dugman
dugman
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The devs mentioned that their normal balance pass schedule for new characters was put off this year due to everything else in the 2022 roadmap pipeline. Sadako’s probably the next character they’ll do a full pass on though once they get back to it.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3191516#Comment_3191516
Hyperfocus works on your personal skill checks. If another person does a skill checks it doesn't work. So no, corrective action doesn't even give you points if a teammate misses a skill checks and you correct it.
Right, but Corrective Action gains tokens when you personally hit a Great skill check, so if you’re already using Hyperfocus and Stakeout then your Corrective Action perk will be gaining tokens as well every time you hit the Great check for Hyperfocus.
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@Bot_Salvo88 said:
Doctor can bring all the perks he wants to make my skill checks impossible, but he can't counter my perks like inner strength for heals, technician for gens, calm spirit for screams and corrective action to help my teammates not to miss any skill check 😎
On a tangent I wonder if Corrective Action plus Hyperfocus plus Stakeout will catch on...? (Probably not, especially since Corrective Action doesn't correct your own mistakes and most people aren't too worried about failing normal checks.)
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With Pain Resonance being a top killer perk at the moment, I'm surprised more survivors aren't running Breakdown plus maybe some Saboteur with the toolbox add-on that makes it take 45 seconds for a sabotaged hook to come back. I could easily imagine situations where a killer simply has no Scourge Hooks around for a good portion of a match if survivors actively ran Breakdown and surgically sabotaged the Scourge Hooks.
If Residual Manifest's Blindness lasted longer it could be an interesting counter to Pain Resonance too since Blindness hides Scourge Hook auras when the killer is carrying someone. Unfortunately (or fortunately for me as a killer main) the Blindness only lasts 30 seconds so if you get blinded at a pallet, for instance, odds are pretty good the Blindness will expire before you actually carry anybody. (And if you get blinded while carrying someone you've already dropped the person so not seeing the hooks doesn't really matter at that point.)
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@GoodBoyKaru said:
I think the bigger tragedy than the hackusation is the fact they voluntarily played SMMyers on Haddonfield
To be fair I've won with Scratched Mirror on all sorts of maps, you just have to be smart about using cover. 🙂
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3191399#Comment_3191399
What it would be nice is that a boon totem could have a different color depending on the perk it has. Like, you have COH? the boon is blue, you have shadowstep? green and so.
That would be nice in soloQ so your teammates wont kill you when they go to your boon for a heal just to find shadowstep
They at least should have different condition icons.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3191394#Comment_3191394
I know, i meant that Coh is the only one that people take by itself. I dont see shadowstep only boons or exponential only boons. shadowstep is more of a addon to a Coh boon
Yeah, it’s usually paired with CoH since they obviously have good synergy. I bet it would be ok on its own though if someone really wanted to just bring it. 🤷♂️
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@Rovend said:
The only good Boon is Circle of healing,and it has already been nerfed twiced.
Think that SWF are the 10% of the playerbase, not every match you will encounter 4 boons from a perfect SWF
Shadowstep is ok. I’m sure I’ve lost or didn’t spot survivors because of that one.
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Yeah I’ve had fun with that build but I replace Sloppy with Unnerving Presence since it makes the checks even harder. 🙂
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Just generally speaking you probably shouldn’t mess with the game files since if Easy Anticheat decides a modified file is a sign of cheating and locks you out then you’ll be out of luck.
It’s not against the rules to adjust your graphics settings in NVIDIA or whatever though.
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@WipeIncGamingYT said:
If you want to buff the trapper, make the red addon "Iridescent Stone" basekit. And no nerf needed.
Actually I’d rather make his purple add-on that starts him with all his traps but he can’t move them once placed be basekit. That variant playstyle is way more fun than the basekit version since it really speeds up his early game. Then you could replace that purple add-on with a new one that starts traps on the map but you can move them around, basically letting him play with his current base kit if you like that style instead.
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How can she approach with a stealth tactic when you literally know what to expect? It's utterly embarrassing that this is the case. Makes her early game even MORE horrible because she has no TVs yet when the match starts. It's insane.
