dugman
dugman
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2604608#Comment_2604608
did you really just say they are monitoring game results when the console version has been ######### for years and they've received thousands of reports on it and it still ain't fixed
let me caps that for you so you can read it better YEARS
You're conflating game balance and general bugs. In terms of balance the console and PC use the same stats for perks and add-ons, etc. And balance changes are done by the devs in regular intervals. Basically they release something new, monitor it for a quarter, and then do balance tweaks. For example, the Trickster was released in patch 4.6.0 on 2021-03-02, and then the next month on 2021-04-14 got a hot fix balance and bug patch. Then they monitored him for a quarter, and on 2021-07-27 in patch 5.1.0 did a balance pass on him.
That's basically the timeline for new major content balance passes currently. It's released, they do maybe a hot fix the next month, and three months after release do a balance pass. So I fully expect the Boons are under the same schedule, meaning we might get a hot fix in late November or early December and a full balance pass around end of January, something like that.
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I don’t think that’ll be necessary, I’m positive the devs are closely monitoring game results in games with Boons and if they notice discrepancies in escape rates, etc, they’ll tone down their effects (make the Circle of Healing take longer to heal and maybe reduce the radius of effect of Shadow Step or maybe put a cooldown on its effect so it hides auras but only intermittently)
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The funny thing about Blight is there were a lot of people who thought he would be terrible because they thought the bouncing was goofy or awkward. (Not me, I said from day 1 that he had the best map mobility in the game and that alone would make him an excellent killer.) Now of course he’s generally regarded as being one of the top killers. So in terms of exceeding a lot of people’s expectations I think Blight is very successful. 🙂
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For Circle of Healing I think the simplest way to balance the perk is just tune the healing speed percentage. If it’s too powerful just slow it down so it takes longer to actually heal. The longer it takes to heal using the Circle the less useful it is so there’s got to be a sweet spot percentage where the healing benefit and the time taken are balanced out.
Likewise with Shadow Step I think a simple way to adjust the balance is tweak the radius of effect. If it’s too powerful reduce the radius so survivors have to be closer to the totem to remain stealthy.
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Killer Perk: Jogger
Gives a +1/2/3% movement speed bonus.
(Basically it’s a little surprising that the only movement speed perks are bigger conditional or complicated boosts like Play With Your Food or the movement speed increases in NOED and Devour Hope. A small persistent boost might be a nice alternative. Not a huge amount, but big enough that every now and then it might make a difference catching someone before a vault or pallet drop.)
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Survivor Perk: Backstabber
Once per match if the killer is carrying another survivor you can attack the killer by holding your activate ability button next to them for 1 second. Movement speed is reduced to 90% while charging. The killer can interrupt the Backstab ability with a basic attack. If the Backstab is successful the killer is stunned for 1/2/3 seconds.
(Basically this would be a once per game rescue of a carried survivor similar to Decisive Strike. The 1 second charge time and movement speed penalty make it so you have to actually get in close and be behind the killer for 1 second while they carry the person without them noticing you. That makes it a risky move but one with a high benefit payoff.)
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2604388#Comment_2604388
Why is name shaming a bad thing? If someone tells someone else to end their life why should they get the benefit of anonymity?
Pulling this from the Steam forums since they have a similar policy against naming and shaming and I’m guessing the same philosophy applies here.
https://steamcommunity.com/discussions/forum/0/3145094199305548094/ -
Blast Mine and Head On. Neither really seems to do that much honestly in terms of the outcome, they mostly just annoy me as a killer because they’re kind of like getting pranked. Getting blinded multiple times in a match by Blast Mine only sets me back a few seconds really but it’s still annoying. And Head On plays are just goofy, to work they usually need a survivor hiding in a locker instead of doing gens just so their buddy can hopefully run past and the killer can get stunned. It’s hard to imagine Head On making a difference in the overall result of the match though.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2604400#Comment_2604400
We don't know anything about the skill repartition. In every game, all MMR system tend to give a Gaussian function distribution so i assume that DbD is the same : the majority of the playerbase is at an average MMR and there are as many high MMR players than low MMR players. But that's just a guess as we don't know it. Anyway, as i have said already, streamers with 8k hours cannot win properly anymore, they need to tunnel to do so while prior to the SBMM they didn't.
