dugman
dugman
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If I get literally zero kills I assume it's because I played badly.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1712301#Comment_1712301
Yes, but how does that work with the petal offerings.
Is the cap of 320000 bp stilp there or do you get more bang out of bbq if you are able to go above the 32k cap with petals
I'm pretty sure the petal bonus is counted before the doubling from BBQ since BBQ is doubling your endgame score.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1708676#Comment_1708676
I find it crazy how clown and plague used to be considered some of the best in their day, now they are considered some of the worst. The power creep is definitely hitting hard.
When was Clown ever considered "best of his day"? I like Clown well enough but I can't remember any consensus that he was "the best killer".
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If it makes you feel better the new MMR is probably coming back relatively soon at this point and ranks literally won't matter at all when that happens. (At least not until they add in some other new system like you get a reward for hitting specific ranks each month.)
And yeah, ragequitters suck, no doubt. You do have to be a little careful though rewarding other players if someone disconnects, it might create an incentive for swf players to disconnect to protect each other's ranks if they're losing for instance.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1712270#Comment_1712270
Also a good point. I wonder how that works with BBQ and WGLF
Most perks that give a bloodpoint bonus add to your endgame score but are limited by the 32k cap. For instance, Thrill of the Hunt increases your Devious score events and it does add to your endgame score but it's limited by the 8k max for Devious events in the match. BBQ and We're Gonna Live Forever are exceptions, in their descriptions they say the bonuses are only "post-trial" which means they work like bloodpoint offerings, they aren't added in the endgame score screen but you do get extra bloodpoints in your account and that bonus isn't limited by a cap.
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- Final Destination - It could be really interesting to have the "killer" actually be the environment trying to kill the survivors. So basically the killer player is constantly invisibly moving around putting down environmental hazards and traps and such, trying to set up possible chain reactions. No hooks involved, the objective is to down the survivors three times each essentially, but the ability is less direct since you are changing things in the environment or maybe letting loose AI bots that can attack survivors, that sort of thing. It'll never happen, of course, but it would be cool if it ever got pulled off well. (Sort of like that Resident Evil spinoff game where a mastermind is putting out NPCs and traps that attack a squad.)
- Chucky would be cool but probably won't happen because his height would cause some problems. They'd have to essentially redo how he hooks people (e.g. make the hooks really low to the ground with winches. Rather than carry a survivor he drags them by their arm or leg, and when he hooks it's at ground level and then the hook automatically winches the survivor into the air at the usual height.) And being that short would make it really, really hard to chase people without some sort of aura ability, just imagine Chucky trying to keep track of survivors in the grass in Yamaoka for instance or when they run behind a car, it would be a nightmare for him! It's certainly not impossible, I'm sure there are clever things they could do to get around these issues, but it seems like it would be a ton of work.
- The Creeper from Jeepers Creepers (or any other winged killer). Licensing issues and behind the scenes drama with Jeepers Creepers aside, the devs said a while back that they actually did experiment with winged killers at some point and there were just too many balance problems and technical issues with them. On outdoor maps for instance being able to fly up even a little bit so you can see over everything is a massive advantage. But then on indoor maps like Hawkins or The Game flight would be pretty worthless. Thematically it would be awesome to have a flying killer but I'm not holding any hope for it.
- Any non-humanoid killer. A giant spider for instance would be really thematic in this game, or a huge wolf. Unfortunately I'm pretty sure the devs commented a while back that they need to stick to humanoid killers because of technical limitations.
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Currently matchmaking is still the rank system which isn't tied to specific killers. Eventually they're going to reactivate the new MMR system and that one does rate you differently for every killer.
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@TheClownIsKing said:
I’m too lazy to do the numbers.
But it’s seems like there isn’t really a lot of good reason to use the petals over most other BP offerings.
One small difference is that the Blight Event offerings actually let you get more than 32k points in the endgame scores. So if you're trying to win on score it actually does help you get the highest score (unlike normal bloodpoint offerings which only add the points to your account and not the scores.)
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1711638#Comment_1711638
Very true but it wouldn't be able to tell you the difference between a bug or someone using a script. That's my issue with using anything but video evidence.
But a replay file is the effectively same as video evidence. It's just recording the video differently. Instead of saving actual images it's saving instruction that tell a game file what to show on the screen as the game progresses.
And I'm not sure what bug you're thinking of that a customer service rep watching a replay would have a hard time telling if it's someone cheating or not.
