dugman
dugman
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I want to enjoy every killer. Some I like less than others though.
- Nurse - My least favorite killer, I have no idea why the devs though staring at the ground half the match wouldn't be super annoying.
- Hillbilly - He just feels so clunky! Bubba just feels a lot smoother and Blight has at least as much mobility
- Hag - I love watching Michi play Hag, I just don't like playing her much though, I don't have the timing to hit the teleports reliably and she's so slow that without that she's not very good.
- Huntress, Deathslinger, Trickster - I don't like moving 110% and I'm not into ranged attacks. Not to mention DbD is weirdly the only first person shooter where characters don't have crosshairs, so annoying!
- Spirit - I don't like playing only by ear.
- Blight - If I played him often enough to hit his Lethal Rushes consistently I'd probably like him. I hardly play him though and I don't feel like practicing him just to get over that hump.
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IKEA job interview
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@Akumakaji said:
I have nothing really to add to the discussion, but this:
this must be one of the most bizzare topics and resulting discussions that I ever saw here. Thats it. Bizzare beyond compare.
Years ago I had a survivor complain I was "camping the gens" when I had a 3-gen I was defending. Even the other survivors thought that guy was an idiot.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3194657#Comment_3194657
You can call it whatever you want, but devs have stated that if the killer isn't making an effort to kill survivors for an extended period of time, that the "3-gen" is now a hostage situation.
I don't remember the devs ever saying anything of the sort.
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It's a top perk but its usage is literally half what it was. It used to be in 40-50% of matches, now it's in 20-25% of matches.
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How is it the killer that's refusing to progress the game if the survivors aren't doing the gens?
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Sometimes the algorithm has to put someone who's been waiting a while in the next available match regardless of the ratings.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3194551#Comment_3194551
Let’s not get caught up in the semantics of “a lot,” that’s not important. It’s subjective and taken from my experience reading on here, Twitter, and watching Youtube videos of players pulling it off consistently. My point is there are players who can do it, kudos to them for being able to do it, but unfortunately i can’t.
For sure, count me in that category that can't, I still have trouble hitting Good checks. 😄
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3194062#Comment_3194062
Yea I’m familiar with that combo, but there are a lot of players who can hit the great skill checks without any SO stacks consistently- getting max value. I struggle doing it.
"A lot" is probably an overestimate. There's definitely people that can consistently hit Great skill checks but I'd be surprised if they're not a very small minority of players.
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@usesPython said:
https://forum.deadbydaylight.com/en/discussion/comment/3194029#Comment_3194029
Nightlights kill and pick rates actually only comes from survivor matches uploaded to the site, so someone only playing a specific killer and 4King every game wouldn't skew the stats if they posted their own killer matches. From their about section:
Where is this data from?
These stats are aggregated from thousands of Survivor matches uploaded to NightLight.
Is there a way to change the date span?
In the interest of avoiding any issues including those relating to sample size, the date range is currently set to 30 days no matter the start date.
Why are there no stats for today?
Stats are gathered from the NightLight servers at around 4pm UTC each day so as to somewhat align with DBD patch times. If you visit before that time, the latest data will be from up to 4pm on the previous day.
What is the definition of a kill?
Kills are regarded as anything other than escapes, non-given hatch escapes, and hatch escapes with a key.
Thanks for the clarification, that's even better than I thought then. 🙂
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TLDR Sadako buffs to her TV CDs should help her build condemnation pressure without the need to slug excessively. Limiting Ring Drawing is a worthwhile trade for increased map presence. She needs buffs or else slugging will remain one of the best ways to play her.
I’ll never understand why people complain about slugging versus being hooked. If you’re slugged you can at least move around, you can’t do anything at all on the hook. And slugging Sadako is getting into chases more quickly and is directly interacting with all the survivors at once versus, say, facecamping a hook. To say a hit and run heavy slugging style is “boring” like some people in this thread seem to think is bizarre to me. How is constantly being chased “boring”?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3193267#Comment_3193267
...people don't realise they need to look at their condemned?