For your balance definition i agree with you but fact is at high MMR the most common result is 3 to 4 escapes and sometimes you will get a 4k.
You should check the Dowsey vs Oracle and Truetalent vs Oracle videos on Youtube : that's how the game is balanced... If you continue to believe that the game is balanced after seeing those videos, it's not logic anymore and we slide to something we could consider as faith or belief...
In one of the last Q&A, BHVR gave the win condition they have chosen : 0/1k = loss; 2k = draw; 3/4k = win. It's as simple as that, number of hooks doesn't count. Otz has explained it.
https://www.youtube.com/watch?v=0fsHR0siSY8
And for the last argument my experience says otherwise. I have 2 really high MMR killers, Blight and Pyramid Head. Most of my matches are against SWF (same nationalities) and when not, all 4 survivors are insanely good at looping, spreading on the map etc...
Sometimes, it's true, i end up against below average players with those 2 killers but it's "rare", like 15% of the time and that's the trial i get 4k easily, which is lame as well.
Just to reply briefly:
- There are some data points on percentages of high skill players. For example, only 4% of Steam players have the Legendary Killer achievement (reached Iridescent 1) while a little less than half the players get achievements for playing an average amount of time, which implies somewhere around 8% of regular players are at a high enough skill level to get to top skill play. Also he devs have made statements periodically that something like 4% of active players were rank 1 under the old rank system. So there is some data out there suggesting the skill brackets follow the usual bell curve.
- I agree, the devs aren’t looking at hooks, they’re looking at escapes and kills since those are the ultimate goals. Hooks are just a means to an end really. In fact statistically you’ll almost never literally hook survivors 12 times in a match even when you kill all four survivors simply by virtue of the last survivor having a decent chance of dying on their first or second hook and some survivors might die through negligence on their second hook.
Mind you, I’m not commenting above one way or another on how good or bad guarding a hook is as a strategy. Generally speaking if you’re “face camping” early while all the survivors are doing gens it’s probably bad strategy if you’re hoping for more than 1-2 kills simply because by the time that first survivor on their first hook dies the gens will be done or just about done and the others probably escape. On the other hand guarding a hook when someone is only a few seconds away from advancing a hook stage is reasonable, and of course if you see a survivor going for a rescue there’s usually no reason not to take the chase assuming the gens are still up. But by and large “facecamping” for extended periods isn’t a useful tactic, while doing zone defense between a hook and nearby gens can be. Mostly though if the survivors aren’t coming to you then going to them extends your pressure.
It would be interesting to see statistics on top rated killers and survivors from the game itself, but unfortunately I’m not aware of it being available, the closest we get is when the devs post kill rates periodically for overall stats and high rank stats, or when someone counts game stats for streamers.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2604323#Comment_2604323
People who have been reported for blatant hacking came back to the game on the same steam account, even though their report had received the response that they were investigating the user and couldn't divulge if they were punished. It's public knowledge that the penalty for hacking is an immediate ban for life.
They purposely ignore questions about cheaters, and refuse to release a any statement about the cheaters in game, or if they are doing anything about it.
How do you know someone was kicked off and came back on the same account? The Steam user name is changeable, it’s quite possible to make a brand new Steam account and then change the displayed user name to match an old account. And there are definitely people who have complained on forums about being “unfairly banned”. Also it’s not surprising they don’t discuss individual cases, or that they don’t discuss cheats since they don’t want to draw attention to ways people might try and cheat.
And finally I think there’s a large segment of cheating that occurs on shared IP addresses at gaming cafes and dealing with that is trickier than dealing with individual accounts. If a cafe owns the game and 200 people play on it every night, but some of them cheat, should Behavior ban that cafe entirely? Do they even have that recourse? It’s not a trivial question.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2604192#Comment_2604192
You started the personal attacks with your sarcasm implying i'm dumb so don't cry now.
https://us.v-cdn.net/6030815/uploads/K5XO868MALIC/image.png
Okay well, 1600h into the game and thinking the game is balanced, what a joke. i'm wondering what is your skill level lol...
