dugman
dugman
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- dugman
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Try recording your matches and rewatching them. You'll probably catch mistakes you didn't notice while you were playing.
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I don't mind survivors trying to hide. What's wrong with it?
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I have no problem with the idea of increasing the base FOV for killers slightly to address motion sickness issues. It is definitely a tactical advantage though, no doubt in my mind, it's really just a question of whether the benefit is large enough to require some sort of offset to balance it out or if the buff to kill rates would be small enough to not have to worry about it much.
Also I think it would be pretty crazy fun if Shadowborn gave you something insane like a 180 degree panoramic field of view, or even just slightly larger. It would be like running around with a fish eye lens the whole game but if you could get used to it then the amount of extra stuff you could see would be great! 😄
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Sorry but VHS has already been free to play open access on Steam for two months and hasn't seen more than 4k concurrent users. I don't think it's doing very well.
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@Akumakaji said:
So, again the discussion is heating up way beyond what was originally intended and the discussion is in danger of derailing. Lets try to sort things out a bit.
https://forum.deadbydaylight.com/en/discussion/comment/3183081#Comment_3183081
I get where you are coming from, but we need a certain baseline, otherwise you can pull everything out of the hat, no matter how outlandish and magically explain it away as "The Entity willed it". While technically possible, most stuff in The Entities realm is clearly modelled to work after the real world, albeit with a somewhat lovecraftian and mystical slant.
https://forum.deadbydaylight.com/en/discussion/comment/3183023#Comment_3183023
I guess thats true and survivors sandbagging others for extended periods shouldn't be a thing. Maybe make the survivor exhausted after pushing, so that survivors would do it all the time just for the lulz, but only in desperate situations? It would suck to be exhausted for no reason at all, but thats a fleeting condition that we know how to deal with, and being stuck in a corner sucks even more.
https://forum.deadbydaylight.com/en/discussion/comment/3183101#Comment_3183101
This here, though, is a thing that I take some offense on, claiming "Yes, you can have the cake AND eat it" is hard to argue that thats not comeing off as at least rude and actually sounds pretty entitled.
Survivors pushing each other slowly actually sounds like a pretty decent idea now that we’re talking about it. It wouldn’t mess up game balance but it would prevent occasional extended bodyblocking in a corner. Plus thematically it’s probably more realistic then an afk survivor being an immobile statue.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3183043#Comment_3183043
I searched bug reports this morning, and someone actually reported the opposite as a bug: the survivor going down when they vaulted as Wesker. So sometimes it works, and other times not it seems.
All the more reason I think the original poster should repost this as a Bug Report.
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You don’t even really need to actively follow the killer around to get value out of the Stakeout + Hyperfocus combo, you get tokens naturally anyway just from the killer patrolling around near you sometimes.
I wouldn’t be surprised if the devs have this combo on their watch list right now of things that might need to be tweaked. It’s probably a little too strong.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3183019#Comment_3183019
Why should survivors be prevented from vaulting back on over? That is active, fun counterplay. If the Wesker sees them do it, just break the pallet. problem solved, seems like it shouldn't be touched. fine the way it is.
Nobody said they can’t vault back over. The patch notes say they’re supposed to take damage if they’re too close to the pallet when Wesker vaults though and that’s apparently not happening so it’s probably a bug.
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3183023#Comment_3183023
And so a new game mode was invented: the Survivors fight each other, and the winner is let go by the referee aka Killer. Great idea.
Sure, because that’s exactly what I said. 🙄
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A lot of complaints about things being “boring” end up just being people grumbling they can’t beat a particular killer by looping them all the time. When I see someone say “I have to hold W to get away” it tells me the survivor probably hasn’t learned to chain tiles together, not that there’s something wrong with the killer. Obviously I ignore those types of complaints.
