dugman
dugman
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General tips for Blight
- When you Slam into something you have up to one second to sidestep and turn however you like before you tap the button again. It can pay off to take enough time to line yourself up correctly so you don't slam into something unexpectedly on the followup Lethal Rush
- Rush and Lethal Rush's main strength is that they can get you anywhere on the map very quickly, so you save a lot of time between chases and after hits starting a new chase. The cooldown on Rush is minimal and you can start it instantly so there's really no reason not to be Rushing everywhere if you're not chasing someone.
- In a chase don't try to shoehorn in Lethal Rushes for hits unless you are fairly sure you can hit and you can't hit the survivor in a normal chase. Lethal Rush is good for catching up to a fleeing survivor after you break a pallet, for example, but it's not necessarily great if you're just looping a survivor around a rock or car. Really good Blights can, though, essentially do bank shots at tiles like the Shack and some other loops to give themselves alternate paths of attack from the typical ones you might use. I recommend watching recent Scott Jund or Tru3ta1ent videos where they play Blight, they're both quite good at landing those bank shots at loops.
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Interesting summary. So about 2/3 of females prefer killer and 2/3 of males prefer survivor. Also about 4/5 of the respondents were male versus 1/5 female. I wonder if the two are correlated in the sense that because there are far fewer female players the ones that exist tend to prefer the solo experience of killer over playing with friends as survivor? In other words are players in general more comfortable playing solo if they have fewer people they associate with outside the game and the male and female players tend to prefer to associate with similar genders, leading to the smaller gender group gravitating more toward the solo experience?
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@SimplyNotFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1679604#Comment_1679604
The ban is absolutely pointless if you don’t have a way for people to rejoin. It’s doing more harm than good. By the way the game still has its freeze or glitchy moments. The most common one I’ve been getting lately is when you fast vault the game pauses for a bit. By the time you recover the killers got you. Screw the dc penalty. It’s not making the game more enjoyable to be honest. Survivors still just give up and hook suicide or stop playing and give themselves up. They need to make it fun on both sides. Survivors being able to fight for their lives better would be a good way to start. Too many dead zones, terrible pallets, short walls to loop around, smaller maps, not enough hiding, too easy to get caught. People give up. Don’t fight fire with fire. Put water on it by fixing the issues that cause people to DC to begin with.
The "issue" that causes people to ragequit is a lack of temper and impulse control. It's all about sore losing, not about bugs. Nobody likes playing with people who disconnect on a whim, if they leave that's great.
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@GayDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/1681086#Comment_1681086
And I remember a recent game without add-ons for additional traps, where I tried to set a couple of traps and while I was doing this, 3 generators became complete.
Trapper plays for the 3- or 4- gen mid and late game, the first two or three generators are usually going to be easier for the survivors to complete in general. It's a mistake to assume that just because the first few generators are completed quickly the last couple will go just as fast, especially with a late game killer like Trapper or Hag.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1681172#Comment_1681172
How to miss the point of a discussion 101.
OP pointed out that even in a rank-system, matchmaking is completely irrational. A MMR wont change anything. Just replace the rank 14 of OP with a MMR of 1000, and the rank of the survivors with a MMR of 2000. This is how its gonna be with the new matchmaking.
And your second point, yes you can take all these metrics and use them to determine a MMR. But the developers cant do it. Thats because they cant even count 1+1. For example in their latest serverside hit validation test, people had their hits denied AND went through the weapon cooldown.
The developers have the tendency to ######### up even the *most basic* tasks, no matter how simple they are. And you expect these people to get a functioning MMR system going?
The new MMR isn't based on rank at all, you can't just "replace rank 14 with MMR 1000" because they're not measuring things the same way. Also the new MMR isn't reset every month like the current system so that part of the complaint is moot under it as well.
Also keep in mind that even with a solid matchmaking evaluation the game still has a time limit it imposes on itself to match people up. If you're a medium skill killer but the only survivors available are higher rank than you then you're going to be matched up with them rather than keep waiting for a perfect match. And because half of the games involve 2-, 3- or 4-person swfs you'll always have high skill players in swfs with lower skill friends in the same game which also will cause odd looking matchups.
One thing I'm hoping for out of the new MMR is hopefully it's appropriately increasing the rating of the survivor group based on its swf composition. The more survivors in the group that are in a swf the higher the rating of the survivor group should be as a whole. That way swfs will tend to face tougher killer players than if they are all solo which will help balance out game results between those two types of groups.
