dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
This is a great experiment, thanks! The only thing missing is the actual individual data points these summaries are from in order to pivot out things like win rate per number of uses of a perk. For example it would be interesting to see a pivot of win rates when 0, 1, 2, 3 or 4 survivors use Decisive Strike to get a sense of the correlation of the overally impact that perk has. Likewise for Object of Obsession, it would be interesting to see win rates of apparently solo groups using Object versus swfs using Object versus swfs not using Object.
Also it if you kept track of the endgame scores it would be interesting to see how the scores line up with the 3-4 kills = Win metric. How often does the killer get the highest score at different kill counts?
-
They can’t bring back DC bans fast enough. It is SO much worse with that system disabled.
-
I think the game is ok mostly, just a couple of things
- Object of Obsession is a decent perk solo but a bit broken on comms. I’d like to see it be revamped so it still gives the survivor a strong benefit in exchange for the risk of the killer finding them more easily, just change that benefit from being seeing the killer’s aura to, say, buffing the survivor’s action speeds across the board by some amount. I’m not sure what the best number is, but give them +X% action speed boost on gens, healing, rescues and vaults in exchange for the killer being able to see their aura if they are looking in the killer’s direction. Just make X high enough that it is worth taking that extra risk but not so high that it is overpowered. This would keep the perk useful for solo survivors but not be much different for swfs than the solo experience.
- Decisive Strike is generally ok but should probably end immediately if the survivor does any skill checks on gen repair or healing. After all, if they feel safe enough to start doing those things then DS has already done its job. The current version though is just a Get Out Of Jail Free card where the survivor can simply brazenly sit on a gen in the killers face and know they can get away if grabbed.
- Keys are basically ok except I think it’s a little much that a single key can allow multiple survivors to escape. Make it so a key user escapes and then the hatch automatically closes behind them. (I also would tweak the moris a bit but this thread is about survivors so I’ll skip that.)
- Sort of related to both sides, I think the game should have a timer of, say, four minutes where, if no points are scored in that time, then the endgame collapse automatically starts. Every now and then you can get into an annoying stalemate where two survivors are both intentionally hiding and not doing anything to score points but are just stalling, waiting for the other survivor to die so they can try for the hatch. Depending on how good they are at hiding and the killer is at finding them it can make the game overstay its welcome. Four minutes is plenty of time for someone to score points, so if nothing happens in that time then goIng to endgame collapse sudden death seems like a reasonable way to force it to end soon.
- On a broader note, I do kind of wish the devs would commit to an official stance on a way for the game to actually declare “Killer wins” or “Survivors win”. Pips are ok for matchmaking but terrible for declaring a winner (since whether or not you get a pip depends largely on your current rank, meaning two identical matches can have different pip results based on an artificial rating outside the match.) Some combination of kills and bloodpoint scores seems like the best way to go (e.g. 0-1 kill = survivor team win, 3-4 kills = survivor team loss, 2 kills = killer win if killer has the highest score, draw if killer has the second highest score, survivor win if killer is in third or lower place.) But the game should make that declaration. Having this be vague just leads to dumb arguments about who “really” won the match. (And survivors should win or lose as a team, semi-cooperative games just don’t work well in general and most survivors play for a team victory anyway already.)
- Regarding swfs, the issue there is that solo groups get noticeably worse results than groups on comms. The devs could hypothetically mitigate this difference by giving all survivors a Kindred style aura system, so they can coordinate a little more like swfs do, and then slightly slow down gen speeds to compensate so that the overall survivor/killer balance stays about where it is. Also matchmaking should adjust its ratings a bit so that a survivor is rated slightly higher if they’re in a swf than if they are solo (if it’s not doing that already.) The end goal being to make it so matches overall feel a bit more even rather than swinging from somewhat easier killer wins if the group is solo versus significantly harder games if they are on comms.
- Add Survivor emotes. How are secret handshakes and victory dances, etc, not a thing? 🙂
-
I think I saw my first game tonight where a survivor used the offering to spawn the hatch by the shack. I made a mental note but they managed to get out while I was chasing them using a key. 🤷♂️
I don’t care that much about this add-on either way honestly. And really the only thing I find a little annoying about keys is they can let multiple people out with a single use. (Generally speaking, I mean. That’s not what happened in my game tonight.)
-
I could easily see a Grindhouse style revenge Western featuring Deathslinger.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1645485#Comment_1645485
Doesn't the Killer Instinct from Feral Frenzy only work on Survivors within your Terror Radius? If you are Undetectable, you have no TR.