Now that said I can see a little more validity in when something causes matches to become stalemates where survivors have trouble progressing the gens but the killer also has trouble securing downs. That’s the source of complaints about Legion. It’s not that Legion is too powerful, it’s that Legion is great and pushing people off gens but relatively bad compared to other killers at actually downing someone who’s already injured. So you can get this drawn out situation where survivors who can out play the Legion player at loops are doing gens one tiny bit at a time over and over and over and maybe they eventually win, maybe they lose, but either way the game takes 15 or 20 minutes to finish. If a survivor is calling that kind of scenario boring I can get see where they’re coming from.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3182998#Comment_3182998
yes I know :-), I understood that.
Ok, then I guess the question is since when can’t humans try and push a rude person in front of them out of the way?
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@SilentShepherd said:
or.. you could break the pallet. Seems to be fine.
The point they’re saying is that per the patch notes the survivor is supposed to take damage if they’re too close on the other side of the pallet specifically to prevent them from 100% being able to vault back over on reaction to Wesker vaulting. But that’s exactly what is happening in this clip, it looks like it might be a bug where Wesker is automatically doing damage on the other side to survivors right next to him like he’s supposed to.
This probably should be moved to the Bug report section.
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@Marik1987 said:
Since when can humans walk through each other?
I think maybe you misunderstood what they are complaining about? They’re not griping about bodyblocking as in interfering with the killer in a chase, they’re saying a survivor intentionally locked another in a corner for two minutes to throw the match.
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@FallenNugget said:
https://forum.deadbydaylight.com/en/discussion/comment/3181374#Comment_3181374
Okay, I think I got it then, thank you <3
https://forum.deadbydaylight.com/en/discussion/comment/3181436#Comment_3181436
Well, its nothing you can do if you are chasing one survivor and the other ones are on different gens, and in a next minute at least 2 will pop, right? It's still fascinating tho, good job.
https://forum.deadbydaylight.com/en/discussion/comment/3181376#Comment_3181376
You can play any survivor with default perks, but killers have powers, which means you need a specific perk to unlock a full potential of your power, like Freddy-Pop or Hag-Make Your Choice, etc.
https://forum.deadbydaylight.com/en/discussion/comment/3181413#Comment_3181413
Yeah, ik, but the text above was about "why do I need to own such perks to win", it is true that with specific perks your winrate will be better.
https://forum.deadbydaylight.com/en/discussion/comment/3181387#Comment_3181387
Well Freddy's power alone is kinda useless, don't you think so? If you are not going to deliver a pop or call of brine to the gen your tp to, that teleport literally means nothing, so it's actually mostly about perks, its not an afterthought (at least on some weaker killers).
Thanks for the answers tho, I think I now know how this game works a little better, love you all <3
Well, its nothing you can do if you are chasing one survivor and the other ones are on different gens, and in a next minute at least 2 will pop, right? It's still fascinating tho, good job.
Just to expand on this a bit, you’re not supposed to be able to reliably stop the first two or three generators from being finished early if the survivors are playing well. The game is built around the survivors having the advantage on getting gens done initially then the killer building up enough momentum and pressure that getting more than two survivors out at the end will be a close call. So the goal isn’t to stop them from popping two gens early, it’s to establish your territory you’ll be defending for the bulk of the game. By the time they have two gens done you want to have a hook, know the four gen area you’re planning to guard, and have hopefully done a bit of damage beyond that. Once you are in a cycle of being in a rough four gen with someone in a hook and someone else in chase and pallets being destroyed they naturally will be progressing a lot more slowly.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3182321#Comment_3182321
It is much more accurate to tell people that icons are just an example BHVR gave, of things they are looking into, and it might not happen.
I stand by what I said.
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Interesting idea, although like you said it would have to be paired with something to make the early gens harder to finish, otherwise it could become too difficult to get 3-4 kills.
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99% of the time I do one bloodweb per match. Not a big deal.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3182252#Comment_3182252
You literally said "Actually I think the icons will be on the 2023 roadmap".
And? Reread what I said there and what I said above.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3182167#Comment_3182167
We shouldn't tell people that BHVR said they will do something, if they haven't actually committed to it yet. We can tell people that BHVR said it was an example of something they were discussing, but we shouldn't tell them it's on a roadmap.
