dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
The matches I got under the new MMR were fine personally. But I get why it’s temporarily turned off, it was putting top streamers against full teams of brand new survivors. My guess is something was wrong with how they did their initial seeding and/or something was off with specific killers that impacted their ratings. (Tofu said on a stream for instance that his Billy matches were lopsided but other killers were more reasonable.) Hopefully they’ll have the new MMR glitch repaired soon, the rank system is silly.
-
@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/1555905#Comment_1555905
I wouldn't bet on a PTB patch with the newer version, i guess they will simply let the PTB run out like it is.
You could be right, but they do have changes between the PTB and live versions of characters. So while Blight might not change on this PTB he could change a bit in the actual full release, especially if it’s just tweaks like shrinking his hit box for Rush collisions or tuning his steering a bit.
-
Ignoring someone clicking the flashlight and teabagging to intentionally chase a different person who’s actually working on gens. The clicker will often continue to chase after you trying to get you to come after them instead which means you’re getting to keep two people off the gens for the price of one chase. And you just KNOW they’re super frustrated by it! 😄 Bonus points if you kill them last and they call you a tunneler or trash in chat.
Also with Trapper if you set up something you think is clever and it actually pays off. I had a match yesterday where I four-killed a group by hooking someone in the basement of a house, and had a couple of traps at vault positions. The entire team ran in about 30 seconds later and just died instantly. I love it when a plan comes together! 🙂
-
Yellow mori is useless, if you can down the last living survivor you can already almost always hook them or let them bleed out to kill them. Red mori is overpowered, killing multiple people one hook early is too swingy. Green moris are fine though, one kill one hook early is useful but not completely out of line with other green effects.
My suggestion is
Yellow Mori - Lets you kill any survivor that you’ve hooked twice. Similar to Pyramid Head’s Final Judgment. Better than the current version but not as good as Green
Green Mori - Let’s you kill one survivor that you’ve hooked once. (Same as it is now)
Red Mori - Both of the above effects. Let’s you kill one survivor that you’ve hooked once and any survivor that you’ve hooked twice. Better than Green but not as powerful as the current version while still letting you get multiple kills.
-
To be honest from the teaser I was hoping for a Jeckyl and Hyde type killer that has one type of special ability in Jeckyl form (e.g. stealth and/or tracking bonus) and a different ability set in Hyde form (e.g. a Rush ability like Blight but that can destroy pallets)
That being said Blight actually looks pretty fun to play assuming they adjust his hit boxes on the Rush to not get stuck in doorways as often. He’s got the most consistently usable good fast map travel ability in the game - he can move at Billy sprint speed but can start it instantly with very little cooldown between Rushes and if he accidentally hits can just course correct. The ability isn’t great in a chase but that’s fine because just being able to patrol at hyper speed between chases is strong. If Rushes can save himself enough time between chases finding a new survivor and starting a new chase then it can maybe make up for the extra time it takes him to secure a hit only using basic movement and attacks.
And his Lethal Rush does allow him to very rapidly catch up to a healthy survivor he’s just hit, he simply bounces off a nearby wall, runs straight at them and swings. Even if the swing misses it cancels the usual stun after the Rush so he’ll still be right on their tail at that point.
One of the devs did mention that the version on the PTB is at least a week out of date though and the newer version in the pipeline is significantly different or improved. Hopefully we’ll get to see that in a mid-PTB test patch soon.
-
Honestly if you want a quick match bring a mori. You don’t even have to actually use the mori you bring, survivors who see you brought one at the start of the game won’t be wasting a ton of time during the match because they’ll know if you down them after a hook it’s over, even if they have Decisive Strike. In fact you don’t even need to bring an Ebony Mori, an secret offering will make the survivors think you are using one and they’ll be on red alert the whole match.
(Plus bonus points for actually killing survivors with moris and then drinking the ocean of tears. 😭 Yeah, we get it, Red Moris are overpowered, boo hoo. If the devs didn’t want people using moris they wouldn’t still be in the game at this point.)
-
If you're having trouble stalking against Spine Chill try not looking directly at the person you're stalking but instead have them on the side of the screen. By looking sideways at them you may be able to prevent the Spine Chill from lighting up as often.