I don’t know what to tell you, I sneak up on survivors all the time as Sadako. Even with her lullaby her stealth is actually quite strong because she is short and on-and-off invisible and thus makes good use of line of sight blockers on her approaches. She also loses almost no speed while Manifesting and Demanifesting which further helps her ambushes.
I actually do quite well with Sadako as a stealth killer and I don’t even bother with the Condemned centric builds. I put her in C tier alongside Wraith.
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Think of it this way, every time you snuffed a Boon it took you a couple of seconds maybe and then they spent 14 seconds plus travel time setting it back up. Now imagine if instead of them spending all that time resetting multiple Boons they had just been sitting on gens, that quickly adds up to a lot of lost gen progress. I’ve definitely had games where the survivors lost because they spent so much time and effort constantly fiddling with Boons that they didn’t spend enough time on the gens and lost.
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Yeah, full obsession builds are fun. 🙂
- Save the Best for Last (attack more quickly every time you hit a non-Obsession)
- Dying Light (slower gen progress for every time you hook a non-Obsession)
- Dark Devotion (become Undetectable and shift your terror radius every time you hit the Obsession)
- and either
- Play With Your Food (move more quickly every time the Obsession leaves chase); or
- Rancor (see auras every time a generator is finished and the Obsession is Exposed and killable once all the gens are completed)
Basically with the above loadout you chase and hook everybody who isn’t the Obsession and hit and run the Obsession or slug them for pressure when you find them. You lose a couple of stacks of Save the Best for Last when you hit the Obsession but you get the Dark Devotion effect to make up for it so it’s ok to pressure them with hit and run when you see them, just don’t make them you top priority to hook.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3189324#Comment_3189324
jolt is 19% and pain res is 17% according to bvhr official stats with BBQ being 16%. they said the killer perks are call of brine, overcharge, sloppy, thano(Really why is this getting used now?) and save the best for last. killer perks pretty low impact now largely for same reason of soloq vs swf problem where swf could definitely handle stronger killer perks and higher impact killer perks while solo struggles with the base-game as a whole. Same problem a lot of killer power are watered-down and devoid of much challenge and fun.
I’m not sure what point you’re trying to get at? I didn’t dispute any of the perks you mentioned are the most used perks. Behaviours exact numbers are a bit different because they are looking at a 30 day timeframe and global stats where I’m looking at a two week time frame and mainly English speaking region stats but the relative percentages still mostly line up.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3190815#Comment_3190815
Before the rework Pop was fantastic for turning a gen with 20% progress down to 0% progress. Your estimate is far too generous considering it takes 2 seconds to kick the generator and not having the perk removes a flat 2.5% so we won't consider this for talking about calculations as kicking a gen without pop will always give you that value too.
If you kick a gen at 99% you will remove 17.82 seconds of additional progress. The problem is that kicking a gen with that much progress is basically a lost cause. What happens if you kick a gen at 30% progress? You remove 5.4 seconds of progress by spending two seconds kicking the generator. Bear in mind that the time you are spending kicking a generator for 2 seconds gives 8 seconds to the enemy team if 4 people are alive. That is almost completely worthless.
Pop is the perk that was carrying survivors before the rework. No big name streamers are using Pop after its rework because it was completely gutted. It was common for me to get 6-9 Pop's per game and I saw streamers have similar results. That means on average I was increasing the time needed to complete the survivor objective by 120-180 seconds.
Pop used to have great value kicking gens at 20% progress but now it essentially has zero value because you lose more time than you gain for kicking. If we consider kicking gens between 20 and 50% progress on average (35%) and multiply that by the same value we get a time savings of: 6.3 seconds per kick. So now Pop is only saving 37.8-56.7 seconds.
Translation: Pop received a 50-75% effective nerf in circumstances where I used to routinely kick generators.
Would anyone still be using Prove Thyself if it lost 50-75% effectiveness? No. The same goes for boons too.