And of course hopefully they've worked out what cause the new MMR to be putting streamers with thousands of hours up against literally brand new players. (My guess is it was some glitch in how they calculated the initial seedings but who knows?)
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Hmm, funny things...
- When I run Lightborn + Enduring + Brutal + Agitation and get free hits on flashlight players. It's a super gimmicky build but man is it funny when they start panicking because I just busted through the pallet or I'm running straight at them and their flashlight isn't working. (And seeing their aura for 10 seconds is just icing on the cake, it makes it that much harder for them to juke or mindgame me.)
- Running Vanity Mirror Meyers (the add-on that you can't go past Evil 2 and move 108% but you get a big point bonus and can see auras by stalking) and survivors are trying to hide from you. People sometimes expect Scratch Mirror Meyers, they never expect you to be running Vanity Mirror though. 😄
- Picturing Blight just constantly ramming headfirst into walls cracks me up. He's fun but what a goofball!
- Hitting a survivor by smashing straight through a pallet while using Billy's Lo-Pro Chains. A surprising number of survivors will drop the pallet and just stand there waiting to see you destroy it and then you just saw right through.
- I haven't tried it yet but I want to give the Hag build with invisible traps that are solid. You can't teleport with that build but you can completely block narrow gaps at pallet drops and windows, etc. And the thought of the survivor being totally confused because they're walking into an invisible barrier just seems pretty funny!
- Grabbing anybody off a gen, I just picture the expression on their face because you know they were concentrating SO hard on doing the gen they just never saw you walk up to them. 😄
- Ghost Face's mori ✌🔪😈😱📸
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1679638#Comment_1679638
I do remember a lot of thread people bad wording about survivors killing them self I don't know where you were yes DC will be lower but first hook death will rise so will the bad wording about it like they can do anything about it.
Oh don't get me wrong, I'm sure some portion of the people who DC will just die on hook instead. But you'll also have a good portion of people who DC either not playing the game as often (or even better not at all for people who DC all the time) and some people who might have DC'd but instead stick it out a little longer, realize they're actually not losing, and keep playing.
There will always be players complaining about everything under the Sun, though - that's the internet for you!
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/197852/hex-undying-ultra-overrated-or-nah
The only problem I see is the aura reading. Beyond that it's fine.
All the perks do something on their own, if it's the only perk you equip. Thrill of the Hunt for instance still gives you noise notifications and bonus bloodpoints. Retribution still works normally by itself. If you took off the aura reading off Hex: Undying, though, it would do literally nothing on its own.
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@posterum said:
Just got back to playing matches, after spending more time away from DbD. No toxic killers, no DC. Don't expect me to put up with your ######### - and by your comment, you're one of those toxic players I mentioned. 😘
https://forum.deadbydaylight.com/en/discussion/comment/1680010#Comment_1680010
Um, ok, bye then
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@posterum said:
Well, I just disconnected from a match as a survivor. Killer was a tunneler ghostface with bbq+chili and ruin (always them). I got banned for three minutes for disconnecting. Just went to play CS.
And it doesn't matter if the penalties for DCing increase: if I am against some overpowered killer who is also a toxic player, I'll disconnect. I won't wait around for 20 minutes having no fun.
Everytime I get banned is less time I play DbD. Joke is not on me.
Ok bye
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1679604#Comment_1679604
normally they kill them self you know how I know because now that it back were going to see a lot of thread can we do something about survivor killing them self on first hook.
And I distinctly remember fewer people disconnecting on a whim when the DC bans were enabled and not nearly as many complaints about the first hook deaths.
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Honestly I think they should just replace the Hook Struggle with the skill check system the Cages use. Skill checks seem at least marginally more interesting and entertaining than just hitting a button over and over or holding down a macro key. (They asked about this in a survey a couple months ago, not sure if they're still thinking about doing it or not.)
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1679551#Comment_1679551
I say a week but not sure DC penalties is pointless survivors will just kill them self on first hook anyways.
It's not pointless, disconnecting on a down, etc, is about a lack of impulse control and temper problems. Players who disconnect don't always have the patience to even wait for a first hook and just disconnect and take the ban. So having the ban does remove those players who do it repeatedly from the game for extended periods. Players who instead wait for a hook at least have the opportunity to cool their jets before killing themselves and may change their mind.