Also maybe give Shadowborn a try. With the wider field of view you can possibly stalk without actually looking directly at the Spine Chill survivor quite as much.
-
@Superyoshiegg said:
It's all well and dandy, but it requires the Killer to sacrifice two perk slots just to keep Ruin going a little longer, and you're not taking into account how the first Hex cleansed might be the Undying totem to begin with.
If Undying is cleansed instead of Ruin then it's done its job and protected your Ruin.
-
Just FYI apparently the version of Blight that's on the PTB is at least a week out of date according to the main developer who worked on him. I would wait and see what the final version of Blight looks like before making your decision.
Also never buy killers just for their perks, you'll get way more enjoyment out of your purchase if you buy a killer you actually like playing than buying a killer specifically for a teachable perk that you'll then have to spend a ton of bloodpoints unlocking on other characters all to make some of those character slightly better (maybe). Discordance is a nice perk for instance but I would never recommend buying Legion just for that perk - if you buy Legion do it because they look fun to play. (Same goes for Blight and the Hex: Undying perk.)
-
- I like Midwich, it's a fun map as a killer. I like the aesthetic and how you can open up additional paths between floors by breaking walls.
- BBQ and Chili is overrated as a tracking perk. I'd use it if I cared about the bloodpoints but I'm not that worried about them and I'd rather use a perk that is a bit more effective. (Killers with fast map travel can make good use of BBQ and Chili auras though since they can get to where the survivors are very quickly, most though simply can't get there in time before the survivors have already moved on a lot of the time.)
- Blight looks fun, aside from his hit box for bumping into objects looking like it needs to be shrunk down so he doesn't collide with invisible corners of obstacles. But generally speaking he looks to have the most consistently good map travel of any killer (it's super fast, triggers instantly when he uses it, and has a very short cooldown) and just being able to patrol gens and get into chases really quickly because you can sprint is pretty great. Even if he's pretty much a basic attack killer in a chase if the time he saves Rushing between chases makes up for the longer chases once he gets there then he'll be fine as a killer.
- Keys are basically fine, other than it might be reasonable if only the key user escaped and then the hatch closed behind them. Multiple people escaping with a single key is a little silly.
- The Green mori is fine as is. Yellow is useless and Red is overpowered. My suggestion is Yellow should let you kill any survivor that you've hooked twice, Green should remain the same (kill any one survivor that you've hooked once) and Red should do both (let you kill any survivor that you've hooked twice and kill one survivor that you've hooked once.) Beyond that though there's nothing "toxic" about using moris or keys, if the devs didn't want people using them they wouldn't be in the game.
- Gens are supposed to be completed in most games because the game is balanced so that there are 2 kills on average per match with 0-1 kills happening as often as 3-4 kills in trials with equally skilled opponents. So the majority of games with equally good opponents will have 0-2 kills (probably something like 60% of games will be 0-2 kills, i.e. a killer "win" or a "draw") and all those 0-2 kill games have the Exits open (give or take a handful of key escapes). Exits being open is the majority of closely matched games, killers are always going to have an uphill fight to keep the doors closed at the end of the match even if they play well when they are opposed by equally good survivors. So it shouldn't be surprising when, even after getting a number of hooks and downs and maybe killing a survivor, the survivors manage to still open the doors. It's going to happen and it's not a sign that you are a "bad killer" if it does, assuming it doesn't happen much more than, say, 40% of your games.
-
@Zozzy said:
He probably only got a safety pip.
If a killer drops chases to "apply pressure" the game will punish them for it.
If survivors heal the killer is punished for it.
If you get down to one generator and he has only killed three, the game punished killer for it.
The killer emblem system is straight up dog ######### and needs a massive overhaul so it isn't so unfair.
Why in the world do some people still care about pips? They've never been a good indicator of who won the match. You can have two literally identical matches with the exact same events and scores and time and outcome, etc, and the only difference is the ranks of the players in the match, but if you are high rank you lose a pip or don't gain a pip and if you are mid-rank you gain a pip. But obviously who "won" the matches in that case should be the same! They're an extremely inconsistent way to determine the winner of a match.