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@Moundshroud said:
Because Wraith can be tough enough to deal with already? :) He is the FASTEST of the Stealth Killers with his Add-On(s), and a Survivor's best defense is to spot him quick to get the maximum head start.
Well, technically Spirit is the fastest stealth killer, it's just that she can only use her speed and stealth in short bursts while Wraith can be stealthed an indefinite amount of time. Spirit can cross short distances more quickly than Wraith can, but Wraith can cross long distances faster than Spirit.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1708601#Comment_1708601
It was more leaned towards the other guy that I was talking to about the same thing. Full video recording would take up too much. I do youtube and a 10 minute video is usually 6 gigs for 1080p. Its why I usually have something recorded even if I don't feel like recording so I use Action Replay to capture the last 20 minutes of gameplay when I didn't feel like doing it. You'd be surprised what you capture when you do. I had to report speed hackers by doing that. If they had the ability to shrink it and not be a huge file, I would be on board but using telemetry to see if someone is hacking or exploiting, I just can't agree with. It'll be too easy to ######### someone over due to a bug.
I'm assuming a game replay file wouldn't be literally a video, it would be logs of the actions and data that go back and forth with the dedicated servers that an appropriate replay tool could input and replay out the corresponding game using the same input data. A video would be much larger because it's obviously storing all sorts of extraneous data that normally the game itself is simply calculating.
So to get an idea of the size of a replay file you would want to look at the total amount of data passed back and forth to the dedicated servers during a game because really you're just storing, basically, logs of that data. Whatever size that happens to be, though, I'm confident it's significantly less than the size of the associated 15 minute video you'd record of the corresponding game.
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@RockoRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1710982#Comment_1710982
I can agree with your former post, but not the latter. Hag's power can be interacted heavily by the survivors to be worthless (flashlights), and they can be triggered to distract a bad Hag from a chase.
Not just with flashlights but also they can be mitigated by crouching and can be intentionally triggered while the Hag is carrying someone.
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Jaee is one of the better Ghostface mains I watch, here’s his (somewhat dated) build guide.
https://youtu.be/IJgpKyTOTgg -
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1709939#Comment_1709939
You dont need to do the Gen by yourself, you just need to be alive. For Hooks, you obviously need to use an Event Hook to hook them.
But yeah, I agree, they are kinda pointless. They provide only 2k BPs Bonus (1k is standard) and there are other BP-Offerings which are more useful.
There is one difference between the event bonus and the other offerings that give bonuses - the event bonus is counted in the endgame scores when seeing who has the highest score that game and also they can allow that score to exceed the usual 32k limit. I had a game a couple days ago where I scored 33k because of the blighted hook bonus. Most BP offerings give their bonuses outside that endgame score screen, so if you want to win by points they don’t actually help.
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I'm not 100% positive but I think Doctor has my best win rate maybe? His tracking is awesome and his anti-loop is good enough that it helps in a chase.
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Bill's green/brown blends in pretty well on maps with similar tints.
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@Moundshroud said:
So I've been introducing a lot of new people to DbD. It is a fun game, and I'm hoping to get a lot of people I know into it. Of late, it has become apparently that a lot of Purple (and even Red Rank) Survivors have no self respect. Instead of fighting the game on their own level, they are going into a SWF with Ranks 16-18 so they can pull a weaker killer. One of my friends is a Rank-14 and pulled a game with (2) Rank-4, an Rank-8 and an Rank-18. So I kept watching his matches and one right after the other was pretty much the same.
These were obviously SWF and clearly put together for a specific purpose. I really have to wonder about people who have no pride. You really have such a low opinion of yourself that you can only get your jollies by rigging the game so you can go after what amounts to children in Kindergarten? Pathetic.
To the DEV, I strongly suggest you hit the switch and make the Killer pulled be based on the most potent Rank in a group, not the weakest. I counted six games of Smurfing in a row. This can't be good for new Players or their retention.
It doesn't necessarily need to be the highest ranked player in the swf, after all the low rank player is probably a weak link in the group so the group as a whole probably isn't actually going to be playing at that highest level. But groups with swfs should be higher rated as a whole in general compared to solo groups by matchmaking. That way swfs in general get put against tougher killers than solo groups do which would hopefully generate more even match results in the long run.
