerous, try to avoid that. Hag is less strong than people say but she's still very good, you just have to use your brain. :)

    This actually is why I think Hag is probably one of the better designed killers. There are ways to help mitigate the effectiveness of her traps but some of them require finesse or patience and general game awareness to know or spot where her traps are and how to most safely get around them, especially if you don’t have a flashlight handy. At the same time all that crouching around and running around trying to disarm traps is less time being spent on gens which gives Hag more time to set traps and chase people. And there’s also a fair amount of strategy in good trap placement to try to have proper backup plans and traps in case someone is intentionally disarming them.

    Basically Hag has a decent skill ceiling on both playing as her and playing against her.

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609177#Comment_2609177

    I mean any reason not to make 4 holes in a jigsaw box.

    Ah, ok, I thought you meant no reason to do it. Sounds like we’re on the same page. 🙂

  • The reason would be to prevent the bodyblocking which seems like an unintended design flaw.

  • Just for reference

    • Are you playing at a peak time or on an off-hour? If it’s an off-hour matchmaking is going to mostly be putting you against whoever is online at the time rather than make you wait forever for a perfect match.
    • When you first start out your rating is in the middle. Losing badly does push it down though, so if you got stomped keep trying, you will get better at the game and the opponents you face will also tend to be lower rated.
    • You do technically have different matchmaking ratings for each killer. So if you played a different killer and did well, then played Spirit and did worse, your Spirit rating will be lower than the other killer.
  • People who think the game has gotten worse over time need to go back and watch old videos from the first couple years after it came out. It’s night and day how much improved between the original game and the current version, both in terms of the graphic overhaul, variety of characters and general gameplay. Far fewer infinite loops, fewer major bugs, all the killers are in roughly the same kill rate range of around 54% or so, etc.

    There’s always going to be some balance issues between certain perks and add-ons and characters and some minor bugs around, the game is too large for their not to be. But to claim that the game has gotten worse over time is just failing to actually compare side by side what the game used to be and what it is now.

  • Complaining about “Tunneling” is just sore losing as far as I can tell. It boils down to complaining about the killer chasing a survivor who’s injured or hooked. Why in the world would you expect a killer to ignore an injured survivor if they can down them? Moreover if a survivor is getting chased multiple times it’s usually because they’re the ones that are the worst on the team at evading the killer in the first place.

    I get being annoyed if a killer is actually being obnoxious by, say, standing around a hook hitting the survivor on it for instance, or intentionally letting the last survivor bleed out for two minutes just to be a jerk. But I see survivors complaining about “camping” in my matches when in reality they’re running in for a rescue right after I hook someone, or the exits are open and they’re expecting me to follow them to the doors so they can unhook or pick up a buddy. I even had a survivor once complain I was “camping the generators” when they had a 3 gen.

    I just ignore those complaints in my matches. I’m just trying to hook and kill the survivors, if you’re taking it personally that I hooked you twice in a row or didn’t chase you because you clicked a flashlight at me that’s you’re problem.

  • I like Pig but, yeah, it shouldn’t be possible to bodyblock those jigsaw boxes, the survivors should be able to use them from different angles like generators to prevent that. Pig could still attack survivors going for the boxes, that’s fine, but the bodyblock thing just feels like a design oversight that should be tweaked.

  • Ghost Face’s trailer is the best. His Mori might be the best too 🔪 😱 📸

  • I'm not sure who the victims are, but there's a lot of victim complexes.

  • @emma_dbd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608384#Comment_2608384

    I don't even want them to make it weaker, I just want an opportunity for the survivor to take their item back. My suggestion, for example, would be a good implementation because it will give the player a chance to prevent it from happening. First hit would be like a warning: "Hey, you're about to lose your item", and then the second hit would make the survivor lose the item. That's it. I don't think it will make the game in survivors' favor just because Franklin would work only on second hit.

    If all you're suggesting is that survivors don't permanently lose items after the match that they dropped due to Franklin's I'm ok with that. 🤷‍♂️

  • Yeah, I feel a little bad sometimes when a survivor does something like that against me. It's like "Oops! Guess you didn't know I was here. 🤷‍♂️"

    ... I mean I still rehook them. I'm not not a monster!

  • FYI in patch 4.1.0 Franklin's Demise was changed from making the item lose charges when dropped to making it possible for the Entity to destroy the item after a while after it was dropped. The devs realized that was too weak though so in patch 5.0.0 they put back in the charge depletion as well.