Ah well crap, you're right. I was thinking it was a fixed terror radius. Too bad. 😟
-
I’m thinking of a Legion combo using the new Trail
Trail of Torment: Become Undetectable until the generator is repaired or someone is brought to dying state. Then Frenzy to injure all Healthy survivor while Undetectable
Pop Goes the Weasel: Extra gen slowdown from the kicks
Thanatophobia: With the new buff if the survivor opt to stay injured it results in even more gen slowdown. And if they do spend time healing then you can do another Undetectable Frenzy to reinjure them
Fourth perk is dealers choice, but going all in on theme I could maybe see Blood Echo to further punish survivors for not healing or Coulrophobia to make healing be more difficult. Dragon’s Grip could work too although you’re probably going to be keeping people injured most of the time anyway and Exposed doesn’t do anything when the survivor is already injured.
-
Record the game and jot down the times the generators popped and times you got hits and downs. That would help give a sense of the average flows of your games.
-
They can’t bring back the DC bans fast enough.
-
Cruel Limits - This perk will still be garbage you need to rework this perk. I'll break down why this perk will always be bad.
A generator needs to be completed for this perk to proc. You only get 5 uses out of a perk that potentially blocks 1-2 windows.
When a generator is finished usually it's no where near you. A survivor is usually long gone by then meaning those blocked windows do nothing.
Likely the generator has a pallet nearby and even if you get a hit off unless you have an insta-down likely they get to the next tile.
Regarding the highlighted sentence, there are going to be more than 1-2 windows within 32 meters of almost any generator. 32 meters is 1/3 the width of a map, it's the size of a terror radius. Picture for example a two house by two house block in Haddonfield, that's roughly 32 meters by 32 meters. So if a generator in the street in Haddonfield pops while Cruel Limits is in play with the new 32 meter radius it could possibly block every window in the four houses surrounding the generator if it's in the middle of them. Or picture how many vaults are blocked in Lery's within 32 meters of the central generator. It's hard to think of a map that doesn't have more than 1-2 vaults within all or almost all the generators.
The other points are more valid though. About half the time generators are completed you are not within 5 seconds of the generator to respond quickly, and since survivors can travel 32 meters in only 8 seconds that means that by the time you get there they will have usually left the blocked area. And even if they haven't, if there's any pallets around the lack of vaults won't make a big difference. And of course it only triggers up to five times a match and you're lucky to get even one hit out of it each time. At most you're looking at a couple of bonus hits - compare that to, for example, Haunted Grounds which is likely to get you 1-2 Exposed downs while Cruel Limits is only getting you maybe 1-2 generic hits, not downs, and you can see that Cruel Limits isn't as good as Haunted Grounds for instance.
So I do agree that the perk is still probably not great. Now if it also blocked all the Pallets within 32 meters then it might be slightly scarier. Or if it instead Exposed survivors within a short distance of the completed generators for a bit then that would frighten some survivors as well. But a generic hit or two, maybe, if you happen to be within your terror radius of a generator when it pops, that's a bit underwhelming.
-
From the End User License Agreement you clicked on when you play the game
IMPORTANT: BHVR MAY FIND IT NECESSARY TO MAKE UPDATES, OR RESET CERTAIN PARAMETERS TO BALANCE GAME PLAY AND USAGE OF THE GAME AND BHVR SERVICES. THESE UPDATES OR “RESETS” MAY CAUSE YOU SETBACKS WITHIN THE GAME AND MAY AFFECT CHARACTERS, GAMES, GROUPS OR OTHER ENTITLEMENTS UNDER YOUR CONTROL, AND YOU MAY LOSE ACCESS TO ANY VIRTUAL GOODS YOU MAY HAVE “EARNED” OR “PURCHASED”. BHVR RESERVES THE RIGHT TO MAKE THESE UPDATES AND IS NOT LIABLE TO YOU FOR THESE CHANGES.
-
I’m not surprised they’re toning down Pop Goes the Weasel, prior to Hex:Undying + Ruin being the new meta Pop was one of the most popular perks so it makes sense they were keeping an eye on it. I’ll still be using it personally, 45 seconds is still a lot of time to find a gen to kick.
Also they didn’t say how much they’re increasing the gen speed slowdown on Thanatophobia. It’s quite possible that the increase makes up for the survivors healing more quickly.
-
@humanbeing1704 said:
Cruel limits will still be useless most maps have gens literally nowhere near windows
Huh? Many gens are right in or next to a loop tile, like the Slaughterhouse with a gen in the middle, T-L type tiles with a gen in the middle, the Farmhouse with a gen on the upper floor, Lerys with vaults all over the place, the killer shack with a gen in the middle, the houses on Haddenfield, etc. I’m actually having trouble thinking of gens that aren’t within 15-30 meters of vaults.
My issue with the current version of Cruel limits is the range was so short that the survivors would just run too far away from them after the gen finished for the perk to do anything. The new version has a 32 meter radius which is about 8 seconds running distance for a survivor. So basically if you can be within chase distance of a survivor when they finish a gen then you’ll have at least 8 seconds to hit them before they reach a vault. (Although they can still drop pallets. Now if Cruel Limits also blocked pallets then THAT could be more popular!)