I never said the icons were on a roadmap. They do have an official roadmap for 2022 though, the perk and prestige system reworks were part of it, and unless I'm forgetting something I think the only main things left on the 2022 roadmap besides obviously a new killer and survivors in the EOY chapter are custom matches versus bots and the mori rework.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3182049#Comment_3182049
SWFs having voice communication is unfair for killers. Voice communication breaks core game mechanics.
https://forum.deadbydaylight.com/en/discussion/comment/3182056#Comment_3182056
They never committed to the icons. They showed a UI that someone else made, and gave it as an example of things they were looking at.
They never commit to anything not on the roadmap until it's done.
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That Dredge outfit is in a league of its own, no way was it going to lose. 🙂
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@VideoGameMage said:
They announced a while back about giving solo q HUD icons to let survivors know what their teammates are doing, but it has been put on hold because they had to do a big balance patch, plus some of the things they had planned to release in this year's road map had been postponed so we have zero clue when it's coming.
Bhvr has a bad track record with releasing things in a timely manner, as they revealed Mori reworks nearly three years ago and they're just now releasing it this year. So with this track record I'm going to assume we won't see these HUD icons 2 years from now at the earliest. Who knows though, maybe they'll surprise me.
Actually I think the icons will be on the 2023 roadmap, after all they were already partially developed in January and only got put on hold to make room for all the other reworks going on in 2022.
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It's a good perk. It's not in every game though, that's an exaggeration. It's the fourth most used perk but that's still only about 15% of matches.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3181974#Comment_3181974
If you have one survivor with no mither just chasing the killer, bodyblocking them every time they get into a chase and the killer can either hook them which does nothing, or slug them which does nothing, then that's a frustrating experience for the killer and honestly maybe an efficient use of that survivor's time. Invincible survivors are annoying if you remember the short lived "endurance meta"
Why do you think hooking someone with No Mither "does nothing"? I'm genuinely confused, feeding killers extra hooks is the last thing you'd want to do in this system.
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@YOURFRIEND said:
Well, it's a way to make no mither meta I guess
Not sure why No Mither would catch on with this.
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@Adjatha said:
What if survivors are unable to get gens more than 50% until the killer has hooked each survivor once
The killer doesn't need to hook each survivor once, they just need 4-5 total hooks. So it could be two survivors twice each for instance.
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@smartemarte said:
https://forum.deadbydaylight.com/en/discussion/comment/3181446#Comment_3181446
Using escapes to judge mmr isn't fine..... I could loop the killer for 5 gens then get hooked as a survivor opens the gate and leaves and I lose mmr ?? Even though I did a the work for them to escape ? It's beyond stupid and just encourages people to leave rather than trying to help their team
You could do that but on average you would escape more often than you die if that happened. MMR is about the longer term statistical estimate, not the corner cases of specific matches.
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Sounds like you might want to put this under Bug Reports.
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But I face the same problem over and over again and don't really know what to do in these scenarios. I face a survivor and notice that he wastes my Team since he is a good looper, so I leave the change and search for the next one. But then the other ones are good at Looping too and I lose.
Unless the survivor is far away don’t break chase until you can at least force a pallet drop or get a hit. As long as you keep at them and run the chase reasonably they will normally have to drop a pallet to avoid a hit. (There’s a handful of times where really bad setups allow them to chain windows into really long chases but mostly you should be able to at a minimum brute force a pallet drop even if you have trouble getting the hit by a mindgame.) Once they drop the pallet then you can break it and switch targets assuming you want to pressure someone else who’s active on the gens.
Also try and keep a three or four gen area in mind during your early game and prioritize starting chases there versus in the farther parts of the map. If you’re forcing the pallet drops in that area then by the midgame you’ll be more likely to be able to get hits off survivor trying to finish those gens and have a little more time to continue chasing for a down as well when you get a hit in that region.
