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dugman

dugman

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  • The two people already hooked are goners, your best bet is finish the remaining two gens in the two minutes before the survivor on first stage dies and open the exits so the other two can escape.

  • I'm still having fun with it. 🙂

  • It's a bit of a myth that you "need" to bring slowdown. I'm running a 71% kill rate right now and I've been running a build with no slowdown on all my killers the last couple of weeks. But if you don't run slowdown then you do want to make sure you pay attention to where everybody is and try and keep a three or four gen area intact for the endgame if possible because you'll want to make sure you can maintain pressure in the midgame without artificially slowing things down with regression. So slowdown is useful but if you're careful you can win without it unless you're maybe going against really top end opponents.

    • House of 1000 Corpses or Devil's Rejects, or really any Rob Zombie movie. They're all super terrible.
    • Scooby Doo. Much as I get a kick out of Scooby Doo parodies they've kind of jumped the shark at this point probably. (Although I guess a skin pack for survivors with the outfits might be ok? 🤷‍♂️)
    • Anything related to professional wrestling, including See No Evil starring Kane.
    • They Live. Also Prince of Darkness and Escape from Los Angeles. John Carpenter is really a mixed bag, some of his stuff is fantastic (e.g. The Thing, Halloween, In the Mouth of Madness) and then other stuff is... not.


  • @ByeByeQ said:

    Also make the basement chest take twice as long to unlock or rummage.

    Lol, that would actually be painful to my Plunderer Ace. 👉😎👉

  • Sprint Burst is the sixth most used survivor perk currently, it’s only a few percent below Dead Hard. Really Dead Hard, Lithe and Sprint Burst are all being used in mostly equal measure.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188162#Comment_3188162

    It is a punishment, its saying I did bad and will put me with bad players more often.

    I dont wanna verse killers way below my skill, and it's not even the killers that are making me lose it's the survivors.

    I want a challenge, I want to verse good killers with good builds and mindgames. I dont wanna verse easy killers... it would bore me and if I get paired with even worse teams I'll definitely pass. I'd hate to grow low mmr where no one does anything

    On the other hand maybe your solid plays and chases help everybody else escape and your MMR goes up in that revised system compared to now when it goes down. In that case you're getting "rewarded" for everybody else getting out, right?

  • @BradQuackson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188177#Comment_3188177

    Bro I usually agree with you man but me needing to purchase a service outside of a VIDEO GAME should not be needed because the issue that has plagued this game for weeks has not been addressed, I have 2 factor for passwords, that exists and is completely fine and understandable.

    I'm with you man, hopefully Behavior patches up whatever the security hole is. All I'm saying is nowadays maybe a VPN might be something that is starting to become more of something to consider in general, not just for DbD specifically.

    P.S. Glad you like other things I post though, guess I can't be wrong all the time! 🙂

  • @BradQuackson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188139#Comment_3188139

    You all can doubt me all you want, after months of playing with this MMR system and going against the same people who are constantly being banned, played against, and more, these people are very genuinely upset at the way I play and what I do.

    I shouldn't need a VPN to play this game.

    I shouldn't need to lock my car or my house or type in passwords when I log into websites but unfortunately it's a good idea to do those things because jerks do exist on the internet. 🙁

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187810#Comment_3187810

    Yeah but what about those games where you're doing good chases and pushing gens but your team just isnt...

    Dying isnt what bothers me, it's the fact I'm put into pointless games I had 0 chance in because my team for some reason refuse to do gens and the game punishes me.

    If I play bad sure, but I shouldn't be punished for stuff completely out of my control that's all

    Lowering your MMR isn't a "punishment", it's just setting your rating so you go against slightly easier opponents next time. If anything getting a lower MMR when your team loses is a consolation prize.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187961#Comment_3187961

    Not winter yet so we're getting the mori change. Get ready to try not to hit the last survivor if you wanna give hatch. >:)

    Depends, the December update will be a full chapter and those are usually primarily dedicated to just the new characters and map if there is one. The midchapters are where they tend to focus on other things (e.g. the perk rework was a midchapter update.) So it wouldn't totally surprise me if they intentionally aimed to do the bots in the October midchapter if possible so it didn't run up against the new characters in the pipeline in December.

    Then again if the bots aren't far enough along then it might not be until February 2023 or whatever before we see them. We'll see soon enough though!