And once again you should really learn to understand what you are reading. I have never talked about easy kills. I will stop to answer to you now as clearly you understand nothing of what i write and again you can't help but do petty accusation on my comments motive.
And you are so unaware of the state of the game, it's crazy. The best survivors dying more than surviving ? Really ? xD
https://www.youtube.com/watch?v=gv2bElLrx0Y
https://www.youtube.com/watch?v=ja1nFALfRkk
And for the record, i escape way more than i die. And when i die it's either because i'm face camped/tunneled or because i sacrifice myself for my team to get 3E.
Having 1600 hours into DbD and not knowing that the best survivors are escaping way more than dying is a joke.
Your math is a bit off because you’re assuming there are equal numbers of average players and top tier players when you just take a straight average of the two. Even if you assume that at low to average skill the killers are getting 3-4 kills median results and at top tier survivors are getting 0-1 kill results, there are significantly fewer top tier players than low to average skill ones, so the overall numbers would be a weighted average between the two with a much greater weight toward the more numerous low-to-average bucket. It would be more like 90% of games are 3-4 kills and 10% of games are 0-1 kills with weighted average about 3.
Also your definition of “winning” is a bit different than what the devs are intended the game to be. They want the most common result to be some survivors live and some die, with everybody living or everybody escaping being the least common outcomes. But for that to be the case it implies generators being finished and exits open is going to be the most common result among equally skilled players, meaning that even if a killer plays well they should expect the doors to be open more often than not if the survivors also play well. Expecting it to be a 50/50 chance of the doors opening doesn’t match that design goal of some live and some die most games.
Finally keep in mind that, since there are far fewer high skill players than average ones, no matchmaking system is going to be able to consistently get a high skill killer a match against high skill survivors all the time (assuming it isn’t making you wait for ages to get a match every time.) You’ll frequently be facing lower rated players just because there often won’t be high skill players currently available for a match. Which means high skill killers will still have above average kill rates in their matches and high skill survivors will have above average escape rates. It’s just statistics, it has nothing to do with playstyles. That’s why for instance someone like Otz has something like 4 kills as his median outcome as killer and escapes 70-80% of the time as survivor, there just aren’t enough players at his skill level to make those numbers close to the overall averages of 50/50 that the game as a whole experiences.
I’m not saying you have to like the game or how it’s balanced, I’m just saying that your design goal isn’t the devs’ design goal and you estimates of why the numbers for high skill players are what they are is probably a bit off.
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I’m assuming you’ve also tried the base game killers Huntress, Trapper, Wraith and Hillbilly. If not you may want to experiment with them to get a sense of what kind of playstyle you like. In terms of style Pyramid Head is most similar to Huntress out of those four. They both have a ranged attack that can allow them to hit a survivor from across a pallet or vault but otherwise don’t have a way to get around the map quickly. Huntress’ attack has better range and is a bit easier to land than Pyramid Head’s, but she move more slowly and Pyramid Head has some built in tracking with his Trails and can get some time savings with Cages.
Spirit is most similar to Wraith of those four. They both have stealth abilities and move faster while invisible. Wraith is a bit easier to play than Spirit since you can still see everything normally while phased out, but he can’t instantly decloak to attack like Spirit does so he uses his stealth and speed to get close, decloaks and then hopefully can get in a very short chase from there. (A standard tactic is run in front of a survivor to block them, decloak and chase and hopefully you’ve thrown them off their path toward a pallet or whatever.)
If you’re having trouble finding survivors as a beginner because they’re stealthy then Doctor is a good choice, he has the best tracking in the game. It’s difficult to stay hidden from Doctor so you’re pretty much always active with him. He only has normal movement speed so you want to be strategic about moving around the map, but in a chase his ability can make it so survivors are able to vault or drop a pallet so he’s reasonably good at making it harder for the survivor to extend the chase too much.