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@SpookyJeff said:
https://forum.deadbydaylight.com/en/discussion/comment/1710098#Comment_1710098
Probably a survivor main who dumped bloodpoints into killers once they got all the perks on their favorite survivor.
Ok, I could buy that I guess.
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1710098#Comment_1710098
Because I purchased DLC Killers and leveled them up...?
Ok, still takes a little while to get that many Bloodpoints to get them all to level 40 but whatever, you're just not what I'd picture a brand new player to be I guess. 🤷♂️
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Ok, I'm picturing Kate, Felix, David and Yui in a foursome. I'm Ghost Face watching from the side with my camera. What now?
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My question is why does a baby killer have perks that are unlockables from four different killers in their build?
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I only play killer
- Survivor has a lot of dull downtime where you're either just working on a gen or dying on the ground or hook. As killer I'm active searching for or chasing survivors the entire game, it's a lot more entertaining.
- I like to play the game solo and killer is better suited as a solo role.
- I aesthetically prefer the first person perspective to the third person survivor perspective.
- The game mechanical differences between the killers are much more significant than the differences between survivors. Survivors are pretty much just the same character with tweaks from perks.
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@MrLimonka said:
Yea, this is a big issue. Today I along with three other red rank survivors got matched up against a rank 17 hillbilly with only tinkerer at tier one.
Did BHVR silently activate MMR again?
They wouldn't activate the new MMR without an announcement, at least not for wide distribution. (It's possible there are a periodic handful of tests using the new MMR but they would definitely have the new MMR being turned on as a news announcement.)
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The game usually has drop offs every quarter within a couple months after each chapter. If you keep looking at that list you'll see it's usually about a 15-20% drop off before the next chapter in the next quarter followed by an increase. Overall the game had roughly its highest peak players in September so it's natural for that to drop off in October and November.
The thing to watch for would be if the next DLC increase is lackluster and the following decline is still about 20%, that would be an indication the population might have peaked or is slowly in decline in the near term.
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Nurse has the potentially most effective power since if you can consistently hit with it she can just about ignore any terrain. Dropping pallets and vaulting has no effect on her. Plus her blink helps her get around indoor areas with multiple floors more efficiently (again, if you’re really good with her)
Nurse is also one of the least fun characters to play in my opinion, why would I want to stare at my feet 1/3 of the game? So she’s not the “best” in that sense. In terms of most fun, my favorites are Doc, Freddy and Clown. They’re all similar in that they are 115% movement characters with some anti-loop ability who use basic attacks to hit survivors. I just like that style personally. Freddy is the most effective of the three but I like Doc’s tracking and Clown is a bit better in a chase than Freddy so I could go with any of them. (I also always play with Freddy’s fake pallets, not because they’re as good as snares, but because it’s always funny catching survivors with them. 😄)
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What I’d be interested in is a little more detail on Pig being almost as high as Freddy in the kill rates that the devs showed last week. She has the second highest kill rate among all games and fourth highest among games with red rank killers. I kind of hope Ethan does a followup third graph that shows games where all five players are red rank and see where Pig lands on that chart. My guess at the moment is that it might be that Pig’s stealth and reverse traps work best on average players but are relatively weaker against top players. (Stealth works best against players with less situational awareness, for instance, and the traps work best against players who aren’t already efficient at finding the boxes and knowing when they can work on a gen versus getting the trap off.)
In the overall I doubt based on Ethan’s charts that they’re looking to buff Pig any time soon, unless maybe they think her pick rate is too low. It’s hard to justify a buff of a killer whose kill rates are among the highest in the game.
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@DanielJ said:
https://forum.deadbydaylight.com/en/discussion/200808/blight-sucks-dude
Watch Scott jund or zubatlel play him, blight(once you get the hang of him) is insanely strong i wouldn't say top 5 but right outside of it.
Tru3ta1ent also does really well with Blight.
Basically Blight is easy to navigate the map with, and you can do ok just with that alone if you are good in chases. But what really is going to separate the “good enough” Blight players from the top tier ones will be getting bank shots in loops. Not every loop is well suited for Blight to hit a bank shot, but there are a number of common loop tiles that he can use Lethal Rush to bank off something and open up a new avenue of attack to cut off the typical patterns survivors run. For instance, at Shack Blight can bounce off the doorway and immediately zoom in to snag someone running the typical pattern toward the window or pallet. And at some of the ruins he can run in, bank off a wall, and hit a survivor going for a window there as well. Or, again at Shack, he can even sometimes sprint straight through the shack, bounce off an object just outside the opposite door, and then do a hairpin 180 and run back along the outside of the shack to catch someone running that direction. He can even do things like run up stairs, bank off the wall, do a 180 and run straight along the upper floor in places like Hawkins and Dead Dawg.