    So the 4.1.0 version was already considered too weak by the devs and got buffed to its current state. They're definitely not going to make Franklins even weaker than it was in 4.1.0

  • Just FYI you don't get banned for 6 hours from a single disconnect. If you're banned for that long there's more to it.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605673#Comment_2605673

    3 months of broken Boon totems and you'll find a lot less killers around I'd imagine. We'll see!

    I don't know, the boons haven't bothered me much. The most annoying thing I've had this week was having trouble getting to hooks in Raccoon City and a Nea who managed to flashlight save someone a few times (which is really unusual! I typically look at walls, etc, to avoid flashlights but she was spot on with the timing and angle, even got me through a window at a slant.)

  • I’ll say this, Behaviour is nothing if not unpredictable with their original DLC killers.

    • Zombie western gunslinger
    • K-Pop psycho who throws daggers
    • Ancient Sumerian Priestess with a plague
    • Crazy doctor who electrifies people
    • Killer Clown (… ok, that one is predictable. 😄)

    So who knows what this next one is? Could be anything. The two ideas that pop to mind might be

    • The artist is a Survivor and the killer is something from their imagination given physical form by he Entity
    • The artist is a killer who makes people into new artwork.
  • @Mr_K said:

    Ever been chased by a killer when Tinkerer prompts? Not much changes. Chase music pretty much takes the place of the terror radius. Red stain hiding is already widely used so survivors are already adapted to not relying on it.

    In fact having the red stain can allow you to sometimes mindgame a survivor by intentionally showing the stain at an entrance, then backing up in the other direction. Without that stain that kind of bluff is slightly harder because you have to actually walk all the way up to the entrance.

  • The general way Boons are placed and can be reset is fine - unlike Hexes they have a limited range and don’t start off in play so it’s ok that they can be replaced if snuffed out. For balance purposes they just might need to adjust Circle of Healing’s healing speed and/or Shadow Step’s radius of effect. If either perk is out of balance they can be tuned simply by adjusting those two parameters.

  • In terms of precision mouse control I’d say Nurse.

    But in terms of strategic thinking and nuance Hag is up there. If you’ve watched Michi’s Hag guide for instance there’s a ridiculous amount of nuance over trap placement and uses at top level Hag. Using the camera to jerk survivors off a path they want to take, knowing when to teleport or not and good timing, planning traps to chain together, having broad awareness of where survivors all the time to anticipate teleports, etc. You can do ok with Hag just teleporting and placing them kind of haphazardly but that high skill play Michi does is crazy!

  • Isn’t Felix’s vanity plate “DbDaddy”?

  • The automated DC timeouts replaced manually reporting people for disconnecting midmatch.

  • @SRGII said:

    https://forum.deadbydaylight.com/en/discussion/comment/2604881#Comment_2604881

    So thats your arguement? Sorry I didn't realize Overwatch and Apex Legends devs ignored there users and created an unblance game?

    Also only ranked lobbies in both those games force DC pens, does DBD have ranked lobbies? no it dont it forces crap onto the user and does nothing to protect them from it. ######### on Overwatch you repprt a cheater ######### gets done same as Apex, yet on DBD again the devs dont care.

    Hence why DC pen should not be a thing.

    You’re the one that said

    ”Care to name a few, as correct if I am wrong most games that have a DC pen. Are less played.”

    I’m correcting you that you were wrong and there are very popular games that have a DC penalty.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607053#Comment_2607053

    Imo Beast of Prey should work the moment you start a chase. It would be so much better, so many opportunities to evaluate how strong it actually is

    Maybe, I’m ok with it working just with Bloodlust though since that’s kind of interesting.

    Another possibility is to speed up Bloodlust activation by say 3/6/9 seconds or something like that. So you get those Bloodlust boosts more quickly. (I’m just pulling numbers out of the air obviously, actual numbers would presumably be tweaked to balance it.)

  • Hypothetically becoming Undetectable in a chase can maybe help you mind game the survivor in some places, but since it only happens in a chase and only during Bloodlust it’s a pretty weak effect.

    Personally I’d like to see them add a movement speed boost to Bloodlust, something like an additional +3/6/9% speed boost (based on perk rank) while in Bloodlust. Basically it would make it so if you use that perk then Bloodlust become increasingly more dangerous. Maybe even keep the Undetectable, why not? With enough of a speed boost this perk would be decent.


  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2606959#Comment_2606959

    What?