  • I think there's only two main things left from their 2022 roadmap - custom matches with bots, and the mori rework. So I'm expecting at least one of those things, if not both, are in the next mid-chapter.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187722#Comment_3187722

    Yeah but the issue is it's not matching people with equal skill, and by that right I should never see players that dont do gens. I dont care if people cant lead as good chases but when you have a bunch of people walking around not doing anything then yes that's a major issue with the system.

    I also dont think it's fair you could do a 20min chase and die on first hook and the game tells you that you did bad. A killer will always get you at some point and you cant save yourself either. Too much is in your teams hands for the system to punish you on their actions

    As far as the long chase thing that’s why the devs were looking into treating the survivors as a group. If you manage a 20 minute chase and it helps everybody else get out then your MMR would go up as a group is the idea.

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187693#Comment_3187693

    Keep in mind the numbers you are believing in are an average. At high level lobbies pain resonance is likely used all the time. Not saying i am in high level lobbies but i am saying that this number does not mean you will see pain resonance 25% of the time, it's an average.

    That is true, it’s certainly possible for the average to change based on MMR bracket. That said my guess is the matches on that site tend to skew toward above average players since newer players probably aren’t bothering to seek the site out to upload results.

  • The MMR is actually pretty accurate, when everybody in the match is about the same MMR the match is normally close. This was evidenced when they were doing tests on it earlier this year and the day they had the strictest controls on how close player MMRs could be in a match were the days with the “sweatiest” matches, while the days they turned off using MMR altogether and when they used Grades had the most inconsistent matchups.

    The main reason for mismatches isn’t the MMR itself, it’s that the matchmaking algorithm for various reasons sometimes ignores ratings in the interest of getting people into matches more quickly and also that people with wildly different MMRs sometimes play together in swfs that can’t be broken apart by the algorithm. But there’s nothing wrong with using escapes and kills to decide if you MMR goes up or down, that works fine.

    Finally note that the devs have never said MMR is a stop gap to a more complicated system. They did say, though, that they were looking into having MMR go up or down for survivors as a group instead of individually, that way if one person dies but their sacrifice helps everybody else escape the whole team’s MMR goes up, or similarly if everybody dies except one lucky survivor they all go down. No word on if they’re still looking into that change or not.

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187675#Comment_3187675

    I don't like using data from that website. It's abusable. You can report the same match multiple times. Likely only engaged and pc players use that website because it's easier to do on PC. So yeah i don't like to use that data.

    Yesterday i played 6 matches 3 as oni and 3 as plague. Doing their adepts. in my plague matches 8/12 survivors were using dead hard and as oni there was 6/12 dead hards.

    As survivor i am seeing pain resonance what feels like every game.

    Idc about the data, im not enjoying the game with how strong and overused these perks are.

    At best the perk variety went from horrendus to very bad.

    About the grind reduction. The grind reduction only benefits people that play every character. If you play one survivor and a few killers the old system was better.

    Nice that you think the game is fine but to me at least the game feels very trashy right now.

    • The perk usage on the site is based on opponent perks, not the perks of the uploaders. So the perk usage stats are actually pretty reliable. Also there’s basically zero reason to think people are intentionally loading the same match multiple times, and the system doesn’t allow a match with the same file name to be uploaded twice so you’d have to specifically rename the file to do it.
    • Pain Resonance is the top used perk at 25%. You’re probably seeing it more than some other perks but not every game.
    • Some players didn’t benefit as much from the bloodweb changes but the people that did benefit (like me) got a MASSIVE boost. I went from having about 30-40 perks per character to having every single teachable on every character in one fell swoop. And also was able to get Wesker’s teachables on every character in about 1 million points versus almost twice that amount.
  • @OrangeBear said:

    How is it better?

    • Nerfed DS - Tunnelling is rampant
    • The solution to camping is locked behind a paywall and it's not even very good unless you stack it.
    • Dead Hard is still the most used survivor perk and at higher levels it's stronger
    • Killer perk variety is still stacking gen slowdown.
    • Nurse and Blight are still at the top and only got better due to general killer buffs.
    • Role ratio is very unbalanced. Survivor practically has a permanent 100% bp bonus and instant queues whilst killer queues take minutes.

    The only changes i like are the removal of bp bonuses from bbq and wglf, and the 2.5% gen damage. Everything else i wish didn't happen.