If what you like about Spirit is moving really quickly around the map then Hillbilly, Blight, or Freddy all have great map mobility. Hillbilly can chainsaw sprint at hyperspeed in a mostly straight path all the way across the map. Blight doesn’t have the instant down Hillbilly does but moves just about as fast as Hillbilly and can bounce off obstacles and walls to do sharp turns so his map mobility is maybe the best in he game. And Freddy can teleport to any generator with a not too long cooldown, so he can get around the map strategically very quickly to keep pressure up all across it. (Demogorgon also can teleport around but I’m not sure if he’s still for sale still.)
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@Poorfu said:
The fact that behavior does absolutely nothing to fix their anti cheat and the fact they BAN legit players for leaving a cheater's lobby. It almost seems like they really want people to cheat in this game. Recorded evidence doesn't even help much anyway since they won't do crap about it. The cheater epidemic is very large right now and I don't see anything being done about it.
What are you basing the claim on that reports can’t get people banned?
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Minor technical point but killers don’t have an emote button on PC. Or do they not get a vote?
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I don't mind the cursed seed hooks as a killer, although I kind of wish they had more obvious special animations when you hooked people to make them actually feel exciting to use. Other than a slightly different skin and a yellow aura they're just normal hooks from the looks of it. 🤷♂️
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2603269#Comment_2603269
Not sure why its use rate is still that high. It really does baffle me, with how quick it goes down and how boons are now an extra incentive to go for totems.
It may last longer than you think on average, maybe. 🤷♂️ The problem with relying on off-hand memories of your own games is we tend to remember the games that were really frustrating or really exciting and forget the "average" games. So you'll remember those times your Ruin got cleansed in the first 20 seconds because it ticked you off, but you might not remember those other games where Ruin last a while but its impact wasn't the exciting part of the game so you never really noticed how long it stayed up one way or another.
Unfortunately I have no objective data on how long Ruin stays up in games. It would be an interesting stat though. (Probably would have to cull through a bunch of streamed games somewhere, look for Ruin and measure the times before they were cleansed.)
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- Practice timing your clicks to be able to maximize the distance you can chainsaw
- Practice moving around in tight circles around small obstacles because a common survivor tactic is to try to trip you up into colliding with them during a chase
- The trope is that Bubba is only good for camping, but that's not actually true. Yes, he's good at defending a hook, but it's bad strategy to just stand around a hook if the other survivors are just doing gens. By the time that person on the hook dies the other survivors can virtually have the Exits open so you need to exert pressure on multiple survivors at once to slow them down. So after you hook, if you don't see them coming to the hook for a rescue, go to them and drive them off the gens. (But obviously if they are impatient enough to go for a rescue while you're nearby then punish them accordingly!)
- A tactic survivors sometimes use against Bubba is to dive into a locker while he's using the chainsaw. A counter against that is to intentionally run into the locker they're in. It will put you in a Frenzy outside the locker, and the survivor will have to try and time getting out of the locker at just the right moment so that they don't get hit by the saw (if they get out too early) and also you don't grab them (if they wait too long). And that can be tricky to time since the length of the Frenzy depends on how many times you refreshed the chainsaw rush.
- If you are already in a chainsaw rush, and the survivor drops a pallet, you can instantly break the pallet with the saw and recover in half the time it would take to break it by kicking it. However if you aren't already in a chainsaw sprint, and there's a dropped pallet, just kick it if you want to break it because it will take you longer to rev up the chainsaw to break it then it will to just kick it normally.
- If a survivor is injured remember that you can just down them with a basic attack, no chainsaw needed. (Sometimes it's easy to get into this zone of trying to chainsaw everybody when you don't really need to.)
- Be a little careful around window vaults, you obviously can't go through a window while revving the chainsaw so you might need to have a route around it planned or just go for a basic attack instead if you're not going to be able to saw them down before they safely get through. (Your saw does have a bit of reach, though, so if it's close you can still hit them if they're just on the other side of the window.)