Of course sometimes you just run into a group that are all better loopers than you and also all good at splitting up doing the gens. The same strategy still applies, you just need to keep practicing chases to get the point that you can eventually keep up with those better runners. I don’t think there’s a single magic bullet strategy here other than playing regularly and watching what they do against you for future reference. You may even want to record your games and watch replays of the ones you lost for mistakes, carefully reviewing losses is said to be one of the best ways to improve your skill.
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@BlazePyron2 said:
"wahhh just run gearhead and discordance!"
ok cool now i know they have prove thyself and hyperfocus, as if i didn't already know. How does that help me exactly? Especially when I'm sacrificing two perks to find out the genrushers are doing gens?
You’re getting tracking in on where people are to chase them, you just need to be trying to capitalize on it quickly.
Mind you, I do think Hyperfocus plus Stake Out might be a specifically problematic combo, but getting tracking info helps you if you’re using it for a good macro game.
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The only stubborn thing is the people that refuse to accept that the current MMR ratings are actually accurate. When MMRs in a match are close the match tends to be close, it’s really only when the matchmaking algorithm ignores the ratings that you get obvious mismatches. This was evidenced for example when they did MMR tests earlier this year and the nights that had the “sweatiest” tightest matches were the ones with the narrowest allowed MMR ranges and the most anarchic ridiculous matchups were the ones that were free for all or that used Grades instead of MMR.
Using kills and escapes to determine if players go up or down in MMR works, it’s fine. It’s how the matchmaking application uses or decides to ignore those ratings that causes problems.
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/346026/can-we-talk-about-killers-for-a-sec
Discord, one of the best detection perks in the game is literally in the shrine right now.
That aside, due to the fast gen meta survivors are using right now, Killers generally need to bring very strong slowdown perks to have a chance.
I suggest call of brine and overcharge combo for gen regression, discord or bbq as your information perk, and the last slot is free.
It’s a bit of a myth that you need to bring strong gen slowdown. I’ve got a 70% kill rate at the moment and my most used loadouts on almost every killer have no gen slowdown. One loadout I’m having fun with for instance is Discordance to interrupt Prove Thyself attempts, Third Seal and Undying to negate Windows of Opportunity which is the most used survivor perk and other auras, and Fearmonger to negate Exhaustion perks. Then I just play like I normally do, making sure I don’t chase one survivor too long and keep the pressure spread and slug if if I think I can get more immediate value by chasing a new target, etc.
Mind you, I’m not saying slowdown perks aren’t good too. I’m just saying being good at the macro game to know how to naturally keep survivors off key objectives more efficiently is more important than your actual loadout.
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- Split daily rituals into two three part tracks - one for killer rituals and one for survivor rituals. That way if you want to take advantage of a matchmaking incentive, for instance, but only have killer rituals, you still have the survivor track you can use a ritual from.
- Have an Apply To All Characters checkbox option in the charm selection screen where, if you click that option on and then set a charm in a slot, it puts that charm in that slot on all of your characters simultaneously. So say you just earned a new charm in the Rift and want everybody to have it, you can put in all their loadouts with one button press instead of clicking through 30 characters one at a time.
- Random character select button on the character selection screens. Likewise a random loadout option select button on the loadout screens.
- Make it easier to distinguish auras of survivors working on generators from the aura of the generator itself.
- Get rid of the annoying black bubbles that obscure patches of the screen when either someone is hooked or sacrificed or a generator goes off. It’s really annoying not being able to see anything in a splotch of screen when these things happen.
- Make the sound effect for Spies from the Shadows be crow calls, not the standard explosions. It would be both more thematic and make the power slightly better by letting you differentiate the noise from other noises.
- A search option for The Tome where you can type a word and it lets you flip through challenges that include that word. So if for instance you wanted to do a challenge that has Hag then you could type that in and flip through them. Include a filter option for challenges that are already completed as well.
- Don’t auto aim dressing attacks into objects. As far as I know auto aim dressing is intended to make your attack hit the opponent when latency might be an issue, not cause it to just randomly attack a neighboring rock or door.