It’s more like Sadako is putting pressure on multiple fronts that require the survivors to be doing a lot of multitasking so it becomes more likely that in the process they’ll accidentally leave Condemned unchecked too long and get punished for it. Between having to revive survivors, lots of chases over and over, teleporting around the map to keep the pressure up, and having to keep track of the TVs as well as the normal objectives of gens and hooks, it’s not that hard to accidentally lose track.
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@Krazzik said:
I've been finding bots that bring an Ormand offering, insta do gens and leave. Just can't understand why someone would set up a bot to do that.
It's funny though, bring a Sacrificial Ward and it breaks them.
I think it has to do with the bots advertising links in the aftergame chat. They don’t care about the match, they just want to get to chat to spam a link to their site.
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@KerJuice said:
I don’t know how y’all hit those skill checks. I can’t get past the 3rd one most of the time- especially if the 4th one is at 4 o’clock. I don’t even attempt at that point and just settle for a good skill check.
A lot of people run Hyperfocus with Stake Out which turns Good checks into Great checks. I’m betting the devs are specifically keeping an eye on that particular combo though.
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@kisfenkin said:
And they are easily countered with Gearhead and Discordance, so they will never be the meta that everyone brings.
Discordance is great against Prove Thyself, Gearhead is a bit weak though even as a counter to Hyperfocus. Not only does Gearhead require you to get a hit to activate it in the first place but the aura is shows can be hard to see against the generator aura and it has no noise notification so it can be easy to miss.
Franklins can help a bit against toolboxes, although it doesn’t help as much if the survivor simply uses the tools up right away at the start of the match.
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@nigylotwitch said:
https://forum.deadbydaylight.com/en/discussion/comment/3194036#Comment_3194036
(Pssssst.....I think I was making a sarcastic response....)
I know, I’m not sure Shroompy got it. 🤷♂️
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(Pssst… I think the original post was being sarcastic….)
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3193986#Comment_3193986
Where do you get this statistic? I want to see all of available (I mean not only about killer pick rate).
Regardless topic, it true they said "statistic is a third like". Looks like Sadako is stronger than nurse, just less popular :)
Nightlight. Just some caveats
- The mods have mentioned they don’t want links posted to aggregate sites because a lot of them use Steam API for data collection and the game doesn’t support that. (I don’t use Steam API for anything personally so I don’t know much about it either way.) They don’t seem to mind numbers from the site being posted though, they just don’t want to encourage people to use Steam API for anything.
- The site appears to get thousands of matches per week but that’s obviously still a relatively small data set, and since its voluntary you can’t really put too much stock in the character specific kill rates and pick rates. For instance for all I know there’s one insanely good Sadako player uploading all their matches and heavily skewing it his month. The overall average kill rate across all killers seems pretty consistent at 56% post rework though so that might be a bit more reliable for the general MMR bracket of its users.
- It also tracks the pick rates for perks based on opponent data (i.e. if I upload my match it counts the perks my opponents used for perk pick rates as opposed to the perks I used.) That makes the perk pick rates a bit more reliable, although it still has a bias in that its mostly English speaking regions using the site and perk popularity varies by region. (So for example Self Care is a lot less popular on this site than it is across all regions because apparently Self Care is insanely popular in Asia and elsewhere.)
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@Pyrosorc said:
https://forum.deadbydaylight.com/en/discussion/comment/3193986#Comment_3193986
I always find that the "worst" killers tend to get the most kills in my survivor games. I attribute this those killers nearly always sweating insanely hard in their playstyle and almost always bringing their top addons, while more regular killers are still a mix-bag of whatever addons they felt like.
Like I don't think I've ever seen a Sadako who isn't shamelessly teleporting right back to every single hook. And it's been a LONG time since I saw a trapper without at least one of the iris.
Actually I think broadly speaking stealth killers do particularly well against average survivors but against very observant survivors and especially observant survivors on comms stealth becomes much weaker. That’s why for instance I think historically Pig has had great overall kill rates whenever the devs release those stats but the consensus is she doesn’t do as well at the higher end.
So it wouldn’t surprise me if Sadako and Dredge do ok in the overall numbers but are weaker at the top end.
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Also… huge drop in experienced survivors playing lately so this is based on a pool that is likely much more heavily weighted by weaker survivors.
There’s actually no real evidence there’s a huge drop in experienced survivors, at least not to the extent you’re implying where data is “much more heavily weighted by weak survivors”.