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Hemorrhage by itself isn't worthwhile, but typically Hemorrhage is paired with something else. All the perks that inflict Hemorrhage also inflict other things. (Sloppy Butcher and Scourge Hook inflict both Hemorrhage and Mangled, and Blood Echo inflicts Exhaustion.) Likewise some (though not all) of the add-ons that inflict Hemorrhage also inflict something else (e.g. Begrimed Head for Huntress inflicts Mangled and Hemorrhage).
I agree though that Hemorrhage by itself isn't worth much, so the add-ons that just give you that and nothing else aren't that good (e.g. Serrated Jaws for Trapper). One possible exception might be Rusted Needle for the Twins since Victor can see the bloodtrails in bright red similar to Bloodhound, but even there that Rusted Needle add-on could probably stand to do something else too. 🤷♂️
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@jesterkind said:
I've been considering pairing Bloodhound with an addon or maybe a second perk that inflicts Haemorrhage to counter Shadow Step, but honestly I don't have that much trouble following them anyway unless they're on an indoor map.
Still- I have no doubt that it genuinely does help, I may check it out anyway.
Also note that Bloodhound makes the trail last a few seconds longer than normal (2-4 seconds longer based on the perk rank). So, even if you are good at spotting the blood without it being bright glowing red, Bloodhound can help you see old blood spots that otherwise might have evaporated without it.
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There's a reason I have Bloodhound as my icon. 😉
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2602219#Comment_2602219
Yeah, but BMing your opponents and sandbagging your teammates, who don't even have the ability to quit, during the whole game is very respectful, right?
No, intentionally throwing a game is also disrespectful. Why would you assume I would think otherwise?
If you're logging into a match then you should actually play the match. Don't ragequit, don't go afk for extended periods for no reason, don't intentionally throw the match.
And no, your teammate not playing well isn't a reason to ragequit. Suck it up and finish the game.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2602344#Comment_2602344
I didn't mention this in my OP...but the entire Add-On system is a turn off to me. I avoid it altogether because I hate it.
I hate the fact that I need to grind to purchase 1 time consumable crap to play my character better. It reminds me of Contracts in NBA 2k or Madden, total turn-off.
You don't actually need to grind. Personally what I do is before each game I do one bloodweb. Then I use whatever I have available for my add-ons and offerings. Between the bloodpoints I get from the match, plus the daily mission and the Rift challenges, that's more than enough to do one or two bloodwebs per match with points left over. I look at the add-ons as just the ammo or loadout for the match. And the offering is usually just a bonus category for more bloodpoints or some small benefit.
You definitely don't need to grind though. I think the game assume you'll use at least a couple of brown or yellow add-ons per match, but like I said that's trivial to get those if you do one web per match. The only thing grinding gets you is more green and purple and red add-ons, but frankly you can do just fine with the browns and yellows.
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Also, FYI for flashlights, always turn to face a wall if you can while picking someone up. It makes it much harder for them to blind you while you pick them up when you are looking at a wall or large rock or whatever. (I hardly ever get blinded when I look at a wall when I pick someone up.)
You can’t avoid getting blinded while breaking a pallet, but that’s not too big a deal since you were stationary during the breaking animation anyway. And you can still hear the survivors while blinded so you still probably get a sense of where they ran just from that, on top of the scratch marks and so forth.
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On a tangent I think Meyers has some of the most fun add-ons in the game. 🙂
- Scratched Mirror makes it so you stay in Stage 1 Evil the entire game (i.e. stealth mode) and move a bit slowly but you can see auras of survivors when you stalk. Look up Jump Scare Meyers for examples of people playing this.
- Vanity Mirror means you are in Stage 2 Evil and can’t get to Stage 3, but you can see auras of survivors. Combine this with his yellow Rabbit add-on and he becomes a standard basic attack killer with a very small terror radius and the ability to see survivor auras at will. It’s actually pretty fun!