-
There's definitely more map reworks coming, they already released some concept art teasers for MacMillian Estate that look pretty sweet. 😄 Whether they'll be in the mid-chapter release though I have no idea.
The Clown rework seems more likely for a mid-chapter release. The Billy/Bubba reworks were likewise a mid-chapter release and full chapters normally focus more on new characters than revamped old ones. And Clown is the only killer they've explicitly mentioned is getting a decent size rework, although they did indicate they're reviewing others.
Beyond that, maybe they'll have the new matchmaking system up and running again by then? That doesn't need a client side patch though so it might just go live "when it's ready". And maybe some stuff to do with crossplay and cross-progression. (They're probably also prioritizing patching up the exploit that is keeping them from turning back on the DC penalties. But if that is something they can do on the back end without a client side patch then it wouldn't have to be in a mid-chapter release.)
-
@Hopesfall said:
I still don't understand how it overrides a status called "Undetectable"
the logic is astounding
Whether or not the perk is a good or bad perk aside, giving the survivor a warning when they're being stalked is the intention of the perk. Detecting hidden and "undetectable" killers isn't a bug, it's the way it's supposed to work.
Is it a little annoying when you're playing Ghostface and all the survivors have Spine Chill? Sure. Is the perk a little overpowered? I have no idea, I do see it on at least some of the survivors pretty much every match though so it's definitely popular.
You can play around it though to some extent by just not looking directly at the generator you're walking toward for example. Personally I just assume from the get go every match that every survivor has Spine Chill and try and play accordingly. Worst case they don't have it and me strafing to where I'm going has no effect. Best case I catch the Spine Chill player more off-guard and they don't run before I get there.
-
@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/1641363#Comment_1641363
Also a leathal rush isnt enough to break a pallet, you have to attack aswell.
That does make it harder to use (I haven't seen a video of it yet or had a chance to try it out though so I'm just guessing).
-
@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/1641363#Comment_1641363
Exactly, thats also what i wanted to say with: "meaning Compound Thirty-Three probably still has the added effect of having a 1 sec faster stun and also not having to attack first or needing to activate lethal rush."
Mind you, I think the red add-on is maybe a bit "meh" now that some of its effect it innate to Blight's Lethal Rushes. As a red add-on in particular it's not really adding anything exciting to how you play Blight like many of the red add-ons do. They may want to look at tweaking or revamping it to do something a bit more unique.
-
@Zucker_Schock said:
It isnt really faster as the normal break animation, meaning Compound Thirty-Three probably still has the added effect of having a 1 sec faster stun and also not having to attack first or needing to activate lethal rush. I didnt time the stun of Compound Thirty-Three so i cant confirm it but it should work like that.
Also having "reduces Rush Fatigue time" add-ons seems to have no effect on the overall pallet destroy stun time, despite blight using his exhaustion syringe after the pallet break.
For anyone wondering from the Pallet destruction until you can move takes around 2.5 sec, a normal break should take around 2.9 sec on my timing, i read on the wiki something of breakable walls with 2.6 sec. Meaning if you add the Rush time and also the bounce and attack time on top of the 2.5 sec that you are probably just as fast as using the normal animation or even slower. BUT, if you get some distance to the pallet you will be faster. Overall it cant hurt to rush destroy pallets but the effect is pretty minimal or even negative if it takes you some time to rush bounce rush attack.
FYI The patch notes say that a "Lethal Rush" breaks a pallet, but the red add-on lets you break pallets with a Rush as well (i.e. with the add-on you don't have to bounce off something first to break a pallet)
-
I think I put Blight a little worse than Freddy and a little better than Deathslinger.
- Freddy has very good map mobility, not quite as good as Blight but still really, really good. But Freddy has a much better anti-loop ability where Blight's mostly a basic killer at a loop.
- Deathslinger is stronger at getting a hit in the open in transition than Blight, and is a bit better at a loop (but not always since he can't get a down from across many pallets). However his slow speed is a significant weakness and overall I think Blight is more time efficient because of the tremendous amount of time he saves getting from chase to chase and excellent map presence.
-
The problem is there's literally only one useful Secret offering on the killer side - Moris. Nobody in their right mind using Shroud of Separation, it actually helps the survivors do gens more efficiently. So when survivors see a face down Mori they know that, unless the killer is being silly, it's a Green or Red Mori.
Personally I think if they want some offerings to be secret then they should either:
- Not be shown at all to the opponents. Just have no offering appear on the startup screen for them.
- Show a random fake face-up Bloodpoint offering as a bluff. So instead of seeing a Mori, they see some random Bloodpoint offering. That would obscure the fact that a secret offering was used.