Matchmaking is so broken that solo matches are basically all random at this point. I’m a (I guess what I’d have to call a ‘once high MMR / ‘red rank’’) survivor that has been soloing forever and constantly loses from bad teammates, I lose way more than I win because soloing is awful and this is true for everyone. …
Matchmaking isn’t as broken as you’re claiming. The MMRs themselves seem to be fairly good estimators in that when the MMRs are close the match is close. This was evidenced for instance in the tests they did where when the matchmaking was strictest on MMR pairings the matches were “sweatiest” and when the MMR was totally ignored or the system used Grades the matchmaking was much more random than it is normally.
Also most players probably are in the middle section of what would be a bell curve for the MMR ratings, that’s entirely normal. When we took some rough guesses the best fit was about 6% of players are over the 1600 soft cap based on a normal distribution with mean 1000 and standard deviation 400. Peanits has also commented that the percentage of people over the soft cap is small, although he didn’t know the exact number it’s not anywhere close to the 20% figure some people are throwing around (which seems to stem from some bad math.)
These stats are taking none of this into account. The announcement is their useless review of bad data. If I ran a company I wouldn’t release it. And I have to assume they can’t segment it out because of what I said about MMR… they have no useable, accurate MMR segments because they’re rendered garbage by the way they determine wins and losses.
The devs literally said the numbers are just rough overall snapshots of the entire playerbase and that they don’t use them for internal decisions but have much more detailed dashboards where they can drill into finely segmented cross-sections of data.
P.S. I’m also a data analyst, just sayin.
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I always turn my monitor brightness up when I play, the game is honestly generally too dark for my tastes. Some parts of some maps are literally impossible to see anything in (e.g. the upper floor of the house in Garden of Joy)
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On a tangent, not that these stats mean much, but I just noticed that Sadko and Dredge are in the top three killers for kill rate over the last 30 days on Nightlight. (It’s Sadako, Nurse and Dredge in that order.) Obviously I don’t put much stock in these individual killer numbers on this site since its they’re based on voluntary uploads and swing pretty wildly month to month, but thought it was a funny coincidence since the thread is complaining about both of them. 🙂
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I don’t think it has much to do with that they want “consistency” in special attacks as it is something to do with a technical limitation of the engine regarding special attacks. I have a feeling they’d love to be able to tweak how Victor looks for various skins but it’s just not practical in terms of how much they’d have to change.
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Honestly between this and Babish doing a Ramen episode recently I'm tempted to make some. 🙂
https://youtu.be/gCW1hVAebWU -
Deathslinger has a gun, are you talking about handguns?
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Iri hatchets aren't even necessarily her best add-on because they only let her carry one hatchet at a time. It seems like a lot of the best Huntress players I've seen much prefer using the add-ons that instead give her additional hatchets so that they can use them for longer range shots more consistently. (With Iri you're kind of limited to only using the hatch for closer range shots since missing with them is very punishing.)
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THE TRAPPER - I don't think he's all that underrated because his early game is particularly slow since he has to walk around picking up traps and putting them where he wants. And sure, you can win with Trapper, but honestly if you can win with Trapper you can probably win with any basic attack 115% speed killer just as easily, if not more easily. Also Trapper gets significantly weaker the more observant the survivors are about his traps which hurts him in the upper ranks. Personally I'd love it if they made his Purple add-on where he starts the match with all his traps on hand but can't move them around his base kit, it's greatly speeds up his early game and is just a more fun way to play him, but that's just me.
THE HILLBILLY - I don't think Hillbilly is bad but he feels a lot more awkward to play than both Leatherface and Blight who would be his closest cousins mechanically. Basically if what you like about Hillbilly is zooming around the map then Blight can do the same thing but can also bounce around corners while doing it. And if you like chainsaw attacks Bubba's is much easier to land. Hillbilly is like a clumsier version of a hypothetical lovechild between Blight and Bubba.
THE NURSE - I'm with you, I can't stand playing as Nurse. It's the staring at the ground thing that bugs me, I can't imagine why anybody thought watching grass grow half the match would be a fun way to balance her power.