So pips are strictly for matchmaking purpose, and not even that once they eventually reintroduce the currently disabled new MMR system. I'll never understand the obsession some players have with pips and rank.
-
Deerstalker is a solid perk, it saves a surprising amount of time sometimes if you are slugging survivors because it can take 5-15 seconds at times finding a survivor you slugged if you went off to chase someone else and the slugged target crawled off somewhere. Especially when survivors have Calm Spirit or the sound is bugged and you can't hear them on the ground it can be difficult to find them again at times.
If you slug at all Deerstalker is great.
-
BBQ and Chili is ok but other perks are better for most killers for tracking purposes unless you are playing a killer that has fast map travel and can get to where the auras are quickly. If it didn't have the double bloodpoints on it though I'm betting you wouldn't see it used as often.
Also some survivors complain about everything under the Sun when they lose. I had one last week calling me a trash try-hard because I used four Hexes and they let me get 5 tokens on Devour Hope. 😄
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1553612#Comment_1553612
If you judge victories on bloodpoints then an Ebony Mori would be one of the weakest offerings in the game. I'm speaking from a perspective of "helps to kill survivors" = strong, "does not help to kill survivors" = weak.
Also, Bloodpoint offerings don't modify the score on the endgame screen. The score there is just from in-match Bloodpoints.
Huh, I never noticed the common and yellow BP offerings were post-game out of cap but now that you mention it they are the same wording as the event offerings so makes sense there. Add-ons that give bonus BP for score events and most perks that affect BP alter the endgame score though (BBQ and Chili being an exception that is specifically post trial.) Which makes sense, you're taking a handicap to increase your final score when you use something like Padded Jaws for instance.
Ebony Moris are very powerful in terms of relative score because they prevent multiple survivors from scoring 5000 points for escaping and also from any other points they might have earned while alive. You lose some points using an Ebony Mori but the survivors lose more than you so it's a net gain to determine the winner.
-
I can't speak to anybody else but I'm a killer main and I watch Tru. Just to reiterate, though, he's not a killer main, he literally alternates playing killer and survivor equally (except now and then when I think he does a killer rotation day or a new character is released like Blight.) He can get a bit grumpy at times and he's not the funniest streamer I watch, but he is an excellent player and usually does a very good job explaining why he's doing or not doing something or why he likes or dislikes certain perks and add-ons, etc. He's for sure one of the top players I've watched, consistently rank 1 on both killer and survivor and frequently gets 4 kills as killer and top endgame scores as both killer and survivor even against tough opponents and using gimmicky builds requested by the audience or doing his goofy Twitch cards where people make him play without headphones or with one hand in the air or whatever.
Of the streamers, I'd say Tofu or Jaee are the most entertaining, Otz or Tru are the most skilled (with honorable mention to Michi who is by far the best Hag player I've watched) and the most useful detailed instruction videos would be Interact's Entity Education series if you just want to see all the raw numbers and math.
-
Thank goodness! Rage quitters are the worst, they can all just go play other games for all I care.
-
My suggestion is:
Yellow Mori - Lets you kill any survivor who has been hooked twice (aka on death hook). Better than the current version but not as good as Green
Green Mori - Lets you kill one survivor that you've hooked once. (Same as the current version which is fine.)
Red Mori - Both of the above. Lets you kill one survivor that you've hooked once and any survivor that you've hooked twice. Better than Green but not as overpowered as the current version while still letting you get multiple kills.
-
@[Deleted User] said:
Really begs the question: why would you put an old iteration of the killer to PTB? You're receiving feedback that isn't even valid and we're wasting time testing a version of a killer that doesn't exist anymore. Pushing stuff that isn't ready is a huge problem in the tech industry and it almost always leads to negative outcomes, yet managers keep doing it despite pushback from the engineers.