    -MacMillan lost its classic blue tint that almost everyone misses, not to mention its structures and grass look atrociously bad.

    -Autohaven became a poor excuse of map where you can't see #########.

    -Coldwind...a daylight map in a horror game was such a stupid and dumb idea that I don't even have words to describe it.

    -Crotus Prenn was a map that had a top-tier ambience, and became an ugly and empty wasteland.

    -Léry's ambience was destroyed. It doesn't even looks like a hospital anymore...

    -Badham was also made much less visually appealing. So much so that it is actually unfair to compare it to the old version.

    -The Game became Pallet Town v.2

    -Yamaoka looks extremely ugly now.

    -Ormond also became less visually appealing, though in a smaller scale.

    I refuse to believe that anyone, in their right minds, prefer the reworked maps in general.

    They are all extremely bad.

    Agree to disagree, I generally like the way the revamped art looks.

  • Since Demogorgon isn’t being sold maybe they could reskin him as something else not related to Stranger Things. That way they can keep selling the same killer mechanically without stepping on the original IP.

  • @Thunderfrog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605219#Comment_2605219

    They aren't though. They need tweaked to allow the killer to smash the totem permanently or get their hex back. They also need to lose the 100% heal speed buff and just allow healing at slow ass Self Care speeds.

    Boons being able to be reset is fine, they have limited range unlike Hexes which work map wide and don’t start out in play like Hexes.

    If Circle of Healing or Shadowstep are overpowered the simplest way to balance them is adjust their specific parameters. Make Circle of Healing heal more slowly, and make Shadow Step have a smaller radius of effect. Tune those numbers to where the benefit of them balances with the time it takes to place them and that they affect all survivors.

  • In terms of timing they typically do a hot fix on bugs a few weeks after a character release and a full balance pass about three months after release, so probably late January would be when we’d see balance tuning for the boons. How Boons are placed and can be reset is fine, they just might need to turn down the healing speed of Circle of Healing and/or reduce the radius of Shadow Step if they’re actually overpowered.

  • @emodeshort said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605685#Comment_2605685

    the saddest part is that the bots' AI is already in the game, so it's a spontaneous choice not to add them lmao

    I actually don't think most of the killer bots are in the PC version, they only programmed Trapper and maybe only on that one map. The mobile version has lots of bots but that app is apparently a completely different program they built kind of from the ground up so it's not something where they can easily translate what the mobile devs did to the PC. My guess is if it was actually straightforward to copy the bots over from mobile they would have done it already, it's just not though.

  • I don't stand around a hook doing nothing very often because it's actually bad strategy if the other survivors are sitting on the gens. If the survivors aren't coming to me I go to them to keep the pressure up. That's not to say I won't keep an eye out for people going for a rescue, of course, but I'm not going to just twiddle my thumbs for two minutes while the gens are flying.

    Also I think some of the complaints by survivors about "camping and tunneling" are just sore losing. I once had a survivor complain that I was "camping the gens" when they had 3-genned themselves. As if I was somehow being unsportsmanlike defending the generators! 🙄 And it's not that uncommon for survivors to get upset that you are "camping the hook" when in reality they came barreling in right after the hook and you saw them coming. And I still to this day don't get how "proxy camping" is anything other than a term coined by sore losing survivors for a killer just playing the game normally.

    I get it, though, being on a hook is boring. It's an unfortunate design flaw in this game that every match players are forced to just stare at their screen doing nothing for 30 to 60 seconds at a time. It's one reason I play killer and not survivor, killers have much less actual downtime during a match. But personally that's not the reason I don't bother face camping, I mainly don't do it because it's really a strategy that's only good in certain situations and often the better course is going to where you think the other survivors are to drive them off the gens too.

  • The good news with Boons is, if the devs ultimately determine Circle of Healing is too strong, all they have to do is tune down its healing speed. No need to change how Boons are placed or reset or whatever, just adjust the Healing speed dial on Circle of Healing and/or the radius of effect on Shadowstep if either or both turns out to be too strong. Balancing these two specific boons doesn't require anything more complicated than changing those two parameters.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605831#Comment_2605831

    Rarely play with headphones, especially if I don't need too besides, even if I did play with headphones, the sound that comes off boon are so low I have to hug it to hear it

    Playing Killer with good headphones is definitely the way to go, it's like night and day! Headphones make it SO much easier to find hidden nearby survivors and (in the current meta) these new boon totems.

  • Hmm, so many killer perks to choose from!

