dugman
dugman
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I played a bunch of games tonight and had no problem seeing the auras, I wonder if there's an issue depending on specific resolutions or something? I'm playing on 4k on ultra resolution and have my brightness turned up slightly so maybe one or both of those help makes the auras more visible?
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Nurse is one of the top three or four killers, she's just extremely hard to master. But in the hands of a Nurse main she's extremely deadly, the ability to completely ignore obstacles in a chase makes her chases very short and gives her some additional efficiency getting around the map.
That being said, Nurse is also I think the least fun killer to play. I can't stand using her because of the annoying wheezing every blink. I completely understand her potential for greatness but I would rather play her with her terrible add-ons that make her blink less in exchange for speed than play her normally. She doesn't need a buff, because she's already quite powerful if you play her well, but she does need a revamp because she's so unfun and has such a steep learning curve for new Nurse users that she's one of the least popular killers in the game despite having one of the coolest sounding abilities in principle.
If I was changing Nurse, I'd go with:
- Allow her to keep her head up and look around while stunned from a blink. That would at least make it less annoying. And if that's too powerful, simply make the blink refresh timer slightly longer to compensate.
- Make the Plaid Flannel add-on (which shows the exact spot Nurse is teleporting to) part of the base ability. That add-on is mainly only useful for new Nurse players who don't have muscle memory yet of how far they're blinking. Veteran Nurse players won't use it because to them it would be a wasted add-on slot. So just make it part of the base kit, that will help new players out when they start playing Nurse without them having to give up an add-on slot or spend bloodpoints to get the add-on in the process, all without significantly changing how veteran Nurses play.
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I don't think Doctor is "broken", his tracking is amazing and he has a decent chase ability with his Shock but his lack of a quick movement ability to get around the map or any way (without using perks) to get close to people before starting a chase keeps him from being in the top five or six killers. (The top killers, Spirit and Freddy and Nurse, all have an ability that is good in a chase and also a way to get around the map quickly.)
Finally I don't think any of the killers are broken in the sense of being so bad they can't reasonably keep up with survivors. Most of the killers are in the "good enough" bucket where if you play well you can win. The top killers simply have a little more leeway for mistakes than the average ones.
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FYI
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1482276#Comment_1482276
https://forum.deadbydaylight.com/en/discussion/comment/1482311#Comment_1482311
@Almo and @Peanits any chance you can reply to the part about the new exploit, I've had teammates within the past week tell me correctly who the killer was pre game. The change you made didn't block all the cheat programs.
FYI they encrypted the file that survivors were reading to see who the killer is in the lobby in today's patch. (It's not mentioned in the patch notes but if you play the game after the patch and look at the file you'll see it's encrypted now.)
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@Salty_Pearl said:
While I understand that it is for the new matchmaking system, it is a very bad change. Now that Killers are locked, you can't switch to a Killer that will help you face certain survivors. An example of this is that all survivors could have medkits and Plague would be a good option to switch to but due to locking, you are stuck with whatever Killer you chose.
Also, Survivors can easily swap to another survivor that has a fully kitted item and perks at the last second of lobby meanwhile Killers are now stuck and can't do anything at all. Not to mention that there is an exploit that allows you to see who the Killer is which screws them over even more.
I understand that BHVR wants to measure Killer stats individually but I don't think that locking them in the lobby was a good change at all. This will cause much more lobby dodging and unnecessary problems for Killers.
FYI they encrypted the log files that people were using to see who the killer is in the lobby in this new patch. Hopefully that closes up that exploit. (It's not mentioned in the patch notes but you can verify it if you play the game after the patch and view the file.)
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I find the Yellow Mori is basically worthless and the Ebony Mori is a bit overpowered. The Green Mori is fine as is. If I was going to change the way these work, I like this idea:
- Yellow Mori: Allows you to kill any survivor that you've hooked twice (i.e. on death hook). This would be kind of like Pyramid Head's ability to kill Tormented people that he's hooked/caged twice, except with the longer full mori animation. It would be a small benefit, relatively in line with a Yellow offering, and better than the current version.