- Have multiple useful secret offerings. (Shroud of Separation isn't useful). That way at least there would be some uncertainty which specific offering was face down.
This is all independent of tweaking moris and keys by the way. I've said elsewhere for the record that I think Yellow Moris are too weak and Red Moris are too strong (Green is fine) and I'd be for changing them so that:
- Yellow Mori: Lets you kill any survivor that you've hooked twice
- Green Mori: Lets you kill one survivor that you've hooked once (no change)
- Red Mori: Both of the above. Lets you kill one survivor that you've hooked once and any survivor that you've hooked twice.
Keys are relatively ok other than I think they probably should only let the key user escape, not multiple survivors. (i.e. Key user opens the hatch, jumps down and the hatch closes behind them.)
-
@Purple_Orc said:
So what about Compound 33 now? It seem to only add hindered and I don't think that its worth the bloodpoints as an ultra rare.
There's still a slight difference in that Compound 33 also lets you break pallets with Rush, not just Lethal Rush. Without Compound 33 if you Rush into a pallet before doing a Slam off something to start a Lethal Rush you won't break the pallet.
-
@AhoyWolf said:
I think that wasn't necessary, he already is a good Killer, I hope this change wouldn't become too overpowered.
https://us.v-cdn.net/6030815/uploads/C3PH5JQBOZDU/obrazek.png
I certainly didn't expect it but I should be surprised either. This basically just puts Lethal Rush in line with Demogorgon's Shred and Hillbilly's Chainsaw Sprint as powers that break pallets while lunging/sprinting. That just leaves poor Pig as the only one whose Lunge style attack doesn't break a pallet.
-
@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1640617#Comment_1640617
It doesn´t appear to be that way. Regarding optimisation, for example. The recent update had a huge negative impact on performance. The people on console....how long have they been begging for optimisation? 3 years, 4? So many people are complaining now about rubberbanding,lagspikes and weird movement bugs.
What about the silent survivor bug. It´s still there, just like the hooking bug and DS. How often does dead hard not work properly. Why are there no scratch marks on Ormond? I don´t wanna make this too long though, but DBD suffers from long lasting issues, some of them being prevalent for years(!).
I reckon a lot of people are fed up with what they percieve as slacking by the DEVs regarding game health. I understand that for a company with a product that has it´s own niche without competition, game health is not as sellable as new shiny little cosmetics for example. It´s their job after all and they need to make money from it.
You mention the MMR. Months of preparation only to fail miserably, then months of silence. Needs more testing,right... This isn´t meant in an insulting way, I actually made a pitty post for them when MMR started and crashed to the ground burning.
How long has it been since the DC ban exploit became widepsread? I can´t remember for sure to be fair. Maybe 3 months? Correct me if I´m wrong but if it were around that time or even longer you can´t claim with a straight face that this was a priority for them unless you have very low expectations on their abilities as game developers.
Anyways, if you haven´t guessed it, this was actually meant to be a more lighthearted post to get some opinions on the matter. As of right now the votes seem pretty divided which I find interesting.
Since it was a more fun little thing I wanted to do I hadn´t thought it through to the point where I´d consider the art team. These guys are their Fing MVPS if you ask me, they never fail to impress me.
Definitely kudos to the art team. Also the music is pretty sweet, generally Behaviour does a solid job on aesthetics. 😄
-
Leading question. How do you know they’re not already “doing the right thing” with their current development strategy? Why would you think that having literally everybody working on bugs is more productive than having one team working on tweaking old content and another team working on developing new content? What’s the art department working on while all the old bugs are being fixed? And how many actual major bugs are we talking about where this would make an impact at all? For instance they probably already have enough people working on fixing the new MMR system, they need time to test it though. And the exploit they need to close for the DC ban to come back up is also probably a high priority but might be difficult to figure out a fix for regardless of how many people are assigned to fixing it.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1638971#Comment_1638971
Ah no I didn't mean these values in particular but the concept of your suggestion.
If the trade-off is changed from information vs information to information vs progress power than I would imagine that tunneling the obsession in case of this perk would rise to insane levels. And even when the obsession user is the best looper in the team, he won't get any value out of the perk itself except the tunnel target on his back.
But getting targeted by the killer is the whole idea behind Object of Obsession in the first place. You are voluntarily telling the killer where you are for powerful information in the current version, getting tunneled is the downside.
And the numbers matter because obviously if you, for instance, made it “increase gen speed repair by 100x” and could repair a gen in 4 seconds it would be obnoxiously powerful, but if you said “increase gen speed by 1%” then the effect would be meaningless. So somewhere between those extremes exists an intermediate value where the benefit is strong enough to be worth taking the risk of being focussed on by the killer but not so strong that the perk is broken.
-
@Slashstreetboy said:
Survivors who do that just want excuses for their loss.It´s kinda like Killers who blame everything on Maps and SWF, same thing.