    • I really like Bloodhound for some reason (hence my icon). It's very hard to lose track of injured survivors with this perk. Plus in the current meta it's not affected by Boon Shadow Step so yay! 😄
    • Pop Goes the Weasel. Not only is it a solid gen slowdown perk, but it combines well with any other perk that involves either hooking survivors or kicking gens or both (e.g. combo with Dragon's Grip and you get both the regression and the possible Exposed attack in one kick)
    • Whispers. It's a great perk for the beginning of the match to get you in the right zone to chase survivors, and it's also great at the end of the match if you've killed two survivors and need to find the other two who might be crouching around trying to avoid you. And it's useful in the Exit stage since you can instantly tell which Exit the remaining survivors are near. And it's not affected by Shadow Step (yay again!) 😄


    Ironically, though, my favorite perk build uses none of those. My favorite build is the "I Want Them To Hear Me Coming" loadout (usually with Doctor)

    • Distressing: 26% larger terror radius and bonus bloodpoints
    • Unnerving Presence: Skill checks are 60% smaller and happen less often
    • Overwhelming Presence: Items in your terror radius run out twice as quickly
    • Coulrophobia: Survivors heal half as quickly in your terror radius

    There's other variants of the above, such as replacing Overwhelming Presence with either Starstruck or Overcharge (since Unnerving Presence makes Overcharge's special check particularly tiny.) But the theme of wanting to be hyper obvious to the survivors versus sneaking up on them is pretty fun. 😊

  • Hillbilly was mostly the same after his nerf. The heat mechanic barely ever comes into play and he can still zoom around the map like he originally could.

    Deathslinger's change where he can't quick fire is much more noticeable. Before the nerf you could mentally aim at someone while moving toward them and do a quick right/left shot. Now you have to bring the rifle up which takes a moment, and then you have to aim after that because the survivor obviously has moved around while you were doing that. But aiming while you have the rifle drawn feels like swimming in molasses, the turning speed is just really, really slow. Likewise the strafing speed is slower than normal movement too. It's just not as much fun to play.

    Where before the change Deathslinger felt like he was mostly on par with Huntress, maybe a little weaker, because he could get off quick shots that the Huntress couldn't, now it seems like he's more like a straight up weaker version of her all around. He has to charge up his rifle kind of like her, slows down while aiming like her, has a shorter range and if there's a pallet between him and an injured survivor there's a decent chance he can't get the down whereas Huntress can always get a down if she hits from across a pallet. I suspect even his add-ons aren't as good as Huntress'.

    Hopefully they'll eventually give Deathslinger a boost of some sort to put him on par with Huntress. Maybe if he's across a pallet from someone he's hooked let him stab them with his bayonette, then at least both he and Huntress could down someone using their ranged attack from across pallets.

  • Hmm, these look like boots?

    Untitled Image


  • I'm going with James Wan because Jason Blum is solely a producer while James Wan is a producer, writer and director. Wan co-wrote Saw and directed it for instance, and he wrote, directed and produced The Conjuring 2.

    Blum's production company has quite a lot of films, including some solid movies like Get Out and Whiplash, but in terms of on the ground level of expertise I think Wan is more of the Renaissance man in Horror who does it all.

  • Unfortunately I think they've said before they aren't planning to bring bots to PC. Which is a shame, it would be nice to have bots both to replace disconnected players and also to be able to practice or explore maps with bots as opponents. (Technically the PC version does have the tutorial mode where you can play with or against bots with Trapper as the killer on a single map, but obviously that's pretty limited.)

  • I think my favorite might be Hawkins so I'm a bit sad to see it go. 🙁 Next after that might be Midwich mainly because it has such a cool atmosphere and lots of little Easter eggs.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2604608#Comment_2604608

    Thanks mate, that was the best laugh I've had all week!

    Like the devs actually pay attention to the massive stuff-ups they provide us with every patch or if they'd do anything to make things better for killers?

    I don't know what the final result will be but I do know their regular schedule is they release a new character, maybe do a hot fix for them on the next patch to resolve bugs or quick fixes, and then about three months after initial release they put out a balance pass. There's zero reason to think they're not doing that same schedule with Mikaela and her perks.

  • @SleepyWillo said:

    If that specific playstyle is an issue for you Mad Grit would void it straight away. Add Iron Grasp and Agitation too if you'd like for extra protection but MG is all you'd really need there.