    • Dead Hard is still popular but it’s also used literally half as often as it used to be (about 20-22% instead of 40-50% usage)
    • Of the top 5 most used perks 3 are not slowdown (BBQ and Chili, Lethal Pursuer, and Save the Best for Last)
    • Matches need 4 survivors each to 1 killer so I’m not at all surprised the system is usually looking for more survivors. If half the people in the game for example were queuing for survivor and half for killer then the system would want 60% of killers to switch sides to bring the two sides in the target 4-1 ratio.
    • You forgot that everything costs 1/3 less on the bloodwebs, I’m pretty sure nobody complains about that. Also they are making all the non-licensed skins buyable with shards.


    I personally think the game is fine. There are some minor things I’d change if it were up to me but it’s definitely in better shape than when I started 3 years ago.

  • Despite the nerf people Iron Will is still in the top 20 most used survivor perks (#19 last I checked). So it probably doesn't need much of a buff if any.

  • Dead Hard is popular but not even close to its old usage. It used to have 40-50% usage, now it's around 20-23%. So yeah, on average maybe one person a match is using it, but it's not typically multiple people using it and more people are using other Endurance perks instead than before the rework.

  • @Fnatic47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186346#Comment_3186346

    True.. I forgot about that Anonymous mode... GG BHVR...

    In today's bug fix patch they removed Anonymous mode from consoles since it wasn't intended to be included there. (Apparently the Anonymous mode interferes or overwrites similar console mechanisms so the game isn't allowed to have it on them.)

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185011#Comment_3185011

    Yeah, the game is designed as a 4v1, but then on the DbD Steam page it says this:

    Survive Together… Or Not - Survivors can either cooperate with the others or be selfish.

    BHVR needs to pick a lane: either it's 4v1 and needs survivors to work as a team or it's not. Trying to have it both ways just leads to a lot of misery.

    I agree, semi cooperative game design rarely works well. It’s why the official DbD boardgame has the survivors clearly win or lose as a team for instance.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185939#Comment_3185939

    His power, basically some games it has no animation (pulling out his tentacle) or sound (squishy tentacle sound when he pulls it out and the initial whip) when starting to use his power.

    You only get the end animation/sound once it hits so you're basically blind to his power

    Sounds like you might want to put it in as a bug report.

  • I’m a little lost, what doesn’t have sound or animation exactly?

  • Wesker’s pallet vault is already quite good so long as you time it just as they finish dropping the pallet. If you vault right as the pallet finishes kind of bouncing on the ground after the drop then it’s almost a guaranteed hit. Vaulting is also good at god pallets in long loops that the survivor won’t have a chance to loop around before you can catch back up to them.

  • I admit, I’m not a fan of the two survivor endgame, it’s kind of anticlimactic. I think it mainly has to do with my general feeling that midmatch player elimination causes issues, including this two player endgame slump. Unfortunately we’re stuck with player elimination, but if it were being done from scratch I’d have gone with something more like how the official DbD boardgame works where survivors aren’t killed midmatch but instead hooks build up sacrifice tokens and once the killer amasses, say, 10 tokens they win the match. That would keep all five players in the match the whole game which would have keep the endgame from stalling out (plus mitigate people wanting to ragequit on the first down and such.)

  • Coincidentally Otz just this morning posted a spreadsheet with multiple builds he recommends for every single killer in the game. Probably a pretty good place for ideas.

    https://docs.google.com/spreadsheets/d/1uk0OnioNZgLly_Y9pZ1o0p3qYS9-mpknkv3DlkXAxGA/htmlview


  • I really like the game, it's one of my most played video games at this point. (I only play a game or two a night typically but I rarely miss a night so it adds up.)

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/346388/nurse-special-attack

    BHVRs official reason is "Because then she doesn't really have a normal hit."

    To which the reply might be "and...? 🤷‍♂️" Why does every killer need to have the ability to make a normal hit?

    Sure, it would mean Nurse loses access to certain perks that requires Basic Attack hits, but so what? There's only 12 perks this would impact (Jolt, Sloppy Butcher, Unrelenting, Franklin's Demise, Save the Best for Last, and the Exposed perks NOED, Dragon's Grip, Hex Devour Hope, Iron Maiden, Make Your Choice, Rancor, and Starstruck), that still leaves about 90 other perks to choose from. It's not like Nurse would have a paucity of perk choices.