This is something that plagues dbd pretty badly. No one wants to admit when they messed up or didn´t play as well as they could have.
Don´t let it get to ya, they would have said it regardless of what you did.
To be fair it's not unique to DbD. I remember quite a few salty people blaming everybody else and the game when they lost. It's human nature not to blame yourself when you don't win. Coincidentally Scott Jund just did a video on learning to be self-critical where he went back and reviewed his own game that he didn't do too well in to show to his followers that it wasn't "swfs" or "gen rush" or whatever but was him making mistakes. His main point was that, yes, the game has some imbalances, but unless you actually played perfectly it's really your own mistakes that probably cost you the match and very few people play matches consistently perfectly, or at least so close to perfectly that they can't point to something they did wrong if they lose.
-
My question to anybody asking for the ability to dodge Deathslinger's shot - what else would you change about him to compensate for that? Because at the moment he's basically an average killer overall, his only strength is that he can quick shot in chases. In fact he's a bit weaker than Huntress as a ranged killer since Huntress can down people from across pallets and has a better one-two combo against healthy survivors.
So if you do, say, slow down his quick shot so it can be dodged then what buff do you want to give him to compensate for that? Because if you only weaken his quickshot and don't buff him somewhere else he'll be a pretty terrible killer overall.
-
@skarsguts said:
I've yet to play against a killer that wasn't running Undying with Ruin and/or Haunted Grounds, NOED, Devour Hope.
I instantly laugh when I tap a generator at the start to check for Ruin, and it shows up. Boosted guy playing an easy-mode killer incoming.
Want to cleanse totems? Nah, thanks to the aura reading of Undying, the killer is coming towards me the moment he sees me on a totem.
I don't understand why someone would run Undying + Devour Hope since if Devour Hope is destroy it loses its tokens and has to start building up again from scratch. You can easily get two hooks with it, have it be destroyed, it reappears with zero tokens and now you need at least three more hooks that aren't death hooks with it before it can start getting an Exposed condition. Keep in mind you can have a maximum of 8 chances to put a token on Devour Hope per match (since death hooks won't work only the first two hooks can possibly add a token) so it being destroyed after 1-3 hooks means you're not nearly as likely to get it to work again. And if you do manage to get 6-8 non-death hooks to get Exposed hits then you're already going to win the match anyway because, well, you've gotten 6-8 hooks plus whoever has already died.
I get the other Hexes that don't use tokens comboing well with Undying, but if I want to protect Devour Hope I'd go with Thrill of the Hunt personally.
-
+1 on ragequits
-
@TheClownIsKing said:
At tier 3, even at 5 tokens it only extends survivor cleaning time from 14 seconds to 18.2 seconds, and diminishes as totems are cleansed.
As a Hex that’s intended to help you protect other Hexes, in many cases the notification it gives off still doesn’t provide enough time on some maps to actually intervene and do something about it.
Should it be buffed?
Extend cleansing time more?
Have an entirely new or additional effect?
I wouldn’t be against it having a flat increase in the cleansing time regardless of how many totems are left. Also its BP bonus is only out of game and doesn’t count for the endgame score so that’s not a huge deal to me, at least. (Then again some people use BBQ and Chili mostly for the bloodpoints so maybe there’s some people who like it on Thrill?)
I think it’s worth noting though that Thrill does have one advantage over Undying - it’s more compatible with Hexes that use tokens like Devour Hope and Huntress Lullaby. If I want something to protect a Devour Hope totem for instance I’d go with Thrill over Undying.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1638359#Comment_1638359
This would probably increase tunnel on the OoO user to infinity.
Now they are annoying to unfun, then they would be broken strong.
The numbers I gave are just placeholders, they can be adjusted up or down to balance the buff up. Just lower them if they’re too powerul.
-
I’m a killer main but keys don’t really bother me. I think it would be reasonable to tweak them so only the key user escapes when they use a key and not multiple survivors but it’s not like I care that much about them other than that.
-
I’ve been playing two or three games a night with whatever killer I have my oldest mission in for a while. There’s nothing in the game at the moment driving me to stop.
-
Camping
I don't face camp mid-game because it's typically bad strategy. If the survivors aren't coming to me then I need to go to them to keep up the pressure and keep getting hits and downs and scoring points. Me standing around doing nothing is just letting them do gens for free. Once the exits are open if I have someone on a hook I'll defend it since that's obviously the best play, but otherwise I don't just sit around defending a hook unless the survivors are dumb enough to rush in while I'm there.