- Tombstone add-ons let you kill survivors during a chase instead of just downing them when you are in stage 3. They take a while to charge up but once you get to stage 3 all you need is to get in range to hit a survivor up close and they’re out of the game. If you combine this add-on with his Infinite Evil add-on (which is a red so you may or may not have it at a given match) then it takes a really long time to charge up the meter to Stage 3 but once you do you can instant kill everybody for the rest of the match (!) Even dirtier, if you use Play with your Food these Kills from Tombstone don’t count as basic attacks, so you can literally build up three tokens with Play With Your Food, move at +15% extra speed and kill everybody you attack once it’s going full force.
Ironically I think Meyers is more fun using any of those add-ons than just base kit with normal play add-ons. Those variant modes of play for him are pretty darn fun though. 🙂
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I think Circle of Healing in principle is ok, it’s really a question of tuning the healing speed. If the current version is too strong all they have to do is turn the benefit down. It’s easy to see that if it only let you self heal at 1% speed, for instance, it would be too weak to be useful, and too fast and the perk is too strong, so there must be a sweet spot between the extremes where the speed is relatively reasonable, so a survivor would have the option of running over and healing but the time it would take would make up for the benefit it gives.
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To answer that question what do you like about playing killer, what aspect do you enjoy? Because really it’s about what you think is fun as a playstyle that might help you decide which killer to get.
- If you’re looking for a killer that can help you find hidden survivors, Doctor is the best tracker in the game. His ability lets you locate survivors very easily and keep him in chases pretty consistently throughout a match. And his short range shock is good to block out survivors at vaults so he’s decent in a chase. His main weakness is he has no special way to move around the map, so when survivors are spread out it can be a big harder for him to exert mapwide pressure on them.
- If you like stealth killers then Spirit, Ghostface or Pig all have good stealth. Ghostface is the simplest stealth to use, just turn it on when it’s ready and it lasts until you are spotted or hit someone. Pig can crouch to stalk any time she wants but can’t as easily attack like that and moves slower than normal. Spirit’s invisibility is the stealthiest of the three, and she can move extremely fast while doing it, but she is unable to see the survivors while invisible and has to rely mostly on hearing to locate the survivors (always play killer with headphones!)
- If you want a killer that can get around the map quickly, Blight or Freddy is the way to go. Blight can sprint around the map much like Hillbilly but can bounce off obstacles and do tight turns that way. He just doesn’t have the instant down that Hillbilly does. And Freddy can teleport to any generator on the map pretty much when he wants (within reason)
- If you want a ranged attacker, Trickster or Plague or Deathslinger all have ways to injure survivors at long range. Deathslinger is the most similar to Huntress of the three. Trickster has rapid fire shots that take multiple hits to injure someone, but his mobility while throwing daggers is pretty much the same as when he’s just walking around so he’s pretty agile. Plague’s ranged attack is more like a shotgun blast, it covers an area in a burst of fire that infects or if she’s charged up injures or downs a survivor.
- If you’re really just looking for a killer who is good in a normal chase, Leatherface or Clown or Pinhead are basic attack killers with abilities designed to make it easier to hit people up close. Leatherface’s chainsaw is vicious, while Clown’s bottles are more like a way to slow and zone out survivors from where they want to run to. And Pinhead’s chains slow down survivors and make it harder for them to vault.
- Finally Pyramid Head and Nemesis both have midrange attacks that can allow you to injure survivors from across pallets and through windows. (And in the case of Pyramid Head, through walls too). Their range is shorter than the long range killers but they make up for it with normal movement speed and some other advantages and abilities.
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DbD mobile actually does allow you to create a custom match against bots which is nice. I just unfortunately don’t like playing on mobile because controls on a tablet aren’t that great, PC is much better for control.
It’s a shame because the PC tutorial does allow you to play against bots with Trapper as the killer on a specific map. If they could expand that out to more maps and more killers it would be a decent practice mode.
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I have no sympathy for people who ragequit. It’s extremely disrespectful of the other players in the match.