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My favorite killers are Doc, Freddy and Clown. I enjoy simple 115% movement killers with some anti-loop ability.
I don’t play survivor but I guess Ash would be my favorite since I’m a Bruce Campbell fan? 🤷♂️
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The ironic thing about this thread is that the Obsession mechanic and Object of Obsession were introduced in the Halloween chapter with Michael and Laurie. The whole theme of Obsessions and a survivor being the Object of Obsession started with Michael.
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Obviously killer players have different preferences based on which specific killer they’re playing at the moment and what they want out of their perks. But at least at the moment Ruin plus Hex:Undying seems to be a pretty universally popular combo across all killers. Which is leading of course to more survivors focussing on destroying totems. (Which means I personally like running Haunted Ground or even Haunted Ground plus Retribution, it’s pretty much a guaranteed free down or two early in the game right now.)
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All the perks have at least some use on their own, even if you only ran them by themselves. Thrill of the Hunt for example gives noise alerts and bonus bloodpoints and slows cleansing without needing to run it with anything else. If you removed the aura ability from Hex Undying, though, then it would do literally nothing on its own,
Right now Hex Undying is great with Ruin ... and that seems to be pretty much it. It’s ok with other perks but Ruin is clearly the most popular choice. If that combo is too powerful then, instead of just nerfing Undying, a more surgical approach would be change how specifically Undying and Ruin interact with each other to weaken the combo without weakening the individual perks.
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“Work Hazard” maybe?
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Hellraiser confirmed?
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@DbDKisa said:
Ok, guys. Ive been reading these complaints abput DS for awhile now so let me break it down for you.
If it Deactivated when you do anything, killers are going to expect that and will force you into doing something or play a sneaky killer and stalk the player till they actually do any of those things. It opens for a whole new level of imbalance leaning towards the killer. Even if you stop to do a gen, the killer could be clear across the map and head straight for you meaning you are still being tunneled
Lol, as a killer I wouldn’t waste my time just following a survivor around intentionally not chasing or hitting them simply because I think they might have DS. I’d just down them and leave them slugged, that forces a second survivor to eventually come over and revive them (barring Soul Guard or Unbreakable, etc). Or I’d chase a different survivor altogether to down them and spread the pressure.
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I’m a PC killer main and honestly I think console players are just as good at survivor as PC players in my matches. If anything I would think that it would be slightly more intuitive to look behind yourself while you run using a controller and to do jukes and 360s so I wouldn’t be surprised if controller using survivors are at least as good if not better runners than PC on average. (Killers probably do a bit better with mouse and keyboard though since they play in first person and some killers have ranged attacks.)
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Dc’s are a huge quality of life issue with the bans disabled. There were definitely fewer disconnects when we had automatic bans. I’m sure figuring out a way to reenable them without letting hackers get other players banned is still a high priority for them, but my guess is at this point they’re still not sure how to do it. I’d even say reenabling manual ingame tickets for early disconnects could be worth the extra customer service workload except I suspect that if hackers could fool the automated system into thinking a killer disconnected then they could also fool the endgame screen so it would still suffer the same exploit.
Fingers crossed Behaviour figures it out though, ragequitters are the worst.
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I like chasing and looping, it’s the most fun part of the game, even though I’m definitely not the strongest player at it. (Red rank survivors can definitely be hard to catch sometimes, but that’s mainly me being bad at knowing optimal paths on specific tiles.)
But as far as strategy goes breaking off a chase when a good runner gets to a strong position makes sense. Even if you can ultimately catch them it could add 15-30 seconds to your chase time if they have a really good loop available. I at least typically try and get a pallet drop in that case to make the loop weaker for next time, but if the loop isn’t anywhere near any gens then chasing a survivor that long without exerting pressure on anybody else is probably a game losing move. It’s better to take the pallet drop and switch targets to pressure someone else then just tunnel vision the one survivor running that super safe loop that will take a while to resolve.