Tunneling
Shorthand for "I don't like being downed twice in a row". This is all sore losing. Obviously if I have a choice between hitting an injured survivor versus a healthy one I'll down the injured one if I can. And if I think I can hook someone twice or three times versus two people once I'll hook the one person multiple times because killing them faster puts on huge pressure on the remaining survivors. There's absolutely nothing "unsportsmanlike" about downing the same person twice or three times in a row. The only reason not to "tunnel" is you shouldn't become overly focussed on chasing one survivor if it will take you too long to get a hit or down. You have to know when to break off a chase that will eat up too much of your time and be willing to switch to pressuring other gens or chasing other survivors who are out of position.
NOED
There's absolutely nothing wrong with using NOED. Since most games (maybe 60%) between equal opponents end with 0-2 kills (the game is built around the killer essentially "losing" at 0-1 kills and being "close/a draw" at 2 kills) it follows that the gens will be completed most of the time. Even if you play well, if the survivors also play well it will still be an uphill fight to stop the gens from being completed. So the Exit door stage of the game is a common occurrence and NOED is simply a version of Haunted Grounds, essentially, that happens to only work in that last one to two minutes of play. It's similar to using a perk like Corrupt Intervention or Whispers to help you in the first minute or two of play and then the perk not doing anything later, but in reverse since NOED doesn't help you until the last two minutes or so. The only reason survivors don't like this perk is because they feel "cheated" if they get downed at that point, as if they "deserve" to escape when the gens are done. Which is a fallacy, you don't deserve escape until you actual open the doors and leave, if you get downed before that you were fair game.
Personally I don't use NOED myself simply because I think the mid-game is the most fun part, I'd rather use perks that help me in the mid-game or maybe Whispers to get me in a chase right off the bat then a perk that will only help me in the end game that I find a bit more dull. But that's just my playstyle and I totally get other killers maybe wanting to beef up their endgame with NOED and more power to them!
Mori
There's nothing wrong with using Moris. If the devs didn't want people using Moris they wouldn't be in the game. Same with Keys. I don't use them that often mainly because I typically get more bloodpoints by not using them, but I have no problem using them if I'm doing a side mission that calls for me killing survivors for instance.
That being said I do think the Yellow Mori is worthless and the Red Mori is overpowered. (Green is fine.) Personally I'd be for rebalancing them like:
Yellow Mori: Lets you kill any survivor that you've hooked twice. (Better than the current version, still not as good as Green.)
Green Mori: Lets you kill one survivor that you've hooked once. (No change)
Red Mori: Both of the above. Lets you kill one survivor that you've hooked once and any survivor that you've hooked twice. It's not as powerful as the current version but still better than Green and still lets you get the mori animation multiple times per match.
(And along those lines I think Keys are fine for the most part, although I do think they should probably only let the key user escape and not multiple survivors with a single key.)
-
@Babyyy_Boyy said:
Aside from playing Hag and Trapper, Why is this perk so annoying to killers? A lot of killers say that it’s broken in a SWF because the user can make call outs but in a SWF even without the perk the whole team will make call outs, that’s the point of comms. I personally don’t mind it when playing Killer because I like to see how the survivor performs in chase with it and I’ll feel good knowing that I outplayed them at some point of the chase. I actually use Object Of Obsession in solo que more than anything because if the killer decides to go for you, you can improve on your chases. I also use it because 80% of the time my teammates don’t do well in chases so it can buy time if the killer goes for you.
The difference between being on comms with Object of Obsession and without it is that, even though people will make call outs either way, there is a significantly increased chance of the SWF knowing exactly where the killer is pretty much all the time with it versus only knowing exactly where they are about half or 2/3 the time without it. For example, without Object you're not likely to actually see the killer if they're behind walls and obstacles on the way somewhere, but with Object that doesn't matter and you see them regardless.
There's a reason, after all, that so many swfs have at least one player using Object of Obsession - its effectiveness is greatly enhanced by being able to relay that information instantly to everybody else. In a solo group it's still a decent perk, but in a swf it can be kind of broken.
Fortunately I think it's one of the only perks that is fundamentally better in a swf than solo. So maybe someday they'll revamp it so it's still good solo but not actually better than that in a swf. For instance, rather than the survivor seeing the killer's aura, they could receive a strong buff to their action speed by taking on the risk of the killer being able to see their aura and hunt them down more easily. If the killer could see the Object's aura as usual, and the Object got, say, a 20-30% speed bonus on gen repair, healing, hook rescue and vaults that would probably be a perk worth considering using despite the killer finding you more often, but that sort of solo-style buff wouldn't be made way stronger while on comms.
Personally I don't "hate" Object of Obsession, I just think it has a balance disparity between solo and swf groups that the devs should probably address at some point.
-
I don't mess with filters, I do turn up the brightness on my monitor, though. This game's default brightness is just too dark on some maps. 🙁 Walking around bumping into walls I can't see in the Game's lower level for instance is just not fun. I turn the brightness up a bit, enough so I can at least make out where I'm going in those spots.