- Have an internal timer where, if no player scores any points for, say, five minutes then the game goes into sudden overtime and if nothing happens for an additional two minutes it just ends in a draw. That would address those odd times where you either have a stalemate with two hiding survivors and a killer that can’t find them or where you have an abusive killer bodyblocking the last survivor and preventing them from reaching the hatch to end the game without disconnecting, that sort of thing.
- In the intro screen, where currently a random narrator says “Dead by Daylight”, instead play a sound or voice line from a random character each time. So sometimes you get a Huntress sound or her lullaby, sometimes it’s Freddy laughing, sometimes it’s a line from Wesker or Pinhead, etc.
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@Fred_krueger said:
https://forum.deadbydaylight.com/en/discussion/comment/3181030#Comment_3181030
OHHHHHHHH that explains it!
stupid me. Thanks heaps.
Yeah I agree I have video evidence of a hacker game. I got a lv 100, 70 in pregame, thought man this will be a cool test. They were hackers, and in the post game it said they were only lv 3. I was unable to report them so I just deleted the file.
Got them next match, just had to dodge.
Unless something is bugged you can still report the match, they just tweaked the report system when they added anonymous mode so that instead of reporting it by flagging a particular player you do thumbs down on the match and include in your report description which player you think was cheating. Customer Service can see who’s who in your match without you needing to know their ids.
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I assume Mikaela is more likely than not to have a Boon simply because two of her starting perks are decent Boons. Just like I assume Bill has a decent chance of having Unbreakable because it's good and one of his starting perks. It's just common sense to think that if a perk is good, and the survivor character starts with it out of the gate, odds are better than normal they'll be using it.
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@JohnnyB87 said:
That is your own personal opinion. There IS NO WINNING OR LOSING in Dead By Daylight. It's literally just to get points. I main killer and survivor and know that there is no end game goal at all. Toxicity is based solely on the players that make up their own rules for the game, plain and simple. Play the game it's meant to be played, and no one would complain. There will always be complaints about camping, tunneling, slugging, gen rushing, tbagging and all the usual stuff because everyone makes up their own rules. Play for points, like the game is meant to be played currently, and no one should complain. You want to win or lose, go play trash like War Zone lol
Who made you the decider of how the game is "meant to be played"?
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They say the difference between 69 and getting flashlight blinded is when you're blinded you can't see the ass in front of you.
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I got flamed in chat tonight because I hooked the last survivor who dropped their toolbox. If I knew they were Emily Post I would have followed protocol I guess. 🤷♂️
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I don't see fog but man is that corner too dark.
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With corn it's not about seeing but hearing because of the ...
😶
😶🕶👈
😎
Ears.
https://youtu.be/7uW47jWLMiY -
@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3180333#Comment_3180333
It can also be low from not playing much. My trapper MMR is noticably lower than the killer I play regularly even thought I can 4k with him in most games since the survivors are pretty bad.
But that happens much less often than your MMR being where it should generally be and is self correcting. Meanwhile by encouraging you to use your less played Trapper your MMR will go toward a better estimate and you'll be helping the system with the queues a bit.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3179821#Comment_3179821
I dont think encouraging you to play outside of your skill zone is a great idea because aside from 110s a lotta killers can translate their skills at just basic looping, gamesense and perk builds over to about any killer and do decently especially if its almost half your MMR.
Except that presumably if your MMR is very low on, say, Huntress compared to your main killer, for instance, then it's because you don't win as often with her so going against lower MMR opponents with her makes sense. Also the only way to improve in a killer you're bad at is to play them more often so that's all the more reason to encourage people out of their comfort zone.
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3180191#Comment_3180191
Fair enough, gotta give it a try sometime!
Go for it! Also new upside from Project W, lots of people trying out Wiretap and it shuts that down too. 😉
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@JnnsMu said:
https://forum.deadbydaylight.com/en/discussion/comment/3180185#Comment_3180185
That's an interesting idea. I don't know if I like the idea of everyone getting a decent chance of unhooking themselves for free.