Mind you, I am definitely not in that top tier category personally! 😄 But if you watch any of the streamers above they do these types of hits pretty regularly at this point. That’s the part of Blight that they’re referring to being “as hard as Nurse to learn”.
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Based on the forum consensus and the rough stats the devs showed last week it wouldn’t surprise me if Plague is coming up soon after Clown for a minor buff. (Followed maybe by Demogorgon.)
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Just roughly speaking, assuming you gain 1 pip every 3 games on average (i.e. you sort of win 1/3 of the time, draw 1/3 of the time and lose 1/3 of the time) and play constantly until you reach rank 1 it takes about 85 games to get there. However, because of rank reset you lose about 25 games worth of progress every month. So if you for instance play 10 games a week for 4 weeks, then have a rank reset, you’ll only have effectively played 15 out of those 85 games and will have to play around 5 or 6 total months to get to Rank 1. If you play 5 games a week you’ll only get about 5 games progress per month and it will take over a year and a half of playing. And that’s all assuming you are even good enough to maintain a 1/3 pip per game rate.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1708024#Comment_1708024
Reports are used for bans. Bugs themselves are just reportable on the forums. Cheating needs video proof.
I agree, that’s why I said that the game should automatically save the game replay data with any customer service ticket, that way the customer service reps always have whatever video replays they need to properly review the complaint.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1707756#Comment_1707756
I haven't played those but COD and even when you get cheaters, they request footage. I've had to report it on console when people were using jitter mods. They still require game footage of what you seen or they won't do anything but tell you to record next time.
https://forum.deadbydaylight.com/en/discussion/comment/1707754#Comment_1707754
The amount of people who report players for really stupid reasons is in the thousands. This system wouldn't work in DBD. There are a ton of things that impact gameplay. How could you tell that the server was bugged? Maybe the player was lagging due to the server? Maybe the player got stuck? The survivor was taking the game hostage on purpose? Maybe he just couldn't move? I don't want an automated system to ban me just because someone says they did something and didn't like it.
https://forum.deadbydaylight.com/en/discussion/comment/1707761#Comment_1707761
Same as I said to Dugman. Too many variables to really use that to such a large degree.
Who said anything about any "automated system banning you"? I said the game should save the game data for customer support tickets which is entirely possible, even with thousands of tickets. (How large do you think game replay files would be?) Any actual banning or customer service action would be handled by the customer service reps that review the ticket and the replay file. Nobody is advocating people getting banned just because there was a report.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1707739#Comment_1707739
They can only do so much and why should THEY record your gameplay? No other game does that. Its easy to record your gameplay nowadays. If you want something done, then put a little effort into it. Why can't devs just fix bugs that we see? Because you have to SHOW them what is bugged or mention it so they can attempt to fix it. That wouldn't even be appeasable to record hundreds of thousands of games on the off-chance of a cheater.
Nobody is asking them to record "hundreds of thousands of games", just the ones that generate customer service tickets.
And nobody is asking them to "fix bugs they can't see", I'm saying that if they saved the game data generated by customer service tickets then it would be a win-win. They would always have the game data available for reference if needed when they review the associated ticket and there would be no chance of error on the player making the report either not having a recording app installed or running when they played the game.
Also this isn't just "something I want done", this is for the benefit of Behavior's own customer service policy. It's a policy THEY want to enforce, not just me. It's in their own stated interest to do it.
So it is "feasible" to do this, and would be a very useful asset for both them and the playerbase. Which is why it's irritating that it's not in the game.
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@AVoiceOfReason said:
Sounds like you should start recording your gameplay. Xbox and PS4 gives you free recording and PC gives you free recording with OBS or Action Replay using NVidia. There is no reason why you can't record. If you want help, record. Personally, 2 together seems more like chain blinding, not a script but eh, won't know without RECORDING.
This irritates me a little. Behavior's ticket system should simply save the game data when a ticket is filed. Why should the players have to go out, figure out how to record games using third party software and manually record all their games just on the off-chance they find a cheater?