As far as I know the devs haven't ever commented on filters one way or another. They did once mention that they consider "stretched res" to be cheating but I'm not sure what if anything they have or are planning to do regarding that. (I'm not sure what they could do honestly other than locking the game at specific aspect ratios.)
-
@ClickyClicky said:
Stretched res is even worse.
Filters tbh doesn’t do anything against your average Ace, Laurie, David, Dwight player, or your neon Nea’s or Megs. These characters are easy to see anyway
Its only used against Blendettes or one or two other characters that may have problematic cosmetics. Its actually more fair for the team to be honest. Know how many times killers walk past a Blendette crouching in the corner? And then another survivor takes the aggro because of it.
It's not just killers, Survivors also do this to brighten the red stain and make it easier to see.
-
I don't think it's technically bannable but it does technically mean that Freddy is a jackass.
-
Why would I turn it off? More people to play against.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1637556#Comment_1637556
This was what I meant by changing it to post game bonus.
That's not quite what I mean, though. BBQ and Chili and offerings are "post game bonuses" for instance but they aren't added to the endgame scoring screens to see who got the highest scores. I'm saying the add-ons should be in-game score events but ones that can exceed the 8k limits.
-
In principle I'm ok with the idea of an add-on that makes you play at a handicap in exchange for getting a higher score in the endgame screen. That's fine when you assume the intention is the endgame score is "victory points" in the match, or at least a tiebreaker if the game is close.
The issue with things like Placebo Effect and Speed Limiter, etc, is they're capped by the 8k per category limit. So if you play well the bonus give you very little to no benefit since you would have hit the cap anyway, and if you play really badly you'll get very little benefit from double a really low score. It only kicks in as a bonus if you are in that middle ground of around 4k points without the add-on.
Personally I think they should consider allowing these add-ons to exceed the 8k per category ceiling and potentially allow you to exceed the 32k max score on the endgame screen. That might be enough of a benefit to consider using them, at least for players who consider the scores to be a reasonable measure or partial measure of victory. (If all you care about is kills then you still wouldn't use them obviously.)
P.S. For reference, if they DID allow you to exceed the caps, then the point bonuses are good. Doubling the points from a Lethal Rush for instance is a few hundred points per hit. (I'm not sure the exact amount because apparently the Wiki isn't updated with Blight's Deviousness score events yet.
-
FYI the new MMR system is currently disabled (aside from maybe if they are testing it on a small random sample of matches and having it collect data behind the scenes). They did say it will be turned back on eventually, probably sooner rather than later I bet, but for now the game is matching by ranks.
And yes, ranks do get mismatched pretty often. There’s a few reasons for that:
- Half of all games or so include a 2-, 3- or 4- person swf. And there’s no restriction on ranks in a swf, you can have a rank 1 apotheosis of looping in a swf with their 9 year old kid that they are teaching the game to. There’s not much matchmaking can do about this, people want to play with their friends and that’s fine.
- There is a soft time limit on matchmaking where if it doesn’t find enough players close to your rank it will start pulling in players whose ranks are of greater disparity. Better to get you in a match after a couple of minutes against different ranks than wait for 15 or 20 minutes for a perfect matchup.
- And when the MMR does go back into place it will be matching based on how good it thinks the killer player is with their specific character. But it will still be showing that player’s overall killer rank, so you might end up for instance seeing things like a Rank 1 killer player who mostly plays standard killers getting matched against low level players when they play Nurse because they happen to stink as Nurse.
Now whether and how many mismatches are due to those factors versus the algorithm being inefficient is impossible to tell. But even if the matchmaking was as good as it could possibly be you’d still have some mismatches because of things like I mentioned above.
-
@OniKobayashi said:
Ironically, after posting this I got my 3 Iridescent Devouts.
Grats! Took me five games I think, had a good run. 🙂 Fortunately I didn’t get anybody disconnecting early those games.
-
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1636686#Comment_1636686
Not fun is subjective. No counterplay is not. Nobody is asking for a hard counter. There just needs to be a downside to his ability to zone.
This isn't an argument you're going to win, bud.
Scott was specifically asking for the ability to dodge his shots. That is a hard counter. And I’m saying his definition of “counterplay” is too narrow, as is apparently yours.
This isn’t an argument you’re going to win, pal.
-
Some general suggestions are
- have a perk or add-on that has a useful detection ability so you can be confident you are in the right area to look or listen for someone
- learn to turn while moving and keep an eye out in various directions around you as you walk, don’t just stare straight ahead at the spot you’re walking toward. Looking around as you go can help you spot survivors trying to hide around trees and obstacles and makes it more likely to spot crows and scratches.
- Always listen for the sounds of survivors actively working on a generator.
- When you approach a generator don’t look directly at it if possible, Spine Chill is a common survivor perk and if you just stare at the generator you are walking to they will see it continuously lit and run early. Look to the side of where the generator is so that when you do get close and turn to see where the survivor is they won’t necessarily have run immediately as you got closer.