    Honestly I haven't really seen a great argument against the idea.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184633#Comment_3184633

    It gives me a head start on the killer so i can loop them as long as possible so my team can "hopefully" do gens instead of crouching full screen away doing nothing, THATS WHY!

    My strengths are looping and wasting the killers time! Because im good at looping it means "im not" hopeless against tunneling. Tunneling " me" is one of the worst things a killer can do to me bc they'll most likely lose, i dont know about you.

    https://forum.deadbydaylight.com/en/discussion/comment/3184655#Comment_3184655

    Off the Record is good!

    Windows is a crutch perk for players that are not that familiar with or good at looping and or aware of the map or they're surroundings. Waste of a perk slot for me personally and i will never use Windows of Opportunity. I think it sucks and there are much better perks.

    Adrenaline yes agreed.

    https://forum.deadbydaylight.com/en/discussion/comment/3184660#Comment_3184660

    Windows isnt that good imo. Its for beginners bc good dbd players that know the loops dont need Windows at all. You can put something much better than Windows of Opportunity.

    You'd be wrong about Windows only being for new players. It's the second most popular survivor perk in the game right now specifically because even veterans like how it helps them form a game plan for a chase.

  • You can still report the match in game, you don't have to click on a specific player to report them. Just downvote the match on any player and in your report description make clear which player in the video is actually cheating. And when you upload your video remember to put in your id so they can match up your video with your ingame ticket. Customer service can watch your clip at that point and see exactly who the cheater is on their end.

  • She's about average on the aggregate site (3% pick rate). Keep in mind with almost 30 killers you're only going to see most killers once every 30 matches or less.

  • Yes, Dead Hard is still the most popular perk (give or take depending on the week.) That said its usage is still only about half what it was prior to the rework. It used to have 40-50% usage, now it caps at around 20-23%.

  • @randonly said:

    Just putting the perk to have a consistent effect good enough to use, as it was when the hooks were broken for minutes.

    Increasing the range to see survivors' auras will not increase the perk usage, as wesker's perk is much better and honestly this sabotage notification is unnecessary because you're already seeing the aura.

    My suggestion: When carrying the survivor, the entity protects the closest hook from being sabotaged, with aura highlighted in yellow for killer. In case the survivors will have to work together analyzing the area around to sabotage the hook before the survivor has been carried and see if it's worth it, for example, they will have to see if there's a Scourge Hook and sabotage it before the survivor has been carried. Either way, the killer will always have a hook to put the survivor, making the perk consistent enough.

    I disagree that Wesker's perk is much better, it all depends on the range of the auras from the hooks. If you could see everybody within 12 meters of any hook anywhere on the map for instance that's probably way too powerful!

    Also I don't think protecting from sabotage is strong enough to be a perk in its own right. It's fine as a secondary effect but on its own it's not that good. You could literally have the perk make all hooks be unsabotagable and it still wouldn't be worth a perk slot.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184446#Comment_3184446

    you know why i don't bother hiding from the aura of BBQ? because i know exactly which direction the killer is going to come from, so it tells me which way i should route toward the moment i hear the TR, or preemptively if i make a read on a stealth killer. Its predictability hurts it on too many fronts, just like it has for years. Killers like Pig get use out of using it to track down survivors going for boxes, but otherwise too much of the userbase knows how to minimize its impact. A lot of your points are kinda situational comparisons as well, like map area: BBQ gets nothing if they're too close , let alone hiding inside lockers, or even just crouching behind a gen at a distance you can't tell the auras apart. My point is that those are the types of restrictions they need to remove to make up for removing half of its function entirely with no recompense.

    Like I said, you're preaching to the choir, I don't use BBQ either. But reasonable people can disagree with us on this one and apparently do since it's such a popular perk.

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184478#Comment_3184478

    You still would have to separate between swf and solo q. And even if I solo q I can meet a 3 swf or 2swf without knowing it.

    In my matches (swf and solo q):

    0 kills: 15%

    1 kill: 20%

    2 kills: 9%

    3 kills: 20%

    4 kills: 36%

    This equals your numbers, and so there would be a 56% chance in my survivor matches, that the killer wins. So we calculated the chance for killers to win. But how to calculate the chance for survivors to win? It is either escape or die. And in my matches (solo q only) this ratio is 31,19%.