Probably because the newer version of Blight has some further bugs or testing they needed to resolve before it could go to the public server. Also don't forget there are things like the graphics update and a new survivor that they're testing as well, it's not just Blight.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1553404#Comment_1553404
I mean "impact" as in "impacts the events that occur within a match". Map offerings can tilt the field towards a survivor-sided or killer-sided map, but they do nothing to impact the game once it starts. Bloodpoints are great for leveling up, but they only indirectly help you win. Mist and hook density offerings only give you a small advantage. It's rare that a hook offering is the difference between making it to a hook and not making it to a hook; usually it'll just save you a few seconds of carry time over the match.
Killing a survivor early, like the green mori is now, is crazy strong, though. Once the first person gets hooked, the gameplay loop is approximately this: 1 person on the hook, 1 person going to save / healing the person on the hook, 1 person getting chased, and 1 person doing gens. Usually survivors get to keep that up for a lot of the game, with killers occasionally getting a quick second down and forcing both survivors off gens. The second survivors are down to three people, though, the killer is able to much more easily keep people off of gens. Hook one, find the next with BBQ/Thrilling/etc., chase and down, rinse and repeat. If they get an early Mori, which is easy if they want it, they pretty much need to let themselves get looped for a few gens in order to lose.
"Bloodpoints" don't indirectly help you win, they're literally the victory points on the endgame scoring screen. If you have the most points on that endgame score you won on points. A 100% bonus BP offering can be up to 4000 higher score at the end of the match which is 4/5 of the amount a survivor gets for escaping for comparison.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1553261#Comment_1553261
The green and red would still be too strong imo, since killing a survivor early is a massive advantage for the killer. I'd keep yellow the same and let green and red be the 1st and 3rd options OP suggested. Moris shouldn't have a big impact on the outcome, as all of the other offerings pretty much don't.
What do you mean offerings don't have a big impact? There are offerings to pick maps, offerings which double your endgame score in a given category, offerings that make the hooks significantly farther apart, I don't think one kill one hook early is out of line with any of those.
The Red Mori is clearly overpowered though, multiple early kills is a bit too much.
-
I prefer:
Yellow Mori: You can kill any survivor that you've hooked twice. (More powerful than the current useless version but less powerful than Green)
Green Mori: You can kill one survivor that you've hooked once (same as it currently works)
Red Mori: Both of the above. You can kill one survivor that you've hooked once and any survivor that you've hooked twice. (Less powerful than the current overpowered version but still better than Green and it still allows multiple kills per match.)
-
@SquirrelKnight said:
They wont be able to "break doors" but they will just make no room that doesnt have 2/3 exits. Killers could bodyblock and prevent people from leaving and survivors will scream once someone gets stuck in a room and has to go down.
That dead end room on the top of the Dead Dawg Saloon wave Hello! 👋😄
-
I don’t use BBQ and Chili personally because I don’t care about the out of game bloodpoint bonus and it’s auras aren’t enough by themselves to be worth using over some of the other perks I could use instead. (Killers with long distance map movement like Freddy and Blight and Billy might be exceptions though since they can get to the auras of long distance survivors quickly. Most killers can’t though.)
It would be interesting though to see a poll of killers who would use BBQ and Chili if they got rid of the bloodpoint bonus and it was just a tracking perk. My guess is some people might still use it but most would drop it.
-
@Flawless_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1548046#Comment_1548046
The implication being that as a player who is committed to the long term success of this game I feel like changes to gameplay and balancing are more of a priority and should come sooner. Meanwhile on the front end Behaviour always announces cosmetic changes with great fanfare while keeping mum on game health issues.
Again, you say they should "come sooner" as if working on new graphics has any impact on working on gameplay and balancing. They're independent items being worked on by different teams.
-
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1548029#Comment_1548029
https://forum.deadbydaylight.com/en/discussion/comment/1548057#Comment_1548057
No one said NO art team, but taking part of that budget and moving it towards programming would be a start. If there are 5 people on each team change it to 7-3 for example.
First, having two extra people wouldn’t necessarily do anything to “fix balance problems”. Some of the things people complain about as balance issues like gen speed are an inherent part of balancing the game around an average of 2 kills per match with an equal number of matches at 0-1 kills as 3-4 kills. (It means that most of the time in balanced matches you have 0-2 kills with the Exits open so even if the killer plays well if the survivors also play well the gens will normally be done.)