As for Pain Resonance it really only works in circumstances where you use BBQ to see where the survivors are to follow up on the explosion or DMS which will block the generator automatically. Without another perk the Killer doesn't know where to go making the regression useless if you have to make a 33% or worse coin toss. It takes most killers about 15 seconds to cross medium sized maps (and the act of hooking takes about 15 seconds). That means the survivors had at least 30 seconds to work on the generator.
In other words without a follow up the Pain Res will have very little effect unless the gen has very low progress - in which case you didn't need the perk anyway.
You can’t just ignore the 2 seconds you get from kicking a gen when you use Pop, it’s part of the total amount the gen is regressed when you kick with it. And the gens you most want to kick with the perk have always been the ones with the most progress, that was true before the rework and is still true today. So saying it gets less value on the gens that are the lowest priority targets makes it “useless” is a big exaggeration, if you were using Pop wisely you were using it on the higher priority targets when possible and getting most of your value that way anyway.
Also I’ve seen streamers using Pop, especially in combination with either Call of Brine or Overcharge. It does get use even with its nerf.
And you’re wrong about Pain Resonance not being useful without its tracking info. Its regression alone makes it strong enough to use, in fact it’s the single most popular killer perk at the moment specifically because its regression is so good.
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Self Care, while the slowest form of healing, is also the most flexible and consistently available. It has no preconditions and can be used any time, anywhere, and can never be lost. This makes it potentially really good as a way to convert what would normally be idle moments in a game when you're not on a gen and maybe hiding from the killer, for instance, into time you can spend partially healing yourself to top off your bar. It's a nice supplemental healing source in that regard, it can get you part of the way to a heal with no time efficiency loss and then you can be healed more quickly the rest of the way through other means. Or, if the situation is really dire, you can simply gut it out and try and heal yourself to full with it as a last resort.
So Self Care probably appeals to players who have a high aversion to risk, it's a very safe option that still can provide tangible benefit. Overusing it or overrelying on it is probably a bad idea because it's so slow, but it could extend the life of medkits or fill the gap if a heal is interrupted or a Circle of Healing is snuffed, etc. That is probably a big part of why even as slow as it is the perk remains quite popular.
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My current killer build I'm using on basically all my characters right now is the Anti-Popular Perk loadout
- Discordance (counter to Prove Thyself)
- Fearmonger (counter to Dead Hard and other Exhaustion perks)
- Hex: Third Seal (counter to Windows of Opportunity and other aura perks)
- Hex: Undying (protects Third Seal and gives some tracking info)
It's been working great so far. 😄 I just have to make sure I keep up pressure since I have no direct slowdown.
I don't play survivor that often but when I do it's always Plunderer Ace
- Plunderer's Instinct (See auras of chests and get rarer loot from them)
- Open-Handed (increases all aura ranges for all survivors, stacks with Plunderer's.)
- Ace in the Hole (get rare add-ons attached to items from chests)
- Appraisal (you can Rummage empty chests for an additional item.)
I always bring in a cheap toolbox, go straight for a generator near a chest, and use up the toolbox on it right away. Then I loot the chest and see if I can get something other than a flashlight or key and use that next. Rinse and repeat.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3189324#Comment_3189324
You're missing the point that Pop went from removing 20% of a generator's progress to removing an extra 2-5% progress. That's an insane nerf.
Also Pain Res needs an extra perk to make it work. Self care got this level of nerf because it is worthless now without Botany Knowledge.
Meanwhile every survivor has BT base kit. AND BT was one of the few meta perks that got buffed - which is completely insane.
Killers should have been given one free meta perk to compensate - either Deadlock, Pain Res or Corrupt Intervention to have a base slowdown mechanic.
- Pop Goes the Weasel used to remove a flat 20 seconds, now assuming you use it on a gen that has 50-95% progress it removes 10 - 20 seconds. It's still quite useful as long as you don't waste it on a gen with no progress (which is why people still use it.)
- Pain Resonance does not need another perk to make it work. Its regression alone is worth using it.
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Of the ones listed in the poll I think It is the best fit for a new chapter. A cool, popular killer with possibly unique game mechanics, a decent choice of survivors and possibly a good map.