    It’s trickier with solo and swf but you can experiment with scenarios under the estimate that the overall solo escape rate should be about 4% lower than swf per person beyond the first in the swf.

  • 99% of people complaining in chat after a match are sore losers. Just ignore them and move on.

  • And dont give me that "4:1 ratio" bs, in that case BP incentive would be around 25-50%

    Why do you think the incentive wouldn’t be 100%?

    Hypothetically say half the people in queue are survivors and the other half are killers. That means the survivor queue is four times smaller than it needs to be, they need 60% of the killers in that scenario to switch sides. Do you think that many people would switch if the incentive was small?

  • @Rise432 said:

    so thats why survivors always have 100% BP incentives?

    The game needs 4x as many survivors as it does killers, I’d be surprised if the incentive wasn’t naturally on survivor most of the time simply because of that.

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184397#Comment_3184397

    I can't follow your logic. Your math is as off as mine, I think.

    If you add the likelihood of 2 survivors escaping, 3 survivors escaping and 4 survivors escaping, this is not the point. The point is the personal chance to survive for every player. 5 players, at least 1 must win, we can start with 20%. Then, out of my 127 matches, 46 times 0 survivors escaped, meaning the killer won wih 4k. 24 times 1 survivor escaped, meaning, the escaped survivor and the killer won, because a 3k counts as a win. 12 times 2 survivors escaped, meaning, the escaped survivors won and the killer got a tie. 26 times 3 survivors escaped, meaning these survivors won and the killer lost. 19 times all survivors escaped, meaning all survivors won and the killer lost. So, one day perhaps I am going to calculate the odds, but it seems to be tricky.

    Ah I see, I misunderstood you, when you said “20% chance to win” I thought you meant “20% chance to escape” which wouldn’t be correct.

    As far as the breakdown on the aggregate site, it’s

    • 0 kills 20%
    • 1 kill 18%
    • 2 kills 13%
    • 3 kills 18%
    • 4 kills 31%

    So if you go by the 3-4 kill is a win, 0-1 is a loss and 2 is a tier metric then it’s about a 49% chance of a killer win, a 13% chance of a draw and a 38% chance of a survivor team win.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184374#Comment_3184374

    You're mixing so many variables into your comparison it loses all value. I'm literally just saying that opening and closing a locker at an interval no closer than 30 seconds without giving survivors any way of knowing (unless they physically witness it or have distortion tokens get eaten) is massively favorable to having it tied to hooking survivors with the same counterplay its had for years. People still run obsolete things, especially if they don't have their more efficient alternatives.

    What I’m saying is a lot of people disagree with your assessment. They actively think that the aura from BBQ is better than the ones from Floods of Rage and Darkness Revealed because it naturally happens at a convenient time for the killer (i.e. right after they hook someone and right when they want new tracking information) and covers a wider total area of the map than Darkness does. And even though on the face of it there are counter measures to BBQ that’s never stopped it from being popular specifically for its auras because many, many survivors don’t bother taking those countersteps.

    P.S. and I’m saying this as someone who doesn’t bother using BBQ personally. I’ve always liked other perks better. But I totally understand why it has a following.

  • But of course! 😄

    On a total tangent, John Cleese is one of my favorite comic actors. One of my favorite tidbits from him on comedy was something he said he learned over the course of doing Monty Python. It’s that while it can be funny to watch a person doing something really silly and dumb, it’s hilarious if you watch someone doing something silly and dumb while another character is sitting there in the scene also watching it happen and clearly thinking that person is an idiot. 😄 It’s why the ministry of silly walks is ok, for instance, but Cleese getting really frustrated at Michael Palin in the Dead Parrot sketch or Cheese Shop is pure gold.

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/346312/is-the-game-balanced

    No, DbD is not balanced. It never was. Nor will it ever be. Your data has the problem of the small number. In statistics, you can only do something with data from 30.

    I played 127 matches as survivor in the season that ends tomorrow. Of these, 92 matches were in solo q. Of these, I escaped in 31.19%. I think that's a very high score. There are 5 people participating in a match. If at least 1 person has to win in each match, the expected value for my win rate would be 1/5, or 20%. That 20% includes an inaccuracy, so you can't really calculate it that way. However, IMO it is a workable estimate.