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Wraith is “ok”, if you outplay the survivors you can still win with him just using brown or yellow add-ons. I wouldn’t be against a slight buff though. 🤷♂️ What about
- Make him actually invisible while moving. He can’t attack while invisible and he takes at least a short time to uncloak so it’s not as if he’s be a “permanent Spirit”. Survivors would still have time to start running when he starts appearing and Spine Chill would also still be a good perk against him. It would make flashlight burning him kind of moot but that’s not too big a deal honestly. And If actual invisibility while moving turned out to be a little too strong then you could simply reduce or eliminate his movement speed increase while cloaked to compensate, so he has a little less map mobility but total stealth while doing it. A nice benefit of this change would be that it would significantly help Wraith when facing swfs who currently can alert instantly each other where the Wraith is moving. It would put the swf players and solo players on more equal footing against Wraith.
Like I said though, I don’t think he’s “trash” or anything, but I could see him being made slightly better and not become overpowered.
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Personally I would be for having the killer do a basic attack hit on a retracted grab. After all, the only reason the grab animation starts in the first place is because the survivor was within basic attack range of the killer when they hit the attack button. If the issue is the survivor was still in range but no longer on a gen then the retroactive result should be a hit, not nothing happening.
On the other hand if the issue is the survivor not actually being at the generator at all due to extreme latency then the grab missing is reasonable. However that much lag seems to be pretty rare, my guess is it’s more of the former situation.
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And this current meta of survivors immediately cleansing every totem they see is why I'm running Haunted Grounds, or even Haunted Grounds + Retribution. (Haunted Grounds + Retribution is kind of a dirty combo because not only are all the survivors Exposed for 60 seconds but Retribution shows you their auras for the first 10 seconds which pretty much guarantees you'll get at least one down in that time.)
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Surveillance is a great tracking perks, especially if you run Ruin with it. Even without Ruin, as long as you are kicking gens you want to keep track of it's still a great way to track when someone starts working on it again. If you don't have or want to use Ruin then try replacing that with perks that triggers when you kick a gen like Pop Goes the Weasel or Trail of Torment or Dragon's Grip. That way you get more out of kicking the gen then just the kind of feeble base regression of 1/4 survivor progress speed.
BBQ and Chili has ok tracking but honestly if you don't need the bloodpoint bonus I think you're better off using something else.
Thrilling Tremors is kind of a hybrid, it's an ok tracking perk combined with a bit of gen slowdown. I do like it better than BBQ though (again, mainly because I don't care about the BBQ bloodpoint bonus since it doesn't add to your endgame score.)
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1675904#Comment_1675904
Bold of you to talk about skill when your argument is "I can't recognize bamboozle in time and get to another winow or pallet by the time they do the animation and start chasing again"
Does bamboozle even actually work right now? it's had bugs multiple times where the blockers it created didn't actually block anything.
It works, I was using it just the other day.
It definitely doesn't need a nerf, though, it's firmly in the "I guess this perk is ok?" category.
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I think my favorite underrated perk is Deerstalker. It saves a surprising amount of time finding dying survivors who've crawled away while I chase someone else (or when I chase someone else and accidentally forget where you downed the other person, oops!) And the aura helps me keep track of the downed survivor's location to watch for someone else coming in to revive them. And of course it completely negates any situation that causes survivors to be silent on the ground. It's one of my go to perks to fill out my fourth slot on pretty much any killer.
Also I agree with the original poster on Bloodhound. I actually like Bloodhound better than Nurse's Calling on a lot of killers since it works on any injured survivor, even when they're just crouching around the map. Once you see a blood trail with it it's extremely easy to find and chase the survivor. Plus with some killers and some survivor groups the survivors simply don't do the Heal action, either because they're intentionally staying injured or because they have other ways to heal that Nurse's Calling doesn't detect (e.g. Plague's fountains, Inner Strength) and Bloodhound is better in those situations as well.
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The devs posted some perk percentages May 2019 (see below). The top survivor perks at that time among ranks 1-4 were (percentage of all perks used in these ranks)
Self-Care 13.6%
Dead Hard 9.9%
Adrenaline 9.7%
Borrowed Time 8.4%
Iron Will 5.5%
Lithe was not on any of the top five survivor perk lists by rank (they didn't show ranks 13-20 though because those lower rank players tend to have fairly random perks or just use the starting perks of their survivor.)
@Peanits said:
Earlier this week, we asked you what statistics you would like to see. Since then, we have collected data on some of the most popular requests and designed some fancy graphics for them. There are a few things to note:
- This data does not include the recent PTB.
- Data involving rank was collected shortly before a rank reset (April 1st to April 7th).