Outside of the ones in the poll, my top license choice is probably Supernatural. Winchesters as the survivors, a Demon that can possess people and fast travel as smoke, and the Bunker as the map. It practically writes itself. 🙂
And finally for an unlicensed one, I'd love to see a Medusa and Perseus chapter where the Medusa automatically inflicts negative conditions on survivors that have her in their field of view. So the longer you can see the Medusa on your screen the worse it gets, you slow down, maybe get Blind and Exhausted or Exposed, etc. She'd be the only killer that you actively try not to look at while running away or hiding from her, it would be pretty tense! Perseus, the hero who slew the Medusa, would be a natural choice for survivor. And her map could be a cavern system or topiary garden with statues of her victims scattered about. Plus as a bonus, you'd potentially have a good map and survivor to go along with the Minotaur skin for the Oni! 😄
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Where are you getting that ragequits on hook are excluded from the data?
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Unfortunately the devs have said a few times they ran into issues with having personal stats in the game so it's not likely to happen, much as I'd love to see it.
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I'd even go further and say lobbies should just be invisible behind the scenes and when you hit Ready it just eventually starts the match up. There's really no need for players to see each other prior the match starting.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3189739#Comment_3189739
wait wait, if 3/4man-swf only has a 44%-48% escape rate which is lower than kill rates.
why everyone states that SWF are unstoppable and should be nerfed inmediately ?
I can only speak for myself but I've never said that. 🤷♂️ There is a balance gap between solo players and swfs though that hopefully the devs can someday level out.
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@Loldino said:
https://forum.deadbydaylight.com/en/discussion/comment/3189653#Comment_3189653
According to there own stats a while ago that on average swf escape rate was 15% higher so low balling solo que escape rate would be 30% while swf could range from 45% to 60%
It's probably closer to something like
All solo - 36% escape (55% of matches)
2 person swf - 40% escape (20% of matches)
3 person swf - 44% escape (15% of matches)
4 person swf - 48% escape (10% of matches)
Total average: 39% escape rate
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/3189706#Comment_3189706
I'm saying that it would make stake out useless since no one would have a reason to use that perk now.
Could be, if so then they can always buff Stakeout later. 🤷♂️
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3189711#Comment_3189711
Cat Person Peanuts?
Ninja'd by Peanits. 🙂
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@Rovend said:
Man, if the entire surv escape rate is 39%, and that includes the so dreaded seal SWF, i cant even imagine the escape rate of SoloQ. must be <20% being generous.
Historically it's something like a +4% escape rate per extra person in your swf (e.g. +4% for 2-person, +8% for 3-person, +12% for 4-person). And about 55% of games are all solo players so the weighted average is closest to that. It's probably looks like
All solo - 36% escape (55% of matches)
2 person swf - 40% escape (20% of matches)
3 person swf - 44% escape (15% of matches)
4 person swf - 48% escape (10% of matches)
Total average: 39% escape rate
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@Bot_Salvo88 said:
The stats have been taken from the last 30 days. Mostly self-care has been used a lot because of the most recent challenge that requires you to run self-care, heal 1 time and escape.
It's also a regional thing, apparently Self Care is very popular in non-English speaking countries. Probably because it's the most flexible, least risk averse healing method, even though it's also the slowest.
P.S. 🐱👤🥜
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/3189614#Comment_3189614
I disagree with the last bit, because stake out by itself is not worth it, and it's nice to have new perk combos. taking that away would just make the perk essentially useless, and we're always talking about perk diversity.
It wouldn't make Hyperfocus useless, there are people who can hit Great skill checks with enough consistency to make it worth using for them.
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Self Care is the least risk averse healing perk in that it has no preconditions and can’t be cancelled or taken away or expire. It’s very slow but it’s also extremely consistent and flexible. I think it probably works fine as a supplemental healing method where you use it to augment your healing at moments of downtime. You just don’t want to be relying solely on it to heal to full all the time because its so slow, but a few seconds here and there topping off healing when you can might still be useful.
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/3189588#Comment_3189588
I just think the easiest nerf that would not kill this perk would be to just not have it work with toolboxes. that's it
That’s one possible change, the other is not have Stakeout count as Great checks for purposes of Hyperfocus.