Also if your business plan is fire some of the art department then retrain and rehire them after bugs are fixed and then fire them again when new one crop up then I don’t think you should be running a company.
-
On a related note I’m hoping they bring over the bots from the mobile version that take over for disconnected players. Supposedly the bots do a pretty good job filling in and nobody likes playing a game after a ragequit leaves it shorthanded.
-
@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1548017#Comment_1548017
They can take the money used for paying artist and allocate it to the dev team to hire more competent personal.
Right, because not having an art team will make the game better. 🙄
-
I’m positive that if the devs can patch the exploit hackers were using to trick the game into banning other players that they will bring back the currently deactivated DC bans. Nobody enjoys playing with ragequitters.
-
@Flawless_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1547423#Comment_1547423
Yes, and while that’s true it means that the people in charge of balancing either didn’t do a good job so far or just tone deaf.
So why even bring up the graphics update then if they’re not related? The obvious implication was that you’re saying they should not bother with graphics when there are existing issues you’d like them to fix.
-
It bugs me when people say it’s “random” when you want to guess what Spirit is doing. People aren’t literally random, they’re naturally predictable, and making good educated guesses about what someone else is doing is a skill. It’s why the top poker players are consistently in the top ranks, getting into people’s heads to know their intentions is not just “luck”. Likewise acting in a particular way to make an opponent do the wrong thing is also a skill.
Outwitting a Spirit isn’t just a coin flip, if anything it’s way less “boring” than mechanically watching for a visual cue of an attack and then dodging it 100% of the time.
-
This isn't an "either or" scenario. The team updating the graphics almost certainly isn't the same team who would be tweaking character design and perks or who are working on matchmaking, for example. Working on one doesn't impact the other.
-
Ghost Face is solid. One of the streamers I like, Jaee, literally never loses with him. (He's got some really long win streak going with Ghost Face.) He's definitely the better Stalking killer over Meyers. (Spirit is actually the best stealth killer, not only is she literally invisible while phased but her speed is tremendous.)
Ghost Face's main weakness is simply that he can't get around the map faster than normal movement. So he's a bit vulnerable to groups that split up and do solo gens all over the place since that makes him spend that much more time going from survivor to survivor after a down. Also if he's caught out of stealth and his target isn't exposed he's just a basic attack, basic movement killer (aside from the minor benefit of being able to crouch to trick survivors at some loops.) And Spine Chill hurts him a bit which is bad since it's a pretty common survivor perk.
-
Lol, I had a survivor get super salty when I ran a similar four hex build a week or two ago. I got a four kill with Devour Hope in that build and they were complaining about me using Hexes. They obviously think Hexes are overpowered because... I'm not sure why? Other than being sore losers I'm assuming. 🙂
-
The main issue with slugging the third person to get the fourth is it's really boring for both the killer and the survivors. But in terms of points if you let the last survivor escape they gain 5000 points which is a huge swing in the relative scores, it can easily make the difference between the killer being the highest score and the second highest score at the end. (Similarly if you consider 4 kills a better win than 3 kills same idea.) So yeah, it's a useful strategy but makes for a bad endgame if it drags on too long.
My suggestion has been that, once only two survivors are left alive in the game, make their death timers run down two or three times as quickly. So instead of taking up to four minutes to bleed out, it only takes 1.5-2 minutes. That's plenty of time for a killer to go looking for the fourth person if they want, but it's short enough that they'll be enticed to eventually hook the third survivor after 30-60 seconds of searching to get the sacrifice credit. Similarly the fourth survivor will have a little more pressure on them to revive the third person or find the hatch in that time span rather than just hide in a corner or crawl around looking for the hatch or a key.
-
@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1546321#Comment_1546321
No hints. Just saying that Killer third person camera is not going to be an option, but it is not impossible that we could make a Killer that had a third person camera as part of their kit.
Psst... If you ever do "The Fly" the 360 view would make total sense. Bonus points if you got Jeff Goldblum for the voice work. 😉
-
@gunslingers_potatoe said:
This is just beautiful! Can't imagine how the whole map is going to look like, but I already love this Graphics!