THE SHAPE - I'm not all that into Meyers base kit, but his Mirror add-ons and Infinite Evil and Tombstone are all a lot of fun. 🙂
THE HAG - I don't play Hag enough to be great with her but at least she's definitely a unique killer! She's much more tactical than a lot of killers, the last thing you want to do is get into extended chases with her so you really have to be smart about setting up your web of traps.
THE DOCTOR - I love Doctor's tracking, it's probably the best base kit tracking of all the killers. The only thing that holds him back really is he doesn't have any special mobility and, while his Shock can be useful in a chase, it's not as potent as, say, Bubba's chainsaw or even Clown's gasses. That's why I think a lot of popular tier lists have him in something like B or C tier.
THE HUNTRESS - The one thing that bugs me about Huntress and Trickster is the lack of an aiming reticle. This is the only first person shooter game I can think of where ranged attackers don't has a crosshair, it's kind of annoying. (Gunslinger at least aims down his gunsights.)
THE CANNIBAL - I totally agree with you about Cannibal being good without actually facecamping. I actually think a lot of people just do it because they think the Bubba facecamp gimmick is funny or whatever. I never do it though, face camping is just super boring and a lot of the time it's not even as good as being more proactive.
THE NIGHTMARE - I'd love to see them let Freddy have both snares and fake pallets simultaneously in his base kit and swap between them by tapping the Ability button (similar to how Clown has two types of bottles that he swaps between). That would give him extra flexibility where he could drop pallets between chases to set up for later surprise hits and set up snares mid-chase to slow down survivors trying to do a loop.
THE PIG - Pig's traps aren't really intended to get a lot of kills, they're meant to slow down survivors by forcing them to take time out to run around and try and get the trap off. Personally, though, I actually like Pig because I like stealth killers and her on-demand stealth with a very low profile is really good at sneaking up on survivors. I like to use her brown add-on that speeds up her crouching movement speed to compensate for how slow it normally is, and also her red add-on that takes away two traps but lets her see nearby auras while crouched. I land a ton of Ambush attacks with that combo. 😄
THE CLOWN - Clown is ok, his main problem is the lack of mobility. But yeah, in a chase he's pretty solid.
THE SPIRIT - I don't really like playing as Spirit, playing by ear alone isn't all that fun. That's just me though. 🤷♂️
THE LEGION - Legion is ok, I get why sometimes people think their matches can drag on too long though.
THE PLAGUE - Never really got into Plague much. I like the concept of the infections though.
THE GHOST FACE - I love stealth killers and Ghost Face is definitely solid at it. Not only does he move around full speed at stealth but he can also crouch move fairly quickly to be even harder to spot. And now that his Marks last 60 seconds and Marked survivors can't break you out of stealth it's made it even more effective to just fully Mark someone instead of always going for 99% Marks because you can pretty easily catch back up to someone who's Marked before their timer runs out.
THE DEMOGORGAN - Yeah, it's a bummer Demogorgon isn't for sale any more. Wesker's kind of scratches a similar itch though so at least new players can use him. 😄
THE ONI - Oni's power is better than Hillbilly's when he has it charged up. He's a lot more maneuverable while rushing around and he can also do standard lunge attacks while charged up that still instant down survivors and break pallets. So you really can hit with his instant downs more easily than with Hillbilly. Of course, like you said, his weakness is he has to charge his ability up and that early game slows him down a bit.
THE DEATHSLINGER - The one thing I don't like about Deathslinger is he turns very, very slowly while aiming his rifle. I think he's the only ranged attacker that can't turn at his normal rate while aiming his attack. It's kind of irritating.
THE EXECUTIONER - Cages are actually underrated in my opinion because every time you send someone to a Cage you've shaved off about 10 seconds of carry time compared to taking them to a hook, not to mention negated any possibility of a flashlight or pallet save or bodyblock or sabo play, etc. Yeah sometimes a hook can be a better move in some situations but my rule of thumb is Cage whenever I can so that I can immediately get into a new chase ASAP.
THE BLIGHT - I'm not great with Blight because I don't play him enough to consistently land his Rushes, but he's a really solid killer for people that can land his Rush attacks. He's got amazing map mobility, can hit around corners with Rushes, can break pallets with Rushes, and has some decent add-ons to boot. That's why in most tier lists he's usually in S tier just below Nurse.