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As a killer I’ve seen decent playing Mikaela’s and some who are the weak link in the chases. She’s obviously he new flavor of the month survivor right now but that’ll pass eventually. 🤷♂️
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I like the idea of Boon totems in principle. There’s nothing inherently broken with having a resettable perk that puts a boost around a limited stationary area. Whether or not a specific boon is overpowered or underpowered is entirely dependent on its actual stats such as its radius of effect and percentage bonuses to actions. For instance, Circle of Healing would be too weak if it only gave a 1% speed increase, but too strong if it made healing instantaneous, so somewhere in the middle there exists healing speed increases that are reasonable. Likewise if Shadow Step’s radius was only 1 meter it would be worthless, but a map-wide radius is too much, so again somewhere between the extremes there is a sweet spot for the radius where it’s ok.
I have no data to say whether or not the current versions of Circle of Healing and Shadowstep are overpowered, but I’m sure he devs are monitoring them since they’re brand new and if they hypothetically are skewing the escape numbers they’ll probably be tuned down to compensate. But the general system of how Boons are placed and resettable is ok.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/2602101#Comment_2602101
I must admit I really got into Surveillance when I played killer. Such a handy perk that isn't always anticipated over the more commonly used perks.
Yeah, even without Ruin you can still get value out of Surveillance by kicking gens when you’re not in a chase. Kick a gen, keep looking for survivors, and the instant a white gen turns red you know to immediately go back.
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Once all the survivors are clearly able to escape no matter what I do I just ignore them and go looking for pallets or breakable walls to smash or the hatch to close. No point bothering with them standing around for no reason other than to teabag me at the gate.
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I’ve never been much of a fan of BBQ to be honest, I tend to like other perks like Thrilling Tremors or Discordance or Surveillance better, and those all have the benefit in the current boon meta of not being as vulnerable to Shadowstep.
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@D34D_B34TB0X said:
Is frozen yogurt an ice cream? Is pizza a pie? Are tomatoes a fruit?
I would say
- Actual Ice Cream requires cream. Yogurt is usually made with milk, not cream, so it’s not quite ice cream 🍨
- Pies can be open faced at the top, in which case they’re also called tarts, but the key thing about pies is they need a pastry crust of some kind. Pizza dough is different from pastry dough, so pizzas aren’t quite tarts. But an open faced savory meat tart would be really similar to a pan pizza. (Mental note: Pick up pizza for lunch now… 🍕 🤤)
- Interestingly the term “vegetable” has two definitions, one botanical and the other culinary. The botanical definition is that fruits are the edible blooming part of a plant with the seeds and vegetables are other edible parts of plants. So botanically a tomato is a fruit. But the culinary definition is based on flavor profile, and tomatoes are savory so they are called vegetables in that setting. So tomatoes can be fruits or vegetables depending on the context. 🍅
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2601466#Comment_2601466
This is a valid point, however, soup must contain vegetables, or meats, failing that, something savory. Wheat, and grain, in my opinion, make for a different dish all together.
Just FYI wheat soup exists (look up cracked wheat soup for instance)
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2601468#Comment_2601468
Depends on if you count fat as meat since milk has milk fat in it
but even then there is a second component if that doesn't count
In terms of savory aspect some cereals are indeed savory at least in some capacity especially those that add flavor to the broth, like cocopuffs or in my case as I was eating writing this captain crunch
Not all soups are savory, desert soups are fruit based for instance.
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@syain said:
Unless you mix it with hot water instead of milk
Just FYI cold soup is a thing, so is milk and cream based soup.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2601414#Comment_2601414
A classic scarecrow pumpkin head killer with a scythe. Maybe he could drop pumpkin traps that explode and reveal the auras of survivors and slow them down.
Now that you mention it a reaper with a scythe would be a cool skin for a killer.
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I watched David S Pumpkins so I’m good. 👍
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Pumpkinhead DLC = confirmed 🎃
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I've only run into one boon totem I couldn't snuff out, I was playing Clown and it was a spawn in the lower level of The Game that was wedged between a wall and some boxes. I haven't had any trouble cleansing any others.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2601328#Comment_2601328
Really?