I wonder what the statues that constantly look at you will look like...? 😨
-
@CremelloJoJo said:
My friend blue-screened due to the latest patch bugs, does she deserve a penalty for that? 🙄
Yes. If your friend has trouble playing the game they should probably take a break so as not to hold other people up.
-
@Raccoon said:
NOED is for bad players.
If you run NOED and end with 3 gens up, you're apparently bad for using 3 perks all game.
If you pressure the survivors enough so that doing bones is actually detrimental and they gen rush you and/or struggle just to get to endgame, allowing you to clean up any survivors left alive with NOED, you're also bad.
If you're actually bad, get looped, get 0 hooks all game, and get clowned on all game allowing ample time for bones, it's also your fault for killing people with NOED because you're bad, apparently, and have now become a god thanks to NOED.
And more generally this notion that if all the gens are done then you are a "bad killer". Not true. The game is balanced around an average of 2 kills per game with an equal number of killer wins and killer losses plus some draws. So if, for instance, if when players are equally matched you have 40% killer wins with 3-4 kills, 40% killer loses with 0-1 kills, and 20% it's a draw at 2 kills, then that means 60% of balanced matches end up with 0-2 kills, all of which are because the Exits are open (minus a few times more than one person gets out with a key). Therefore the majority of the time you face equally good opponents, even if you play well, the gates will be open and all the gens done.
So no, it's not a sign of a "bad killer" or "gen rushing" or anything like that when all the gens are done most of the time. It's a natural outcome of the game being balanced around draw games happening at 2 kills. Stopping all the gens from being done is going to be the exception, not the rule. And in the case of NOED it means that most games NOED can trigger at the end unless the survivors destroy it beforehand. Therefore NOED is pretty similar to other Exposed perks like Haunted Grounds and Devour Hope and Make Your Choice, the main difference simply being that NOED triggers at the end of the match while the others trigger mid-match. There's nothing shameful about using NOED and it's not a sign of a bad killer, it's just means the killer is choosing to have a perk that focuses on the last two minutes of the game just like some people choose to have, say, Corrupt Intervention and Whispers primarily to help in the first minute or two of the game.
-
@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1545581#Comment_1545581
This is correct.
The camera difference is one of the most important aspects of DBD. The Killer is a predator and the Survivors are prey. The cameras help shape their behavior along those lines by modelling in a gameplay way how real predators and prey interact.
I totally agree. That being said, though, if Behaviour made a specific killer with the special ability that they can see in third person it could be kind of interesting. 🙂
-
I’ve posted this same suggestion a few times. 🙂 Something like:
- Sam and Dean as survivors. Perks might include Brotherly Love where they buff the Obsession, or Angel Blade where they can become exhausted to make a melee attack against a killer that’s next to them to stun them. (Kind of like Decisive Strike except instead of being a skill check while being carried it’s an action you do while standing. Risky because the killer can hit you when you try it but flexible because you can trigger it when you need it.)
- Killer would be a demon, either the Yellow Eyed Demon or Lucifer maybe. Special abilities could be fast map travel as smoke and Possessing a survivor to briefly take control of their actions to make them attack another survivor or damage a gen or destroy a pallet. (It would have to be a brief control with a reasonable cooldown to still be fun to play against obviously.)
- Map could be The Bunker.
-
I have no idea if Spirit is or isn’t overpowered, but if you actually wanted to make her less powerful the better way to do it is decrease her speed while phasing. If she moved closer to the normal 115% speed instead of close to Billy chainsaw sprint speed it would reduce her ability to traverse the map quickly but still leave her the ability to possibly ambush people and mindgame loops.
Making her only able to hear footsteps is ridiculous though, especially because often footsteps are literally inaudible for some characters and on some maps. She would end up being a 110% speed killer with an ability where she blindly appears somewhere and has no idea where to go next.
-
Honestly even though Corrupt Intervention is a good perk this is one reason I don't use it personally. It just seems like it's too easy to get into a pretty boring start of the game where the killer is just walking around, maybe setting some things up maybe not, while the survivors are hiding waiting for the intervention to end. Also it encourage survivors to go and cleanse totems which is counter productive if I happen to be using a Hex.