THE TWINS - I think the Twins are ok but I have trouble landing Victor's pounces (again, because I don't play them regularly enough.) But they definitely are pretty decent for people who can use Victor really well.
THE ARTIST - Yeah I'm not sure why Artist isn't a little more popular, she's got one of the best attacks in the game for zoning survivors away from vaults and pallets.
THE ONRYO - I really like Sadako, although I also wouldn't turn down any buff they might eventually give her when they finally get around to doing a full balance pass on her. For instance, I have no idea why she's the only stealth killer that has a lullaby. 🤷♂️
THE DREDGE - I think Dredge is currently my favorite killer. Awesome aesthetic, has solid stealth during Nightfall, and terrific map mobility. I hardly ever even use his Remnant at loops to be honest and still do really well with him just by virtue of his mobility and stealth. He's one of the few killers I've actually had a survivor tell me after the match that I was jump scaring the bejeezus out of them. It doesn't get much better than that!😄
THE MASTERMIND - Wesker is a solid killer, although I haven't played him too much so far. I also think it's funny how he's the only killer with a 40 meter terror radius so running large terror radius loadouts with Distressing and other things is a ton of fun with him. 😄
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Why is Sadako the only stealth killer with a lullaby is my question?
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3193292#Comment_3193292
Gen slowdown regression was changed so that you need to focus on multiple perks now to do what one or two did before. But when you see a #1 perk go to #18 that's pretty dead, Jim.
#18 out of 100 perks is far from dead.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/3192975#Comment_3192975
They apparently lowered it even more, to 1600. It was never necessary to have a cap that low anyway, there is an entire world between queues that are still reasonable and bearable and literal hour-long queues we had in Dowsey's Twins case. ...And even then, someone that has won 190+ matches in a row arguably should be waiting in queue for ages to find actual competition. Of course, ridiculous win streaks like that would never even be possible in a working MMR system to begin with.
The cap is so low that the top 20% of players or something are matched among each other, which is a huge range. It's the same issue we've had with all the old matchmaking systems, where the skill and experience levels in the top ranks ranged from "meghead with 500 hours that consistently struggles to last 30s in chases" to "5000 hour comp blight that usually gets 6 hooks before a gen is done".
And it's not even like a solution here would be difficult or make queue times prohibitively long. Just make it so that the matchmaker looks within a more restrictive MMR range for a certain period of time, like a couple of minutes. If there's really nobody queueing in that MMR range in your region, then the matchmaker can gradually open up the range. And they could make this more restrictive only at the highest and lowest MMR brackets too, because those pose the biggest issues when mismatched.
That's not true. The estimate we worked out previously was it's more like 6% of players are over the 1600 cap.
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Whether or not your MMR goes up or down is entirely based on if you escape or not. That said how much it goes up or down depends on other factors, like your relative rating compared to the killer and whether you were the first, second, third or fourth person to die if you died.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3192802#Comment_3192802
"My point is Pop is being used regularly by an average number of people"
It used to have 75% usage on killer because it worked. I can play survivor for a week and maybe see it once. That level of drop off shows that the perk is dead. If we want to talk about technicalities - Latin isn't a dead language because it is taught in school. For the same reason pop is technically not dead. Some people use it not realizing how little it does now - but most people figured it out and use something else.
https://forum.deadbydaylight.com/en/discussion/comment/3192817#Comment_3192817
Even the most casual groups I watch on twitch share information. "He has Bamboozle" gives you a warning before you should know. Imagine if your perks were all visible next to your character profile for the killer to see in a SWF game. Even small messages like the killer is over here let you know when to make the right decisions.
The simple obvious answer is that SWF gives an advantage therefore people want to play in a SWF to get an advantage at no cost. That's not fun or fair to play against as killer.
Pop Goes the Weasel is the #18 most used perk on the aggregate site I follow. Just because it's no longer a #1 perk doesn't mean its dead. It's even well above average in terms of pick rate.
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Wesker's infection isn't weak, its effect is strong enough that survivors are already incentivized not to ignore it. And the longer the game goes on the more likely it is survivors will be fully infected and have difficulty spraying themselves.