It should be Behavior's responsibility to record games that generate tickets, not the players'.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1706336#Comment_1706336
The point I try to make is that rarity in this game has always been tied to how impactful an item/add-on/perk is in the match. For instance, brown medkits are less impactful on a match than yellow medkits than green medkits than purple medkits, and a brown battery on a flashlight is less impactful than a low amp filament than a green battery than an odd bulb.
It used to be the case that like everything else, perk rarity told the players how impactful the perk was on the match (with a few exceptions such as Monstrous Shrine). For instance, Deerstalker (I) was less impactful than Stridor (II) than Devour Hope (I) than Brutal Strength (II) than A Nurse's Calling (III). Over time, this changed slightly (i.e. Brutal Strength was nerfed, pallet count was generally reduced, and its rarity stayed the same), but rarity was clearly tied to impact on the match.
This held true for survivors as well. Iron Will (I) was less impactful than Quick & Quiet (II) than Lightweight (III) than Leader (II) than Sprint Burst (III).
It all made sense: a higher rarity meant the perk was more impactful regardless of the tier.
However, the developers started paying less and less attention to this as they strangely wedded themselves to a "formula" for perk releases (and add-on releases) for newer chapters that made it so that balancing was harder because inherently powerful add-ons / perks by their use on a killer could not be made a higher rarity if there was already a perk occupying the space for that rarity. Furthermore, with the bloodweb rework, the devs mashed together the bottom two rarities and the top two, muddying the logic in greater amounts.
Then we started getting things such as: NOED now gives Exposed at green rarity (doesn't make sense at all for the system). Balanced Landing now gives a speed boost at (what used to be common) tier I. Ruin now affects how much regression is happening vs number of survivors per tier (made rare Ruin much more powerful than the corresponding rarities of perks like A Nurse's Calling or Thanatophobia). Discordance starts at uncommon rarity and moves to rare at tier III (even though it was significantly more powerful than other perks at the same rarity).
The change the devs did most recently was basically: "Well, we ****ed the logical system we set up, so let's just get rid of it entirely while keeping the grind." The reason higher rarities are more expensive is because they're more impactful, and what we have now does not reflect that at all.
So, this is why I don't agree.
@APoipleTurtle I think the intention was misplaced. If the devs wanted to make a change for the sake of organization, they should have implemented alternate sorting systems rather than throwing the logic behind why things were the way they were in the trash.
I'll take your word for how they were organized before. Territorial Imperative and Monstrous Shrine were both Purple for instance but are pretty terrible perks. Deerstalker is actually a bit underrated (it can save you 10-15 seconds looking for a slugged survivor), and Bamboozle was also Green and it's a decent perk as well. Agitation was Purple but is not that great, and Unrelenting is also Purple and not that great. Honestly I ignored the old colors way more than I ignore the current color scheme.
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Just taking a gut guess, Pig might be really good against average survivors but relatively weaker than other killers against top survivors. A couple of reasons for that
- Her stealth works best against survivors with average situational awareness. Top survivors tend to be much more aware of their surroundings and possible ways a stealth killer can approach so are less susceptible to Undetectable characters sneaking up on them. They also are more likely to have Spine Chill which further hurts her stealth
- The reverse traps work best against survivors who aren’t intimately aware of the map and box locations and aren’t as savvy about how traps work (e.g. not knowing the trap doesn’t turn on until a gen is done so they may have a bit of time to finish a gen if needed before taking it off). Also Pig needs to down the survivors in the first place in order to place the traps on them, but obviously the better the survivor is at running the longer it takes to chase and down them. So in a way reverse traps are a bit if a “win more” ability, they can help you even more when your winning but if you’re losing and having trouble getting downs they don’t have as much impact.
So it’s possible that Pig os a killer that has a relatively high success rate at mid ranks but a relatively low success rank specifically against high rank survivors. And since those charts both appear to be including all survivors (i.e. the Red Rank chart is the killer is red rank but includes all the games where they faced non-red rank survivors) and since there are more average players than red rank players it would lead to an above average kill rate for Pig in this scenario.
I’d love to see a third chart which is filtered for games where all five players are red rank. It would be interesting to see what sorts of shifts there might be in these percentages. (I’m guessing that the overall kill rate across all killers in that chart would be closer to 55-60% for instance and that you might see Pig go down and Spirit go up, that sort of thing.)