Regardless, this would only be a bandaid fix to the ragequitting issue. Sure, it would be nice to have the rage quitters waste more of their own time but it would still be incomparable to the amount of everyone else's time that they wasted.
I don't think that this kind of complicated rework to make ragre quitting less convenient would be very effective. The only thing that has to happen is that people are properly punished for rage quitting.
Just as a follow up, a nice thing about Luck is, if they made that first hook escape change I mentioned, it’s very easy to tweak a numerical parameter like Luck if they want to make it more or less likely for a self escape to occur. For reference, though, your chance of escaping is
- Base - 3 tries at 4% each = 11.5%
- Slippery Meat - 6 tries at 8% each = 39%
- Up The Ante with everyone still alive - 3 tries at 13% each = 34%
- Green Luck offering - 3 tries at 7% each = 20%
- (Best case) Slippery Meat and Up The Ante and a Green Luck offering - 6 tries at 20% each = 74%
So base kit you still would only normally escape first hook about 1 in 9 games this way. Using a Luck offering or perk doubles or triples that to 1/5 or 1/3 games, which still is more likely to fail than not but worth a shot! And if you went all in on luck you would get off the first hook more often than not if you had the opportunity. (That’s a bit of investment in the loadout though, two perks plus an offering).
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3180171#Comment_3180171
Oh my apologies, thought you were refering to fearmonger ONLY for the exhaustion perks, have you tried plaything instead of third seal? think you would get a ton more value
I use all sorts of things, but Third Seal is simply the best Blindness perk hands down and the most direct counter to Windows. I actually have very good results in general with it. 🙂
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One possible way to mitigate it is make it so failing an escape attempt doesn’t lower the first hook timer. That would actually do two beneficial things
- Ragequitters would not be able to simply go straight to second hook, they would have to wait a full minute to get to second stage. Knowing that if you want to ######### on first hook it will take at least a minute could deter some of the people, or at least give them a chance to cool off and try to win if they realize they are being impulsive.
- It would make Luck as an effect actually mean something. The problem with Luck right now is that trying to pull yourself off the first hook is a really bad idea most of the time even when you’ve increased you chance a few percent because of a Luck effect. But if you take away that risk of shortening the first stage then survivors could make their three attempts more freely if they get an opening and Luck actually helps increase the chance it works.
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@Adjatha said:
Once they actually come out with bot matches, this game legitimately CAN be a single-player game. And that will be such a better experience, you have no idea.
I’m looking forward to trying bot matches, if only because I’ll have more opportunity to explore maps and check out art assets if I want. 🙂
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3180142#Comment_3180142
Fearmonger actually plays a way more important part in this build then you think, its legit a very very interesting perk.
The reason I use it is because exhaustion perks are cool and all, but its actually for the blindness. It forces them off of the gen to find where the early people are being hooked, along with knowing where I am. This makes me be able to catch them off guard and factor in a slowness that they wouldn't think about, which is them just being off the gen for 5 seconds. The amount of Jolt procs I get that actually regress way longer than they should is because they get off the gen.
You don’t have to tell me about Blindness, I just got finished saying that I run Third Seal AND Fearmonger! 🙂
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Yeah, this build isn’t that far off from a build I like that counters the most popular perks
- Discordance (counters Prove Thyself)
- Fearmonger (counters Exhaustion perks)
- Hex Third Seal (counters Windows of Opportunity which is the most used survivor perk right now, as well as all other aura perks)
- A fourth slot that’s flexible. A lot of times I simply put in Hex Undying simply to help Third Seal last longer. 🙂 But Jolt or Franklins or lots of other things work here. (E.g. Adrenaline is also really popular, so Terminus is an interesting choice to counter that)
Personally I don’t play Nurse (I have staring at the ground all the time) but with her Windows of Opportunity is already useless so I would sub out Third Seal for one of the others that I’d consider for the fourth slot, or just a generic perk maybe. But for sure Discordance and Fearmonger are good fits.