- These are very general statistics, so use caution before drawing any conclusions.
https://us.v-cdn.net/6030815/uploads/719/CPIDC1XE8JBT.jpg
Average Party Size
This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches.
https://us.v-cdn.net/6030815/uploads/771/II0BH5BS6HP0.jpg
Party Size Survival Rate
This is the average chance of Survival per Survivor depending on the size of the Survive With Friends group they are playing in. This is an average between all ranks on all platforms.
https://us.v-cdn.net/6030815/uploads/270/X1L1JQEBEOMA.jpg
Survival Rate by Rank
This graph shows the average rate of survival per Survivor at any given rank, per platform. Please note: The data collected is using your rank after the match, so players who depipped from rank 1 down to rank 2 would appear as rank 2 for our purposes. This is likely the reason why you'll notice a large gap between the survival rate of rank 1 and rank 2: Players who survived were more likely to pip and maintain their rank, while those who died were more likely to depip and lose their rank.
This data was also collected between April 1st and April 7th, after the pipping thresholds were originally changed but before they were later tweaked to be more forgiving for Survivors. Because of that, the statistics at this rank are from a small sample size consisting solely of the best players that could maintain rank 1 with the strict pipping conditions.
https://us.v-cdn.net/6030815/uploads/198/WJGATDU9GIYC.jpg
Average Game Length
This graph shows the average game length at any given rank for each platform. This is the time from the start of the match until the final Survivor either escapes or is sacrificed.
https://us.v-cdn.net/6030815/uploads/103/8BOLFYNH0D9I.jpg
Most Popular Killer by Rank
This chart shows which Killer is the most popular depending on rank, per platform. For example, on PC from rank 1-4, nurse is the most popular Killer, while Hillbilly tends to be more popular from rank 5-12. The highest overall usage for any Killer at a given rank is the Nurse at rank 1, coming in at 22.39%.
https://us.v-cdn.net/6030815/uploads/398/4A494UUNC0WZ.jpg
Highest and Lowest Kill Rates
This chart shows the deadliest (yellow) and least deadly (red) Killers per platform. These stats are an average for all ranks. Since there are four Survivors, a 50% kill rate equates to two Survivors escaping and two Survivors dying.
https://us.v-cdn.net/6030815/uploads/928/2YVQMEWUS0KN.jpg
Most Used Perks (Survivor)
This chart shows the most popular Survivor perks based on rank ranges between all platforms. We decided not to display ranks 13-20 as they tend to be more random (newer, lower ranked players tend to use whichever perks they have rather than picking what they want specifically). The numbers displayed are the percentage that perk is used of all perks used at that rank.
https://us.v-cdn.net/6030815/uploads/781/T8VE1J9V3G07.jpg
Most Used Perks (Killer)
This chart shows the most popular Killer perks based on rank ranges between all platforms. Like the Survivor perks above, we decided not to show ranks 13-20. The number displayed are a percentage of the total perks used at that rank range.
Is there something that confuses you? Maybe you'd like to know a more precise number on one of these stats? I'll be doing a live Q&A in the official Dead by Daylight Discord server tomorrow at 2PM EST.
If you are not in the Official Discord server, you can join here: https://discord.gg/549m9NT
The Q&A will take place in the #game-discussion channel.
P.S. Obviously this list could have changed since then, this is just the most recent one I could find.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1675163#Comment_1675163
It makes more sense for ranks to be used for rewards than matchmaking. Thanks to rank reset every month, all anyone has to do is stop playing for a few months and your rank drops all the way back to 20, which is as far from a balanced matchmaking system that you can get.
Yep, they even said doing away with the rank resets was one of the reasons they want to use the new system.
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The devs specifically said they were actively working on Clown in a recent Q&A so he’s probably next. I think they said it would be along the lines of a Billy/Bubba level of change as opposed to a massive rework.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1675005#Comment_1675005
Huh, that is interesting. Almo did say that the MMR was a priority, so I'm sure they'll "flip the switch" when it's ready.
I think the other question I’ll be curious on is what they’re planning for ranks. They said a while back they’re keeping ranks in the game for something like a future reward system even though they’re not going to be used for matchmaking (which is the whole reason ranks are in the game in the first place). I imagine they’re probably getting somewhat close to being able to say more about that by now, whatever their intention is.