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@Laluzi said:
I'd like to see the MMR stratification on this. If the kill rates are like 40% at top levels and 80% in low levels, then it's not good at all. If it's universal, then meh, can't complain.
It’s probably the other way around, high MMR killers have high kill rates because they have a lot of matches where they go against lower MMR opponents. Just personally for instance I think I’m an above average killer player but not remotely top tier but my kill rate is about 71% at the moment, partly because I sometimes go against weaker opponents.
That said I’d love to see line graphs like they had in the June and July dev updates which show each line is a killer character, the x-axis is the MMR, y-axis is the kill percentage, and the line thickness is the number of matches on a logarithmic scale. My guess is a lot of killers would be kind of flat more or less around that 55-65% kill rate while some killers like Nurse or Pig would be very slanted up or down. (I think Nurse would have low kill rates at low MMR and high kill rates as high MMR while Pig is the opposite trajectory since stealth works better the less observant the opponents are.)
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@Carth said:
It's almost mandatory to run stakeout with hyperfocus imo, the extra 1% from stakeout applies to hyperfocus. In addition to making the effect of hyperfocus stronger it also combos extremely well to your point in helping with those later skill checks. I would try your experiment again with stakeout swapped out for one of your other perks and see how you feel about it. Just with those perks alone you can make a solo gen take around 55ish seconds solo
Yeah I would be surprised if the devs are keeping a close eye on the Hyperfocus plus Stakeout combo. There’s a lot of buzz about it maybe being overpowered.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3189483#Comment_3189483
The stats come from a 30 day period, with a small buffer after the 6.1.0 update while everything settled a bit. It's not doubt at least partially influenced by the Tome challenge.Self-Care is actually still meta in some parts of the world, though, so while you might not be seeing it much in your matches, enough people are using it elsewhere to secure the #1 spot.
If the site you're referring to is the same one I'm thinking of, it may be due to that site's userbase primarily being from English speaking countries where Self-Care is far less popular.
That’s an excellent point on the English speaking user base maybe having a different meta when it comes to Self Care. Thanks for pointing that out!
Like I said, most things seem to line up between those numbers and your summary though so I think that lends weight to both being pretty valid.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189470#Comment_3189470
Boon Circle Of healing, a medkit, inner healing. All of these are way better than self care.
I still see people using self care by itself (and i dont mean the ones doing the challenge).
I don’t think it’s quite that simple, all the other perks you mention have preconditions and restrictions. Circle of Healing has a setup time, can be snuffed and requires travel to and from the area. Medkits have limited charges and are vulnerable to Franklins. Inner Healing requires cleansing a totem. Self Care though can be done any time, anywhere, at will. It’s the slowest of the four but being usable literally at will means it can supplement healing during brief moments of idleness that otherwise would be wasted.
Mind you, I’m not saying Self Care is necessarily as good as the others, but I think it’s useful to not underestimate the value of its flexibility.
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Also, Self Care seems to be an outlier, on the aggregate site it’s at 9% usage which is still popular but not in the top 10. I think maybe Peanits ran numbers over the last week and there just happens to be a survivor challenge to run Self Care which could be skewing his stat.
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@Dustin said:
https://us.v-cdn.net/6030815/uploads/SOZU91ATMNUP/image.png
https://forum.deadbydaylight.com/en/discussion/comment/3189457#Comment_3189457
Just for your convenience here's one of the challenges - If there's another I haven't bothered looking.
Right, that’s the one.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189451#Comment_3189451
The fact that even 9% of people use it it's quite concerning. I'm pretty sure it isnt people in SWF who are using it either, so once again one more thing for solo q to be a frustrating experience.
Self Care is a bit underrated by some people, It is by far the most flexible healing perk, being the only one that allows you to do partial heals on a whim any time you are idle off a gen and unable to immediately do anything else useful.
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I have a feeling Peanits maybe ran the numbers just over the last week or something and Self Care is inflated because there’s a challenge for it. On the site I follow it only has 9% usage which is still popular but not the top perk (and note that other things in the summary do line up much more closely, Self Care is kind of an outlier.)