Don't get me wrong, I totally get why it's a popular perk, it's just not my style.
-
That’s a good point about maybe not having new map if they are finishing up releasing an updated version of an old map or two.
-
@RaSavage42 said:
Perks like:
DS, Unbreakable, Spine Chill, Iron Will, Self Care, Sprint Burst and Dead Hard (survivors)
BBQ, Ruin, Corrupt, Pop, Sloppy, Whispers, and M&A (killers)
Were disabled, what would your builds be?
I don't play survivor, just killer.
I think my current Doc build is an "I want them to hear me coming" one:
- Distressing: Bigger terror radius, extra score
- Unnerving Presence: Skill checks in terror radius are 60% smaller and happen more often
- Agitation: Larger terror radius while carrying someone, carrying people more quickly
- Overcharge: Next survivor to use a gen after you kick it has to make a difficult (60% smaller than usual) skill check or the gen explodes and regresses (For reference with Unnerving Presence this check is almost the same size as a great skill check so even otherwise decent survivors can miss it.)
Agitation is the weaker part of the build but that's ok, I just don't currently have Coulrophobia or Huntress Lullaby or Overwhelming Presence available on Doc as alternatives. Obviously it's a gimmick build but it works ok. 🙂 For reference, normally when you carry someone you move 3.7 m/s (92% survivor speed) and it takes about 10 seconds to get to the hook. With rank 3 Agitation you move 4.3 m/s (just shy of 110% survivor speed) and it takes about 8.6 seconds. It's not a huge difference but it's comparable to, say, the time it takes to kick a gen. Plus it gives you just that much extra time to reach a hook that's a long distance which can occasionally help (and it's occasionally funny when another survivor is trying to race me to the hook thinking they can outrun me😄).
-
@TattooJake said:
https://forum.deadbydaylight.com/en/discussion/comment/1538173#Comment_1538173
You have to work for devour. You don’t have to do a damn thing for noed
Huh? I don't have to work for Devour, I just have to hope the survivors aren't working to clear it. It does it's thing automatically though.
-
It was turned off again at least temporarily because hackers were tricking the game into banning other people (including some streamers).
-
@Todgeweiht said:
It's the alchemist, I seriously don't comprehend how people aren't seeing that. It even has the same lightning as the archive video and all.
Yep, definitely the Alchemist, he's got the same crouch and hooded jacket I think even in the silouette.
-
I don't care if people are in a swf in principle, it is annoying though when there's a toxic jerk in the swf and it leads to the other members being just as rude in chat to back their buddy up. And there are some balance issues with people on comms that the devs probably should address at some point but nothing that breaks the game enough for me to not play or try and dodge swfs or whatever.
-
@wraith_nea said:
https://forum.deadbydaylight.com/en/discussion/comment/1540254#Comment_1540254
Yup I do hava a ton of ebony moris myself on all killers. Just feels like people playing killers are unleashing hell on survs just for the welcome to cross play brags. Isnt this a good time to experience fresh gameplay vs survs on diff platforms (with quicker lobbies) instead of flexing Im a great killer-fear me?
Well for my part I'm playing the same way I always do, it doesn't to me one way or another if the survivors are on console (other than they won't see me say "gg" I guess.)
-
Plague is to Huntress what Oni is to Billy. That is, Plague has a Huntress-like ability to injure and down people with a long range attack which is more powerful than Huntress’ ability plus Plague is a 115% speed killer, but she has the disadvantage that her power needs to be charged up. So when she’s able to charge it up she’s potentially really deadly, but it takes some time to do so her early game is a bit weaker than Huntress’. Oni similarly has an ability to get instant downs and cross the map at hyperspeed which is more powerful than Billy’s but it takes Oni time to charge it up.
So basically how good or bad you think Plague and Oni are depends on how much of a hinderance you think it is to have to charge up the ability than their counterparts have a weaker version of. Huntress and Billy are both considered pretty decent killers, so Plague and Oni are probably on par with them more or less.