- Green Mori: Allows you to kill any one survivor that you've hooked once. (Same as it is now.)
- Ebony Mori: Gives you both the Yellow and Green effects above. So you can kill one survivor that you've hooked once plus can kill any survivor that you've hooked twice. This would be a bit better than the Green mori but not as powerful as the current Ebony Mori.
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Nurse is easily my least favorite killer to play. The way she wheezes and stares at the ground after every single blink is just so irritating, whether or not I'm actually playing her well at the moment. And it's so disappointing because in principle I love the idea of a killer that can teleport, it's just that in practice this stun mechanic is simply not fun. At all. In fact when I do play Nurse I intentionally use one of her two add-ons that makes her move more quickly at the expense of blinking less simply so I don't have to keep seeing the wheezes all the time. In other words I find a nerfed Nurse who doesn't use her power and acts like a basic killer with no ability more fun than a normal Nurse, that's how unfun she is to play.
I would LOVE to see her get a revamp with a couple of changes:
- Make it so you at least don't stare at the ground and can look around while stunned after a blink. It wouldn't be quite as annoying if you could at least keep an eye on what's going on. And if that makes her too powerful then just make the blink refresh take slightly longer to compensate.
- Make Plaid Flannel (the add-on which shows you exactly where the Nurse is teleporting) simply be part of the blink ability and not an add-on. This perk really is only useful for players who are still learning how to play Nurse in the first place, more skilled Nurses won't need it because they'll have a good feel for her distance. One of Nurse's problems, though, is her steep learning curve scares new players away from her, so making this "learning" add-on just be part of the ability itself would make her just a little easier on new players while not making her more powerful in the hands of Nurse mains.
- Her Spasmodic Breath add-on (if you hit with a blink attack you become a 115% speed basic attack killer that can't blink) is an interesting variant but, if we're being honest, is straight up less effective than using no add-on in that slot. It's like saying you want to play a vanilla basic attack killer most of the time while ignoring the power that helps her be a good killer in the first place. It feels like this add-on should get a slight buff to make it so it's actually comparable in effectiveness to other Green add-ons. One possibility would be that it makes her move 120% speed instead of 115% for the duration, that would turn her from a very slow killer that teleports to attack into a killer that alternates between doing teleport attacks and quicker than normal footchases.
So /rant on Nurse done, I'm ok with playing basically all the other killers more or less. Some minor preferences are probably:
- Spirit is definitely an effective killer but I don't think I enjoy playing by ear that much so I'm not all that excited playing her.
- Huntress is probably the more effective killer than Deathslinger overall since she can more reliably get a one-two down on a healthy survivor and can more reliably down an injured survivor from across a pallet. But I find Deathslinger more fun to play because I like that I can do instant shots with him versus having to charge up the hatchets before throwing and because I like that he reloads while walking around versus having to go to lockers.
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@johnmwarner said:
What are you looking for people to say, “I felt the games were fair.”
noone is gonna say that even if they are
I'm not looking for anything in particular other than opinions on how it's working since I don't play on X-Box.
Why, what were you looking for me to say in response to your question?
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@johnmwarner said:
What are you looking for people to say, “I felt the games were fair.”
noone is gonna say that even if they are
I'm not looking for anything in particular other than what people on X-Box were experiencing one way or another since I don't play on that system.
Why, what are you looking for me to say in response to your question?
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@CHED1 said:
https://forum.deadbydaylight.com/en/discussion/174600/how-is-the-x-box-matchmaking-looking
Rank 4-1 (survivor) on Xbox and I didn’t feel much of a difference, that’s probably why. The only thing I saw (and this was when I was playing with my mate, who’s rank 15-10) There’s more low rank (as in 20-13) killers who play considerably better and than their rank suggests. Guess this is the new system kicking in with individual killer skill being the new priority in matching.