I enjoyed 4 5 and 6 way more than 1, 2 and 3 (I consider 5 to be the strongest of the series, actually). 3D was the worst until Spiral. Jigsaw was also pretty good.
If I had to order the films, I'd go 5, 4, Jigsaw, 6, 1, 3, 2......3D, Spiral.
Obviously it's all a matter of personal opinion. But in case anybody's curious, here's the Rotten Tomatoes critics ratings
- Spiral (2021) 37%
- Jigsaw (2017) 32%
- Saw: The Final Chapter (2010) 10%
- Saw VI (2009) 40%
- Saw V (2008) 13%
- Saw IV (2007) 19%
- Saw III (2006) 29%
- Saw II (2005) 37%
- Saw (2004) 51%
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2601188#Comment_2601188
I was hoping it was good. I’m guessing Spiral was that bad?
I never watched Spiral, but frankly all the Saw movies after the first are various levels of bad. (The original Saw is pretty good, but after that they get pretty nonsensical.)
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I like OhTofu's Youtube videos, he's a good player with a funny personality and a good speaking voice.
Runner up is probably Michi, aka Lord of the Hags. He only plays Hag but his videos are entertaining and he's REALLY good with Hag, it's pretty insightful.
Otherwise I watch Tru3ta1ent's matches - he's not my favorite commentator (he tends to gripe a lot) but he posts around four matches a day and he's a solid player all around. Otz is a really good player and all around nice guy but for some reason I never really got into his videos, not sure why, maybe it's because some of them are a bit long? 🤷♂️
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Guarding a hook isn't unsportsmanlike. I agree being on a hook can be boring for the survivor though, that's just an unfortunate flaw in the game design where part of the game is people being unable to contribute for up to a minute or two at a time. (It's one of the reasons I just play killer, there's much less downtime.)
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I'm happy with the Bloodpoint rewards I've gotten this month. I think I've gotten about 1 million bloodpoints just from the special rewards the last few weeks (that's on top of all the bloodpoints earned during matches and from missions.) One of them was 666,666 bloodpoints even.
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I stopped using the serum after screwing myself up trying to use my ability and forgetting I had the serum, ending up running full speed past survivors by accident (oops) 😄
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There’s a ton of hidden neat stuff, it’s kind of unfortunate there isn’t a convenient free explore or practice mode where you can just go in and explore a map solo.
Off the top of my head though the secret chamber survivors can open in Midwich is pretty sweet. 🙂
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/2600329#Comment_2600329
Zanshin Tactics doesn't slow down gen speed, and is therefor useless.
Windows of Opportunity can help survivors lengthen chase time, which helps the team with gen speed.
Hypothetically if Zanshin Tactics helps a killer shorten their chases then it does put gen pressure on the survivors (since downing survivors is the best gen pressure of all.) The problem with Zanshin Tactics is it’s not obvious how much if at all it shortens your chases. (Taking out breakable walls can weaken those loops and shorten those chases, but how often would Zanshin clue you in to a wall you didn’t already know was there? )
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Windows of Opportunity honestly seems pretty great now for survivors. Knowing precisely where you can run when a chase starts is huge!
Ironically Zanshin Tactics doesn’t seem to be as popular for killers even though it’s basically the same ability. I think it’s because the survivor is the one leading the chase and the killer is responding to what the survivor does, so the killer knowing a vault or pallet is coming up isn’t quite as useful to them as the survivor knowing where the closest vault or pallet is can be to them. (Although it is interesting that Zanshin Tactics shows the killer where the breakable walls are, which might be useful to know to weaken loops ahead of time… I might have to give this a go sometime…)
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2600289#Comment_2600289
I would argue that the yogurt is taking the form of cream in the broth of the soup.
I agree yogurt is taking the place of cream or milk here, but those aren’t broth either. I believe broth is specifically when you simmer something in water to imbue it with that flavor, so Milk and cream and yogurt aren’t broth.