    Just for reference Agitiation would allow him to actually catch up to survivors nearby if they try and back away (with Agitation rank 3 your movement speed than a survivor, even a survivor getting Hasted by Breakout (survivor with Breakout moves at 4.28 m/s, a killer with Agitation rank 3 is 4.34 m/s) . So Mad Grit lets you stall the timer by hitting the other survivor, and Agitation lets you hit them even if they're backing away.

    Still kind of overkill unless you're frequently running into survivors using Breakout, but there you go!

  • Are you asking from a survivor standpoint or a killer standpoint?

    As a killer if I'm near a gate that's 99% and I'm not in a chase I'll just open it myself. I get 500 bloodpoints for opening the gate, the survivors get none, and it starts the end game collapse that the survivors were trying to avoid.

  • They almost do that with every survivor having their own unique set of starting perks. Bill using his starting perks is going to play a bit differently than Ash using his starting perks, etc. Hypothetically I suppose they could have locked some survivor perks to be only usable by that survivor, so they could have made Bill the only survivor who can use Unbreakable for instance, but they probably thought that would be too restrictive.

  • @glitchboi said:

    Head On is a high risk high reward perk. It's fine as it is, it takes skill to use.

    The only change it needs is the ability to see auras of lockers while not exhausted.

    I think he's questioning whether Head On is as useful as other Exhaustion perks such as Dead Hard or Sprint Burst or Balanced Landing or Lithe, etc. Sure, hypothetically stunning the killer is a decent effect, but how often is a Head On play useful compared to those other exhaustion perks? They're all on the same timer, after all, so spending your exhaustion doing a Head On means not having it for any of those other effects which are easier to pull off and almost as good (if not better in some situations). Even Smash Hit might be better than Head On since you're more likely to get pallet stuns than locker hits when you're in a one-on-one chase.

    I'm just guessing though, I'm a killer main and when I see people trying Head On plays against me I'm usually grateful because it's typically an extra survivor not doing gens waiting in a lock waiting to try and stun me out of a chase. I don't think I've ever been Head On stunned in a one-on-one chase by the person I'm chasing. I'm not saying it's totally useless or anything, but compared to the other exhaustion uses it seems like the weakest possibly.

  • @GrayEyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2604869#Comment_2604869

    I'm not referencing older bugs cause I care about them I'm referencing them to point out there track record

    I'm telling you that they aren't gonna change them I'm not arguing I'm making a prediciton Ik is right ######### screenshot this and come back to it months later when I'm right i dont care

    Ok, well if they don't make a balance pass in three months or so feel free to say "I told you so". I won't hold my breath though.

  • @SRGII said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595021#Comment_2595021

    Care to name a few, as correct if I am wrong most games that have a DC pen. Are less played. As gamers will not stay in games/lobbies with cheaters or laggers.

    This game has streched res gamers, which is an advantage. Also has speed hackers as survs/killers. Then there is the SWF it was known long ago most gamers will not play agaisnt stacked teams.

    So with this game being unbalanced as it is and broken, why should any game be forced to stay in a game thats liek this?

    I didn't realize Overwatch and Apex Legends are unpopular, go figure? 🤷‍♂️

  • @GrayEyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2604851#Comment_2604851

    oh so were talking character balance now

    character balance coming from the same studio that has left billy gutted for years and nurse which has had bugs since release

    I hate to say this but your not making a very good point

    I know you want to hate on Behavior, but you keep talking about older bugs which is a different topic. And Billy did get a major balance pass (in fact him and Bubba were done simultaneously) and the devs are apparently relatively ok with him now. Moreover this thread is about Boons and how you apparently think the devs are "ignoring them" and I'm telling you what their internal schedule probably is for the Boon perks: one month later a hot fix possibly, three months later a balance pass.

    You don't like Billy and think Nurse is bugged, ok whatever dude, that has nothing to do with what I said.

  • @GrayEyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2604836#Comment_2604836

    it took them a year to change keys I severely doubt it you must not know this company's track record lol

    I literally just gave you exact details of how they do balance passes for new characters and their perks, which is what the Boons are. Again, you're confusing changing older mechanics and bugs with character balance passes which follow a regular schedule.

  • I think I'd be more interested in something based on the Haunting anthologies on Netflix then Stranger Things. Like maybe a Haunting of Bly Manor DLC pack with the haunted mansion and its grounds as a map and possibly a version of the lady in the lake as the killer.

    Also there's that Slasher anthology series that is on Netflix that I think was originally a Canadian show?

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