Cool, that sounds like a good sign at least. 🙂
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They're both good at different points in the game. Whispers is good in the very beginning of the match to triangulate the closest survivor before they can really start doing gens and at the end of the match when there are only one or two survivors and they may be hiding or looking for a key or the hatch. It's less useful mid-game when you're normally in a chase or by a hook or downed survivor most of the time.
Discordance on the other hand isn't that great at the very start of the match because it takes a bit for people to get on gens and there may or may not be two people on the same gen at the start. It's also bad at the end once a survivor or two are dead because they're less likely to pair up at that point or may not even be doing gens at all. But mid-game when all four survivors are alive it's very useful to get you to a spot where the survivors are clumped together.
So I don't honestly know which is better overall, they both have their strengths and weaknesses. And, honestly, if we're talking about detection perks Surveillance deserves a mention too, it's right up there in terms of usefulness, especially if you either use Ruin or just generally kick a lot of gens.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1465119#Comment_1465119
I agree with your point, but the point you're arguing isn't what he's actually saying.
"I don't get this idea that psychological reads are "boring""
IE This is not what he's saying.
You can predict the Deathslingers actions entirely and it won't matter is the point. The time for his aim and shot is quicker than your reaction time possible. If you go through the pallet you get hit and if don't you get hit, either way. It's a lose/lose scenario.
Note, we are not saying Deathslinger is too strong or OP at all. We are simply pointing out that it is designed in an un interactive game play manner that isn't fun for either side at windows/pallets.
I even think Deathslinger could use buffs. We just want interactive and fun game play for both sides.
But the point I'm making is that just because you can't "react" to his ability doesn't mean you can't trick him into missing or firing when he shouldn't. The goal isn't to react to his shot, it's to proactively make him shoot in the wrong direction or not shoot when he should shoot. It's about conditioning his behavior as much as predicting it. It's a different kind of interaction from reacting to the visual cue of something being shot and then dodging it.
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A Supernatural DLC pack
- Sam and Dean Wincester. Perks "Brotherly Love" that buffs the obsession, and "Angel Blade" that is an exhaustion perk which you can activate while standing next to the killer to do a melee attack to stun them. (Kind of like Decisive Strike but an activated attack versus a skill check that automatically happens while carried.)
- Lucifer or the Yellow Eyed Demon as the killer. Abilities could be fast travel on the map as smoke and Possessing survivors briefly to make them attack each other or break generators or pallets.
- The Bunker as the map
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I don't get this idea that psychological reads are "boring". Saying Deathslinger has "no counterplay" is incorrect, he has counterplay in the form of making correct psychological reads on how he's going to act in a given situation and conditioning him to act in a particular way as you play. Just because you can't literally react to his shot doesn't mean you can't mentally figure out how the Deathslinger player is moving and thinking. People aren't random dice rolls, they're fundamentally predictable even when they try to act "randomly". I would think that figuring out how opposing players behave and acting accordingly would be more interesting than, say, being able to 100% counter an opponent if your reflexes are quick enough to react to what they are doing on-screen.
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The best solution is to use a neural network and put in all relevant information about all players including which players are in an swf that then returns an estimated measurement of the expected results, such as the estimated variance between high and low scores in the game. Then select players that appropriate optimize that measurement.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1462744#Comment_1462744
It is not irrelevant. RNG is the number one determining factor in who wins or loses a match in DBD. Whether all survivors escape, or just one. Literally everything is RNG, lol. I'm actually convinced you're trolling at this point. You're blatantly ignoring what veteran players, which you are clearly not, have known for years. Go play the game, get a grasp on what you're talking about. You're in over your head, bud.
EDIT: I haven't insulted you. I told you to get a clue. This isn't an insult.
RNG isn't the number one determining factor in who wins or loses a match, it's knowledge of the game, skill at looping and ability to make correct reads and predictions on player behavior. There's almost nothing in the game that is actually "random", it's all skill and psychology.