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Personally I think about 5-10% of people in general are rude a-holes just in general. A main reason that you might seem to encounter more survivors who are jerks is simply that every match has four survivors to only one killer so if you do happen to have a bozo in a given match the odds of it being a survivor are basically 80% without any other factors involved.
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@SweetTerror said:
Unless the MMR is unexpectedly activated, I wouldn't be surprised if it gets turned on roughly at the same time that the mid-chapter update goes live.
An interesting side note the devs mentioned in a Q&A was that since the MMR system is all on the back end and doesn’t require a client side patch it can be turned back on any time the devs want, it doesn’t have to synchronized to a mid-chapter or full chapter release.
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I don’t play survivor but for killer I think my most used perk is Pop Goes the Weasel maybe? Hard to say, all my killers have different perk loadouts from different bloodwebs. Pop is a good all around perk though that can work on basically any killer without needing any particular other perk to go with it.
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@DCash said:
https://forum.deadbydaylight.com/en/discussion/comment/1673085#Comment_1673085
Hard disagree. Both can win, because there is no winning in a game that never ends. When you escape you are just put back in. That's the beauty of this system that everyone misses. You can die and still "win." Escaping isn't a win and neither is an instant 4k. Pips absolutely correlate to wins. They tell you how well you did in the match and doing well IS winning in this game. You shared you're OPINION about what a win is. Just because you have your opinion doesn't make it correct. Sorry guy.
Gaining and losing a pip has a weaker correlation to how well you did than endgame score and kills have because pips are also significantly impacted by your current rank. You can have two games that are exactly the same and lose a pip if you are currently high rank or gain a pip if you are low rank. Your performance and your opponents’ performance are identical in the two games but in one you lose a pip and the other you gain one.
Also, doing “well” is not the same as “winning” because if your opponents also do well then you can still lose. Winning and losing are relative measurements between the opposing sides in a competitive game, if both sides play well there is still a winner and loser in the match, it’s just going to be a closer result than if one side plays well and the other doesn’t.
In contrast score or kills are both objective measurements of performance during a match that only rely on events within the match for their results. So the best measurements of who won the match involve some combination of one or both of those factors, not pips.
And finally just because I have an opinion doesn’t make me wrong, I’m basing my opinion on an relatively objective analysis of the differences between what pips measure, score measures and kills measure and certain assumptions like that any reasonable system which determines a winning or losing side in a match should have results which are consistent if the same match is replayed but just swapping player identities. I shouldn’t care who the players are behind the scenes when I watch a game replay to determine who won. You are certainly entitled to your own opinion but I would say you are basing it on faulty assumptions. Sorry guy.
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Blood Favor is underwhelming as a Hex, that’s for sure. It’s not completely useless, I have gotten a handful of hits out of it, but it’s nowhere near as good as a Hex should be. Even when it works it’s only giving an extra hit and it works maybe once or twice a match if you’re lucky. Compare that to Ruin or Haunted Grounds or NOED or even Devour Hope which all potentially give either really good gen slow down or Exposed hits and it’s easy to see that “maybe get an extra hit or two” is pretty weak in comparison.
It could definitely use a buff. Possibly
- Keep it having a cooldown but make the effect mapwide so all pallets on the map are blocked for 15-20 seconds when it triggers. That would significantly increase the chance that you can get some benefit from the blocked pallets before the effect ends; or
- Change it to be that the entity destroys one undropped pallet in range when it triggers; or
- Make it curse the hit survivor to be unable to vault for the duration
Basically give it a pallet or vault related effect that is powerful enough that survivors will want to spend time destroying its totem. Any effect on par with getting say 1-3 Exposed hits is reasonable. So for instance if it blocks pallets long enough to get about 4 extra hits per match then that would be roughly comparable to 2 downs.
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Clown is more consistent but Trapper has a bigger potential for snowballing. Basically if Trapper can manage to get multiple survivors trapped in a short time he's very likely to win the game pretty much outright. On the other hand he can get unlucky and nobody steps on his traps most of the match. In contrast Clown is fairly steady, he goes out, finds a survivor, chases them, gets a hit relatively efficiently because of his ability, and repeat. Most of that gameplay loop is more or less the same give or take some variation in how good tiles are, etc. Clown doesn't snowball as often but he does keep relatively consistent pressure going through a match (assuming you are a good enough killer to stay in chases most of the match.)