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189407#Comment_3189407
I'm not taking the perk stats seriously either specially because of that self care challenge.
But the kill/survive rates I do believe those.
Just FYI the summary does line up pretty well with the numbers from the aggregate site I follow. For example, Dead Hard has been around 20% or so usage on that site since the rework, and the average kill rates on the site increased about 7%.
Self Care is an outlier, though, the site I follow has it at 9% usage which is still popular but not close to 21%. That specific perk could be due to the challenge you’re talking about if Peanits ran the numbers only over the last week or something.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3189301#Comment_3189301
There are a lot of hypotheticals that go into those situations. Gens might already have progress, killer might have No Way Out/Deadlock/whatever, etc. I'm just talking about "do gens and leave" in a general sense. It's not quite that straightforward.
Sure, devil is definitely in the details. As far as what those two survivors should do though their best chance is “do gens and leave” if Bubba is just going to stand there and not interfere.
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@DBDVulture said:
Killers got a lot less out of the 40 perk rework than survivors. Instant regression was absolutely gutted and essentially removed. As an example you need two perks to make Pain Resonance work now. Pop is as dead as calm spirit (which nobody was using before and even less people are using now).
- Pop Goes the Weasel is still used, it’s about 7% on the aggregate site I follow which is in the top 20 perks. Calm Spirit in comparison is one of the least used survivor perks now, about 0.37%, so it’s not even close between the two.
- Pain Resonance is still extremely good and is currently the top used killer perk by a pretty solid margin (29% usage)
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I don’t mind Garden of Joy except that the house is way, way too dark. I play with my brightness turned up a notch because the game is generally too dark for my tastes to begin with and even with the slightly brighter screen the upper floor of that house is so dark I literally can’t see the walls in a bunch of places. There’s even a breakable wall up there that I had no idea was there until someone broke it on a game I was watching, it’s really annoying how dark that second floor is.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3188367#Comment_3188367
Definitely not that much. I don't have the exact numbers handy (and our MMR wizard is still off), but to give an idea, the distribution of players across MMR is a bell curve. Very few people are at the low end of the spectrum, most people are near the middle, and very few people are in the highest end as well. The soft cap will pull in some people who are already close, but not that many.
I’ll be curious to see the actual estimate, when we took a stab at it in another thread I think we came out to about 6% are over the softcap based on a normal distribution with mean 1000 and standard deviation 400 (which was based on assuming there were about 1% over the old cap.)
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3189241#Comment_3189241
Prestige 50? Hopefully that isn't true because that would make me sick of any survivor.
https://forum.deadbydaylight.com/en/discussion/comment/3189248#Comment_3189248
According to the wiki it's been this way as of the 6.1.2/6.1.3 patch.
https://forum.deadbydaylight.com/en/discussion/comment/3189249#Comment_3189249
That's interesting. I've heard complaints that some people are having a hard time getting brown add-ons on their favorite killers because of the new prestige system.
No, level 50, not Prestige 50.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3189225#Comment_3189225
Realistically, no. The scenario gets brought up a lot, and from a sheer mathematical perspective it's theoretically possible. But it's really not practical in a public match without comms. Camping is super effective even in competitive settings when survivors are all on comms and have the gens clocked. There's really not much survivors can do about it if the camp is being done correctly.
That’s only true in the pictured game if the 2 generators both have zero progress. If they both already have partial progress then one will get done in, say, 50-60 seconds and the other will be close to done when Deadlock hits so another 35-45 seconds, well within the two minute time frame.
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I could be wrong but I think the way it works now is once you hit level 50 and Prestige the future webs have the same item rarity as the level 50 web, so you can get reds and purples in those early post Prestige webs now.
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It’s probably a bit overtuned now, they maybe should have tweaked it so it capped out at the same fastest possible recovery time that it did prior to the big rework. The perk was popular and useful before the rework so being at that same level would still be a solid effect.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3189218#Comment_3189218
lol, true do gens tho from the looks of it the team is giving up. but wait there is more.... deadlock has joined the battle
Even with Deadlock they can still probably do two gens in two minutes.