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Colored coded Hexes is an interesting idea.
On a tangent I also think Boon perks should have unique HUD icons so survivors can tell which effect they're benefiting from when they're in range of a Boon.
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If anything the game right now is slightly killer side, we don't need overall buffs.
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@Tizzle said:
MMR has absolutely nothing to do with which role gets the bonus.
https://forum.deadbydaylight.com/en/discussion/comment/3192821#Comment_3192821
No.
The sole reason why the bonus is on one side is simply because there are more players playing the other.
That's it.
Stop trying to come up with delusional reasons why.
First off, the dev blog on matchmaking incentives specifically says it takes MMR into account.
Matchmaking incentives are unique to you and dependent on your matchmaking ratings and region.
Second what did I say that was “delusional”? I said the game needs 4 survivors and 1 killer per match, so if there is an even split of survivors and killers queued up then there aren’t enough survivors in queue to get everybody playing simultaneously. What exactly is wrong in that statement?
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As far as Prove Thyself goes I run Discordance as a staple now because its so popular. Nothing counters survivors trying to pair up to use Prove Thyself like chasing them off the gens every time they try.
I’m betting Hyperfocus plus Stake Out is on the dev’s watch list right now. It doesn’t look like it’s in the top 20 perks yet overall but it’s definitely seen a spike the last few weeks and has gotten a lot of buzz as maybe being overpowered.
Don’t forget slugging for pressure as well as an additional tactic. The base borrowed time really has no effect on slugging and you can focus you carry and hook time on one or two survivors and slug the others if it looks like carrying them is less time efficient than slugging and switching to the higher priority target.
But yeah, obviously extremely good survivors can still win games, ultimately the side that makes the fewest mistakes will typically win the match and if nobody is making any mistakes at all a really coordinated set of survivors has an edge. Which is fine, nothing wrong with that at all honestly. 🤷♂️
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It’s a bit too weak for how difficult it is to trigger it. It’s likely only adding 40 seconds to the game assuming it triggers at all, but compare that to Deadlock or Dead Man’s Switch or No Way Out all of which are easier to trigger and which typically give the killer an additional 60 seconds or more during the match.
Grim Embrace just needs its duration extended.
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@Laluzi said:
Currently more people want to play killer than survivor. If we'd had incentives before 6.1, you would have seen them move around far more dynamically.
It might not even be more killer players, it could be an even 50/50 split and the incentives would still need to be trying to switch most of the killers over to survivor because it needs that 4 to 1 ratio.
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I’m not sure Any Means Necessary needs a buff, but if it does then a simple one is reduce its cooldown from 60 seconds. Clearly the perk is more powerful the lower that cooldown is.
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In the Forum Rules tab there’s a section that says you can change your name once per account and it has a link
Sometimes you need to switch things up. We get that. We offer everyone a one time opportunity to change their name. Please note that your name change is final. You will not be able to switch back to your original name, and you will not be able to switch to another new name. This is for a few reasons: Name changes are not… -
It does increase the pressure on survivors to rescue someone more quickly versus push through on the gens. It works best though paired with at least one other Scourge Hook perk since part of its benefit is giving you a fifth Scourge Hook site.
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It’s probably to keep people who have been banned from simply easily coming back with a new name.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3191339#Comment_3191339
"You can’t just ignore the 2 seconds you get from kicking a gen when you use Pop, it’s part of the total amount the gen is regressed when you kick with it."
You get the same 2.5% regression without Pop so it's deceitful to say look how much more regression Pop is giving.
"I’ve seen streamers using Pop"
I saw a streamer using absolute nonsense trash survivor perks in my game tonight when I was playing survivor. So what.
Pop was 75% usage before the shake up and from what I see in my games it's down to like 7% usage. See my previous figures. Pop now gives the killer 60-120 seconds fewer so it's no longer top tier.
"you’re wrong about Pain Resonance not being useful without its tracking info"
You're on the largest DBD map and you hooked someone in a corner. In the other three corners are two survivors on a generator. Which generator to do you run to? It will take you 15 seconds to cross the map so you can check only one. Your perk does nothing if the generator was very close to being completed.