Personally I think they're both ultimately in the "good enough" bucket of killers that are good enough to win if you outplay the survivors but whose margin for error isn't as much as the top tier killers. It will be interesting, though, to see what the devs have up their sleeve with Clown since they've already mentioned that they're actively working on changing him somehow.
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@malatruse said:
https://forum.deadbydaylight.com/en/discussion/comment/1673858#Comment_1673858
I was thinking it would be useful because it still reveals the survivor's aura when they're looking at you, and if you run it with a third hex perk you're still getting your money's worth out of Undying, although it's a high risk build for sure.
Sure, if you do Undying + Third Seal + Ruin you’re getting some Undying value on Ruin too. It is lessened slightly though because that means only two dull totems for Undying to make use of instead of 3. You’d still see the aura of anybody near the totems though.
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I don’t mind survivors hiding, it’s a good strategy sometimes. But it can be annoying when there are two survivors left and neither is willing to work on gens and they are both just actively crouching around hiding hoping I find the other one first. It can lead to an occasional stalemate that can last a fairly long time depending on my perks and how good they are at avoiding me. Fortunately it’s pretty uncommon, but I do kind of wish the game had a sudden death timer where if no player scores any points for five minutes then the endgame collapse starts.
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Also you may want to consider asking if it’s worth two perk slots for a harder to get rid of Blindness effect. Blindness isn’t bad so the answer might be Yes? But then again Blindness maybe isn’t great compared to other things you could maybe put in that perk slot instead.
I’m kind of neutral I guess on this, I use Third Seal sometimes and it’s ok but I’m not sure I’d use it over other perks I like a bit better?
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Trappers traps are more powerful than Hags so they do need to be more limited. That being said I could see maybe Trapper can carry one trap base, like he does now, but can grab additional traps from lockers rather than having to run all over the map to get them. Being in lockers would be more time efficient than the current system but still take more time than Hag and Freddy do to place their traps.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1672649#Comment_1672649
This isn't important enough for me to go do more research than I already have. "Correct definition" is incredibly subjective, mainly because the wording is vague enough on purpose to allow the devs liberty in what they consider bannable. If you define it so narrowly, you defeat the purpose of the wording. Think of it like the US constitution, if that helps.
but w/e cya
What research have you done other than just read the rules page? I’m saying I believe you should look into it more because based on other threads on this same topic I believe you are misinterpreting what they mean.
But hey, I’m just a random dude on the internet, if a mod or someone with an official link feels like showing me I’m wrong here I welcome the correction.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673439#Comment_1673439
kills 100% are subjective. If you 4k in the first 3 minutes of the game with Myers you’ll depip because the goal of the game isn’t to just get kills. Bloodpoints and pips are basically the same. If you get a bunch of bloodpoints you’ll almost always pip. Its very rare you won’t.
Maybe you’re using the word “subjective” differently than I use it? I’m using subjective to mean “its value is determined by the player”. Objective is “its value is determined by the game”. Scoring events are objective - I hit someone i get X points. A survivor unhooks someone they get Y points. The numbers are set in stone, my opinions don’t change them. Same with medals, what medal you get is objective. And same with kills, there’s no disputing whether or not I kill a survivor, it’s not subject to opinion.
What’s “subjective” here is whether or not a player thinks they “won” the game. The game has no objective statement that “you won the game”, it just has objective numbers and saying “here is your score, here is who died, here is your new rank”. What you make out of those things is entirely up to you, that final claim of “I won” is subjective.
My argument is that, in my opinion, pips are not a good way to determine the winner and that the devs have never even claimed that they are intended to be used for that purpose in the first place. So my recommendation is ignore pips when thinking about whether or not you “won” the match and focus instead on the other measurements that only rely on things that actually happened within the match itself for your self-determination. Rank will go up or down as you play naturally anyway, there’s no need to focus on it on an individual match basis in my opinion because, as I said, it is a poor measure of winning and losing.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673410#Comment_1673410
That’s my point. The only thing that’s not subjective is pips and medals. You are rewarded those for how well you performed. If you pip you won.