    I played 18 killer matches, partly because of the rift challenges. 18 is too few to make any statements. 

    Your math is a bit off because there isn’t a single lone winner in the match because multiple survivors escaping is much more likely than a single lone survivor escaping.

    The aggregate site I follow has an overall kill rate of about 55%, up from about 49% prior to the big perk reworks. That seems about in line with other estimates I’ve seen so I think that 55% number is pretty good for the overall among non-new players. (It’s probably a few percent higher if you add in relatively new players). It doesn’t differentiate between solo and swf, and the devs numbers have implied there’s about a 4% increase in escape rate or so per extra person in your swf (so it’s like +4% if you are in a 2 person swf, +8% for 3 and +12% for 4). So that 55% is probably something like a 50% kill rate again 4 person swfs up to about a 63% kill rate against solo queues. (Note that this estimate isn’t that far off from your 31% escape rate in pure solo queue.)

  • If I’m near a 99% gate and not in a chase I always open it. It starts the timer, it doesn’t let anyone out who wouldn’t have easily gotten out anyway, and I get 500 bloodpoints. Pretty much no reason not to do it.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184350#Comment_3184350

    Because the better perk is tied behind a new(ish) killer, while BBQ is one that people had had on everyone for years. Same reason people are more likely to have overcharge than call of brine (although admittedly at least dredge isn't licensed.)

    Its effect is just not strong enough anymore, especially due to its activation condition and how easy it is to anticipate and counter.

    Also in addition to what I said above note that Call of Brine, another Sadako perk, is about the sixth most used perk and has almost as much percentage usage as BBQ. Floods of Rage though has only about 5% usage. If people really wanted to switch to Floods of Rage instead of BBQ you’d see it have around the same percent usage as Call of Brine but it’s not even close.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184350#Comment_3184350

    Because the better perk is tied behind a new(ish) killer, while BBQ is one that people had had on everyone for years. Same reason people are more likely to have overcharge than call of brine (although admittedly at least dredge isn't licensed.)

    Its effect is just not strong enough anymore, especially due to its activation condition and how easy it is to anticipate and counter.

    That doesn’t explain it being literally the number two most used perk. If it was such a useless perk there’s no way it wouldn’t be swapped out for extra slowdown or something for chase or really anything else useful.

  • @Ryuhi said:

    TBH the perk needs an entire rework now that its primary reason for being taken is gone. The aura reading isnt even relevant with Darkness Revealed in the game, especially since its absurd number of counterplays are still there.

    BBQ is fine, a lot of people run it solely for its aura and its still today the second most used killer perk.

  • I don’t have a build like that, but my generic build I’m running right now on most killers is one that counters the most popular survivor perks

    • Discordance - counter to Prove Thyself
    • Fearmonger - counter to various Exhaustion perks
    • Hex Third Seal - counter to Windows of Opportunity (the second most popular perk at the moment after Dead Hard and other aura perks)
    • Hex Undying - protects Third Seal and gives additional info.

    Seems to work pretty well. 🙂

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184278#Comment_3184278

    Thank you for your answer. This approach makes sense in a way. But what about the players who don't have software installed to record matches? Or those who have software but rarely use it? Or who, like me, record every match but don't send in links because they don't think BHVR is doing anything? After all, I saw it in 2016 when a gamebreaking bug (Myers with chainsaw or Killer with the Perk Bond) occurred before Christmas and BHVR did not prevent this problem until late January 2017?

    Unfortunately Mandy confirmed a while back that even though a replay system that automatically attached a game file to an ingame ticket for customer service is something the devs would like to have available they determined that for technical reasons it’s not feasible for them to implement it. It’s a real shame because having a video file or even better some sort of replay file that could be automatically attached to a service ticket would be a win-win since it would mean customer service always gets the right attachment on all its tickets and players don’t have to have the tech savvy to be constantly recording all their own games. Not to mention if the server generated the replay file for the ticket it could hypothetically include the perspectives of all five players, not just the video from the perspective of the one player submitting the ticket.

    So this is one of those things everybody wants in the game but that just isn’t going to be in it. 🙁

  • @EvieSimpsForCrowLady said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183761#Comment_3183761

    They shouldn't be able to hide DIRECTLY in front of you. That's not how stealth works

    Actually I'm pretty sure that is exactly how stealth works if someone is well hidden.

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