- You actually have three options - have Pop and kick gens with it, don’t have Pop and kick gens without it, and don’t kick gens. Each has a different level of regression. In order to compare the third option to the other two you need to add in that 2.5% base regression, you can’t just ignore it. It’s definitely possible that kicking with Pop is worth it but kicking without it isn’t for instance compared to not spending time kicking at all.
- My point is Pop is being used regularly by an average number of people including above average ones, it’s not a totally dead perk like you’re claiming.
- “How do you know which gen is being worked on?” Game sense, it’s not that hard actually.
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I’d love to see Scarecrow as a killer in DbD. Imagine him making survivors see creepy things in the environments as a side effect of his fear toxin. Sort of like a cross between the Doctor’s hallucinations and Clowns gas clouds, but with some different mechanical twists.
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I’d be curious to hear an official answer to why Wesker has a 40 meter terror radius, but honestly I wouldn’t be surprised if the reason is simply they thought it would be a neat way to make him a bit more unique of a killer. Thematically he’s a real braggart who wants his opponents to know he’s coming for them so he probably gets off on survivors knowing he’s there.
It reminds me of when someone asks Moon Knight why he dresses in white and he says “because I want them to see me coming.”
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Lol, I played Dredge last week and got a grab out of nowhere because I accidentally teleported into a locker someone else was hiding in. Took me a second to even realize I was carrying a survivor. 😄 So yeah, I admit I did not see it coming!
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If you can find a fun use for Insidious go for it, that perk is really terrible.
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I just posted a thread about Gearhead feedback a couple days ago as it's one of the least used perks and in need of a buff or revamp
@dugman said:
Continuing with discussion thread on the apparently least picked perks, let's move on to Deathslinger's perk Gearhead, the second least picked killer perk on the aggregate site with 0.19% usage
Gearhead - After a Survivor loses a health state, Gearhead activates.
While Gearhead is active, each time a Survivor completes a Great Skill Check while repairing, their aura is revealed to you for 6/8/10 seconds.
At least on paper a 10 second aura is pretty good. Think about Lethal Pursuer, for instance, it lasts 10 seconds and that's plenty of time to go chase one of the survivors you see with it. However, Gearhead is weaker than Lethal Pursuer for a couple of reasons:
- You have no control over when Gearhead will trigger, and an aura appearing in the middle of a chase or when you're in the middle of hooking someone might not be actionable info. And since there's no sound cue it can also be easy to miss the aura appearing in the first place. (Compare that to Lethal Pursuer where you know right at the start to look for the auras and you are in a position to head straight to them at the start of the match and you can see the difference.)
- Gearhead only triggers after Great skill checks, but historically Great skill checks don't get hit all that often by most players so the trigger is going to be kind of sporadic. (Most people hit Good checks all the time but Great checks less frequently. Of course with Hyperfocus and Stakeout possibly gaining in popularity as a combo that might change soon, but we'll set that aside for now.)
- Finally even when a survivor's aura is shown from Gearhead, there's still a nagging issue that it can sometimes be hard to see the aura of a survivor who is working on a generator because the generator's aura sort of bleeds over it. This isn't a deal breaker for the perk but it is a bit annoying. 🤷♂️
Now maybe if Hyperfocus plus Stakeout catches on and survivors are constantly doing Great Skill Checks killers may give Gearhead another shot, similar to how Discordance is seeing an uptick to counter Prove Thyself currently? But the nice thing about Discordance is it always works, there's no prior condition of doing damage you need to meet for it to trigger, and it has a nice noise notification and is really easy to spot.
So maybe possible buffs for Gearhead to make it a bit more popular might be
- Get rid of the damage precondition altogether and simply have it show you the aura of survivors who hit Great skill checks period. That would allow it to trigger more often during the match
- Give a noise alert when it triggers to make it easier to spot the aura that's been pinged
- Extend it to trigger on all Great skill checks, not just generator repair ones. That would again allow it to trigger a bit more often and also show auras of survivors who aren't sitting next a generator at that moment.
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Balance wise he’s ok but I don’t like how his turn rate slows way down while he’s aiming, it feels like turning through mud. He’s the only ranged killer that can’t turn normal speed while aiming and it’s a little annoying.