But bloodpoints and kills aren’t subjective. They’re black and white objective numbers. They’re no more subjective than medals.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1673325#Comment_1673325
The thing is every other win condition you’ve suggested is arbitrary. The only solid information the game gives on how well you did is medals and pips. Going off bp or kills can be your personal choice and I fully support it, but the ranking system, medals, and pips are all the game has to measure how well you performed at what the devs or lore wise the entity wants you to be doing. In 99% of games with ranks its harder for higher level players to continue ranking up. That’s not specific to dbd. A 4k depip means you lost. A safety pip with 20k+ bp means you didn’t win/tied. You stay stagnant. You can’t say someone loses and ranks up. The two are in direct opposition of one another. To be completely fair the game isn’t all that much of a killer wins survivor loses game. You can both win. It’s all about performance within the game and how to game scores said performance.
Huh? Bloodpoint score is totally objective. You get X number of points for doing Y. It’s a black and white scoring system, it’s no more arbitrary than medals. Same with kills and escapes, either someone dies or they don’t.
And you keep saying a depip means “you lost” but, again, that’s you saying it, not the devs. Same with you saying you can’t win if you don’t gain a pip,that’s you saying it and not the devs.
I do agree though that the game doesn’t have “winners and losers” officially.
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@xEa said:
What are the most underrated and overrated perks in your opinion?
Survivor:
Overrated: Adrenaline is really overrated for me. All it usually does it busting my Dead Hard. I think it can be an exzelltent perk when you are in group but i would not treat it like the greatest invention in DbD like many do.
Underrated: Second Wind seems to be completly ignored by the majority of the playerbase. Why is that? It has an extremly powerful effect (imagine getting healed while working on a gen or getting chased) and the condition to get that is not that much (and also benefiting the team)
Killer:
Overrated: A Nurses calling is just not good on most killer. It might work on Stealth killer but on any other killer with Terror radius, it does not do that well.. at least not nearly as many claim.
Underrated: Noed broken? Undying best perk right now? Pop necessary? Well... how about Play with your food op? If any perk gets me kills, its this one. Especially against really good survivor since it is hard to tell in a chase how speedy the killer is right from the beginning. Most people, no matter how many hours they have, underestimate or simply forget that this perk excists.
I actually like Bloodhound a bit better than Nurse’s Calling on most killers. It works even when survivors aren’t healing or are just crouching around trying not to leave scratches. It doesn’t show you where they currently are at that exact moment but it’s pretty much impossible to lose an injured survivor once you start chasing their blood trail with it.
Nurse’s Calling is good for killers that either have stealth, so the survivors don’t run away when you see their aura, or that have long range attacks so they can shoot or lunge at the targets. (Ironically Bloodhound is a Wraith perk but Nurse’s Calling might be better suited for him, go figure!) It’s not as good for killers that survivors don’t heal against. For instance I’d probably pick Bloodhound over Nurse’s with Bubba, since survivors might not bother healing as much against him, or Plague since survivors just use the fountains instead of healing normally.
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One of my favorite less used killer perks is Deerstalker. It saves a surprising amount of time in a lot of my matches when I slug someone, chase someone else, and have to go back and hook the slugged person after that chase. Sure I can eventually find a survivor who crawls away, but usually they have crawled intl deep grass or a corner to hide, their blood trail has faded (if it was even visible), and depending on the character and their loadout and map they may be very hard to hear or completely silent. Or sometimes I down someone but accidentally forget where I downed them (oops). It can save up to 10-15 seconds of searching per slug at times. Plus seeing the aura also helps watch that spot for other survivors coming in for a heal so it’s more difficult for them to revive someone I’m keeping an eye on using Deerstalker. And it’s a universal perk, every killer gets it fairly easily in their web, it’s just a nice quality of life time saver to fill in the fourth perk slot.
I don’t know so much about “overrated”, most popular killer perks are popular for a reason - they work. If I had to pick one though it would be BBQ and Chili, at least in terms of just its tracking ability. I don’t care about the extra out of game bloodpoints, which I know is a big reason a lot of people use it (I did a poll a while back and half the respondents indicated using BBQ largely for the bloodpoints as opposed to tracking). It’s a decent tracking perk, but the auras are so far away for most killers that by the time you get to them the survivor will often not be anywhere near that spot. I prefer other tracking perks personally.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/1673351#Comment_1673351
I guess im just thinking of the worst possibility. Kinda like a halo ring w/ 4 LT walls that can be combined in the wrap around
Yeah, I think there should be enough obstacle and such that you wouldn’t literally have a simple circle. But honestly the devil is always in the details in map design, right?