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Dbd goes through a relatively regular cycle of population increases after a chapter release (usually with a sale or free weekend) followed by decline with an overall slow growth trend. The decreases are normally around 20% or so over a one or two month period. Currently we had a peak of the highest population of players following the Silent Hill and Blight chapters and are in the decline stage. There are however currently 56k players at this moment playing the game as I type this so if there actually is a long term trend downward as the game ages it’s not affecting anything right now.
Really the better tell for whether or not the game is in a longer term decline is to see what happens after the next chapter coming out in a month or two. If that chapter does well and there’s another typical surge, and the decline is about the same as we normally see, then it’s a sign the game is doing fine. If the next chapter has a lackluster increase followed by another 20% decline then that would be more of a red flag.
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I stand corrected then, wonder where they draw the line between hiding and bannable.
Either way I still think the game could use a sudden death timer when these stalemates happen.
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I totally agree that while this situation is rare where you have a stalemate with two hiding survivors and a killer who can’t seem to find them it’s still pretty annoying when it happens. I’d love it if the game had a sudden death timer where, if no player scores any points for five minutes, the endgame collapse automatically starts. Five minutes is plenty of time for one side or the other to score points, if they haven’t then it would be a really good indication the game is stalemated
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1706352#Comment_1706352
they did hold the game hostage. and devs have confirmed before that this is indeed holding the game hostage.
No they haven’t. Please feel free to provide a link of the devs saying survivors hiding from the killer is bannable.
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@DCash said:
Sorry but everyone is wrong. Don't bother submitting a ticket. They didn't hold the game hostage. They were looking for hatch. It's pretty common for survivors to stop working on gens when the hatch has spawned. Take this as a learning experience. Learn the hatch mechanics. If this happens again, go find the hatch. I bet you find someone crouched around or in a locker. Or run whispers like me and never have this problem. Stealth meta is pretty strong right now so whispers is on all my killers.
They weren’t looking for the hatch for 35 minutes.
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Yep, they stack. Generally speaking everything stacks unless the descriptions say otherwise. (I think originally they tried to have the descriptions say “Stacks” but at some point they changed their philosophy to be that everything stacks by default and put in the description the rare times something doesn’t stack. If I’m misremembering that though feel free to correct me.)
And this applies to everybody, For instance, if you play Meyers and use his Vanity Mirror (which keeps him in Evil 2 the whole game) his Evil 2 terror radius is only 16 meters. His Rabbit add-on reduces that by 25% and if you also run Monitor and Abuse that’s an additional 8 meter reduction out of a chase, giving him something like just a 6 meter terror radius when he’s not in a chase (yikes!) (I actually love playing with this add-on, it’s fun! They can still see your red stain but they can’t hear you until you’re on top of them and you can see auras just like jumpscare Meyers but move fast enough to chase people. And it triples your bloodpoints for the category which is nice.)
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While I think the idea of using the toolboxes on the last two gens is probably a good way to go, there are two risks associated with it that should probably be kept in mind
- If you just happen to be the first survivor killed and you’ve been saving that toolbox for the last gen you’ve completely lost its effect (unless another survivor happens to pick it up after you die or you traded it off).
- On the offchance a killer runs Franklins you might end up not getting any value out of the toolbox if you are hit early in the match.
So the reward for being patient and using the toolbox on the last two gens (which are always the hardest to finish) is greater, but it does come with some risk that you might not get any payoff from the toolbox at all if you are unlucky enough to get targeted by the killer straight away.
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Amanda (or maybe Hoffman) being the actual killer makes more sense than Jigsaw himself for the reasons mentioned above. On the other hand I kind of wish that, when a reverse bear trap’s timer started or maybe when you put the trap on their head or while they are working on the box, you had a recording of Jigsaw’s voice saying something like “I want to play a game” or “make your choice”, etc. Of all the killers that I wish had voice overs this is the main one that comes to mind.
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@Kind_Lemon said:
I don't. I'm not explaining here, but I think it's bad design, considering how it further pushes the needle to making perks' power not correspond to rarity at all. Everything else in the game that functions with rarity tiers works like this, but now perks, for no reason, work this way. This is far worse than just having everything be alphabetical and have perk rarities not dictate arrangement; the change they should have done.
I’m not sure I follow, the higher the rank of a perk the more powerful it is so this ordering does, in principle, order the perks by power level ( then alphabetically within that I think if I remember right). Ideally all rank 3 perks are supposed to be roughly the same power level for instance and they all are better than the rank 2 versions.