- As you play games try to remember common hiding spots for future reference.
-
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1636675#Comment_1636675
He also identified them as "not counterplays", and "not fun". His point that DS isn't overpowered is also a point I echoed here. I never once said he was OP. I said his M2 zoning is a flawed, effortless, skill free mechanic.
”Not Fun” is a totally subjective opinion, completely irrelevant to the topic at hand. To me just dodging an attack you see coming is less fun and more robotic than figuring out how to efficiently use cover to minimize lines of sight, but that’s just me. 🤷♂️
And I would argue his definition of “counterplay” is too limited in that he is only thinking of “hard counters” like dodging as being “counterplays”. But I believe you should include “soft counters” like using terrain to your advantage and early pallet drops while injured (and no, having a Deep Wound isn’t “nearly the same” as getting downed) since they do increase the probability that he will miss and extend your average chase time against him. Just because something doesn’t work 100% of the time doesn’t mean it’s not a counterplay.
-
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1636613#Comment_1636613
- You go into deepwounds anyway. You'e not down, but you're as useless as a downed person because you're on a timer.
- Spreading out isn't a counterplay. Again. The killer can only chase one person at a time. Whether or not you're spread out. What you're describing is generator efficiency - when the issue being discussed is his free no-skill M2 zoning ability in a chase (aka, a 1v1 situation, meaning you need to lay off the "spread out 4HEAD argument").
- Use Terrain and move unpredictably. Except, he can zone you to where he wants you to go (RIP using terrain). Every time you move, you're guessing whether or not he's going to shoot because he can spam his ADS, constantly, and shoot instantly at any given time.
Your points make no logical sense.
This isn't even about opinion - it's actual fact. Go watch Scott's video. He even did the math, down to the milisecond. If you think any of that is "cOuNtErPlAy", and if it's worked for you, every Deathslinger you've faced has sucked. The killer sucking isn't you countering the killer. It's just the killer being bad.
Contact @ScottJund, ask him to set up a playdate with you and Zubat's Deathslinger. Try your CoUntErPlAy with him. Money down you won't, both because you know your logic is broken, and because you're terrified of being embarassed; and believe me, it would be an embarassment.
I did watch Scott’s videos (plural) and you seem to be forgetting that he literally identified the exact strategies I mentioned above as the ways to play more effectively against Deathslinger. His point is those videos isn’t that Deathslinger is overpowered, it’s that the strategy against him is “boring” and “robotic”.
You’re conflating “can’t dodge” with “nothing you can do”. I am NOT claiming you can dodge his shots, which is what Scott timed. I AM saying that there are things you can do to make Deathslinger’s shots harder to hit and THAT is the defense you should use in a chase. “But Deathslinger might still hit you anyway / might be able to zone you away from terrain” doesn’t negate that you should still be trying to do these things because he also might not hit you and might not have the opportunity to zone you away from cover.
Throwing your hands up in the air and exclaiming “iT’s JuST GuEsSeS! no CoUnTeRpLaY!” isn’t a useful way to think about how to play against him.
-
@TheClownIsKing said:
I’ve had my fun with Blight, but no other killer feels as “right” in my hands as Clown.
Far too many times as Blight where I’ve come up short and I’ve thought “if I were playing Clown right now...”
- I can cut survivors off between tiles (or restrict options) and get hits in just like Blight, BUT i’m not restricted in my ability to hit the survivor.
- Clown’s power is more dangerous than Blights at loops, and I don’t have to risk losing sight of a survivor or over shooting.
- I just really don’t need to be travelling to opposite sides of the map quickly as Clown.
Well thanks Blight but I’m shelving you as an “every now and then” killer. I’ve had too many chases where I’ve missed a hit and thought “I wouldn’t have had this problem as Clown”
Plus you'd have to change your name and avatar and who wants THAT hassle? 😄
-
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1635738#Comment_1635738
Dropping pallets early isn't a counterplay - he can shoot over them and put you into deep wounds. Spreading out isn't a counterplay because a killer can only chase one person at a time regardless. Unless they are Bubba/Oni.
So that leaves your 3rd option. "Move unpredictably". aka - guess, based on him spamming M2 to zone you into a position where he'll only miss if he sucks at shooting. That's your cOuNTeRpLaY.
- I specifically said dropping pallets early "while injured". Even if he hits you over a pallet he often can't reel you in from behind it to get the down. (P.S. Scott Jund also specifically mentioned this tactic as one of the things you can do.)
- Spreading out is a counterplay that happens to work against most killers, but in particular it works even better against 110% movement speed killers like Deathslinger
- My third point was "use terrain and move unpredictably". Using terrain isn't "guessing" any more than knowing optimal routes in loops is "guessing".
-
I never disconnect.