But yeah, I'm the one who needs to get a clue and is trolling, sure.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1462697#Comment_1462697
To go further into this - are you going to tell me that if I get Blood Lodge (RNG!), one of the most WIDE OPEN and HIGH VISIBILITY maps in the game, with probably one of the highest safe-pallet counts of all the maps to boot, as a Wraith, or Ghostface (both of which require stealth and shielded movement to perform optimally), that if I lose, it's because *I did something wrong* and not because I was handicapped?
If survivors get Hawkins, where finding a gen can be a giant horses ass and SERIOUSLY impede their ability to do the objective...that it's completely their fault they lost?
Basically, you're not as good as your opponents because you were handicapped by the games RNG from the get go?
Okay there, bud. Solid logic.
Again, you're ascribing things like "I did something wrong" and "The map screwed me" and such to your losses. All of that is irrelevant to the goal of matchmaking which is making your matches closer on average.
Losing now and then on a random map isn't going to significantly change your rating. It's losing on average over the course of multiple maps that forces your rating significantly down. And if you're losing repeatedly then it doesn't matter why you are losing because regardless of the reason the solution to the problem is the same - find easier opponents for you.
But I'm sure you'll just ignore my logic and insult me some more, whatever.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1462697#Comment_1462697
It absolutely DOES matter why you're losing. This is literally why killers have unique powers, and why most killers are completely useless without their power.
It really doesn't matter why you're losing. The goal of matchmaking is to make the matches feel close. If you are losing it puts you against easier opponents, if you're winning it puts you against tougher opponents. It honestly doesn't matter at all if you're losing with Wraith because they're bringing Spine Chill or because you're playing Wraith badly because in both cases putting you against easier opponents if you're losing makes your matches closer.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1462665#Comment_1462665
But if you're a Wraith/Ghostface, and you're being "outplayed" by a perk that basically negates your power completely, are you actually "doing worse"? Or are you just stripped of your only ability and regulated to being an M1 killer, which aren't strong regardless?
It doesn't matter why you're losing, if you're losing it should put you against easier opponents to make the game closer for you regardless of whether the loss is because of perk selection or being outplayed.
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@Voyager said:
https://forum.deadbydaylight.com/en/discussion/comment/1461865#Comment_1461865
Wait, what? They do?
It's a bannable exploit. There are some unencrypted games files survivors can read to see what killer is in the lobby. Hopefully Behavior will encrypt those files to patch that exploit before the new matchmaking goes live on PC.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1461886#Comment_1461886
My only issue with this is, like I said in another thread, what if you're really good with Wraith or Ghostface (stealth killers in general, I suppose)...obviously the ones best equipped to go against those killers will be rocking spine chill. Does this mean you'll constantly be matched with spine chill users?
It's concerning.
That is a self-correcting situation. If you start doing worse with Wraith or Ghostface, regardless of the reason, then the system will start putting you against lower rated opponents. If you keep doing well with them despite your opponents have Spine Chill then there's no reason for your rating to go down.
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Green Moris are fine as is, the one extra kill is a decent buff but not completely game changing.
Ebony Moris are overpowered, I can easily tell the difference in results when I'm using an Ebony Mori versus other offerings. Getting two or three early kills is brutal. I don't have an issue with Moris in principle but this particular one ought to be toned down a notch.
Personally I think my favorite idea for the Ebony Mori at the moment is it lets you mori one survivor that you've hooked once and mori any survivor you've hooked twice. So it's kind of like a slight buff on the Green Mori, you get that one early kill and then after that you get two-hook moris on everybody else that were already on death hook. Those extra death hook moris would save you a small amount of time carrying the person to the hook and let you avoid Decisive Strike and flashlight saves but otherwise are just cosmetic. (It's a little like Pyramid Head's built in mini-mori, only with the slower full mori animations that come with the offering.)
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1320694#Comment_1320694
Replace „Tru3“ with „Any Killer Main“
I can't speak to the matchmaking, but for the record Tru isn't a "killer main", he alternates playing killer and survivor pretty much every match.
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Same here, no voice narration is playing for either of the first two chapters of Soldiers of Mayhem in Tome III