Of course there are in practice perks that are underpowered (e.g. Monstrous Shrine) and perks that are popular in the meta (e.g. Undying plus Ruin combo) but on the overall that’s more an issue with individual perks than the general concept that rank 3 perks are the best perks assuming the perks are otherwise mostly equally effective.
That being said I will say that I actually think the best way to do this is to have an option in the game to select how you want the perks sorted by having a drop down button that says “order by rarity / order alphabetically / order by most recent”, for example. Having only one default sorting option that everybody uses is just going to always make some people not happy with the way it’s done.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1705762#Comment_1705762
exaggerating or not 4 minutes is so long still unable to do anything. that's 240 seconds, a gen is just 80 and is boring already
I do agree with you there, being slugged is boring. Personally I'd be for, when the game is down to two survivors, having the death timers move two or three times as quickly. That way it would force either the killer to hook within one or two minutes or force the other survivor to try for a rescue in that time.
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Ok but let's not exaggerate the time here, your death timer is maximum 4 minutes. Unless there's more to the story there's no way you left and came back 10 minutes later and hadn't already bled out or been revived.
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If I could add one thing to Pig and the Saw it would be that when Pig puts a reverse beartrap on a survivor they hear Tobin Bell say "I want to play a game". There's hardly any voice acting in the game by design but if we occasionally got Jigsaw voice overs along with the Ash quotes at the campfire that would be plenty for me. 😄
I wouldn't be surprised if they considered Mark Hoffman when they put this chapter together, the fact that he's not in the game and Amanda is probably means they could only get one of the characters for whatever reason and went with Amanda.
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@The_Bootie_Gorgon said:
I am going back to my "horror" rule of if I kill 3 survivors in a match, the last survivor gets to go free through the hatch or gate.
Do you prefer to sacrifice the last survivor to the entity or do you let them go?
I always sacrifice every survivor I down (well, give or take occasionally slugging midgame to chase someone else nearby). However I rarely slug the third survivor, I just hook them to save time and let the chips fall where they may on the last survivor. If they get hatch or open the door then good on them, if I get them first then great!
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Object of Obsession is fine solo, whatever issue it has is in the context of when it's in a swf on comms. So my suggestion is change the benefit of the perk to something that works equally well for solo and swf players (versus the current version which works ok for solo but is exponentially more powerful in a coordinated swf.)
Personally I like the idea of the killer can see the Object's aura, same as they can now, but instead of the survivor seeing the killer's aura they get an action speed boost. So it would look something like (the numbers are just placeholders, they could be changed for balance obviously):
Object of Obsession - You have an increased chance of being the killer's Obsession. You gain a 10%/15%/20% speed bonus on gen repair, healing, hook rescue and vaults. If you are outside the killer's terror radius looking in the killer's direction they can see your aura.
So the idea is similar to the current one, the survivor is taking a risk of being chased more often by letting the killer see their aura, but the reward is a strong action speed boost (which is further incentive for the killer to prioritize killing the Object of Obsession). And unlike the current version this benefit works equally well for solo and swf survivors.
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The devs talked for about 10 minutes in I think Q&A #5 about swfs being something they planned to have from the beginning and also, in the course of it, about comms as well. Essentially the gist of it is when the game came out they were still working on two game modes: Kill Your Friends and Survive With Friends. It just so happened that they ended up releasing Kill Your Friends first (maybe it was easier to implement or further along in development at the time, who knows?) followed by Survive with Friends a bit later.
One of their concerns with Survive With Friends was that, while they totally understood that a lot of players would play on comms using Discord, etc, they didn't want to make players feel forced to be on comms to play or have comms be on by default. Their reasoning being that if a player didn't want to be on voice chat for personal or aesthetic reasons (to keep with the "loneliness" of the game's ambiance on the survivor side) then the game shouldn't open with that player hearing other survivors by default. So they figured that players who wanted to use comms would just use one of the various popular apps to do it and those who didn't want to use comms wouldn't have to "opt out" to do so.
Thus they don't have anything against players using comms but they don't (as far as I know) plan on adding it as an ingame feature, the third party apps do a good enough job for players who want it, and they also like the idea of supporting players playing the game who don't want to or can't use comms so they don't seem to feel the need to add it as a feature.
(If I paraphrased anything incorrectly from that Q&A feel free to correct me.)