dugman
dugman
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I play killer mostly so I don’t have survivor streak, but on the flip side my kill rate since the rework is 69% since I started tracking it last month.
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Yep, The Thing is one of the most wished for licenses for DbD. There are a ton of posts of ideas on how it might be mechanically handled but, bottom line, in principle The Thing has all the elements you want in a chapter: a really neat type of monstrous killer, Kurt Russell’s character as a survivor, and an Arctic Base map that would be cool (no pun intended).
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For sure, I think overall the game is better than it was when I started playing 3 years ago. And on top of the things mentioned above they also have the custom matches versus bots and automatic mori of the last down survivor coming soon which both sound good to me! 👍
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@Rich2015 said:
https://forum.deadbydaylight.com/en/discussion/comment/3176005#Comment_3176005
You can't balance the game around SWF. I would like to know the ratio of SWF to Solo Q. If SWF is far higher , then i stand corrected and yes balance it around SWF. If it isn't then its complete nonsense to balance it around SWF. My money is on a hell of a lot more Solo Q then SWF.
Lower ranks Solo Q is a misey with ANY killer from the roster winning 8 matches out of 10 with at least 2 gens still to do. Most of the time though there is 3 or 4 gens still to do and it might even be 9 matches out of 10 killer wins. If this game stays like this it will bleed players. I don't think the game has been in a worse state than right now. I am surprised the killers are not bored right now? I can't think of anything more boring than having a game so one sided. Killers right now may as well be playing against A.I
Historically when the devs released stats on percentages of swf players a couple of years ago it was very roughly something like 60% of matches were entirely solo survivors, about 25% had a 2 person swf, about 15% had a 3 person swf and 10% had a full 4 person swf. I don’t know that there’s any particular reason to think those numbers are much different now.
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@Chocolate_Cosmos said:
I feel like there is:
60% Chance someone will give up after they realise the Killer is Nurse (or any killer they dislike)
25% Chance if they go first down
15% Chance if they do a big mistake and they just can't handle it
Don’t forget the rule of thumb that if you quickly down the survivor who brought a map offering there’s an even higher chance they’ll disconnect.
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@Knotty1985 said:
I agree, the monthly reset seems pointless now, it would be good for people to have an overall grade depending on how well they play to make match making with same skill level players better, especially for the newer players ending up against well ranked killers who have more experience.
Just FYI Grades aren’t used for matchmaking.
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The chat filter is nonsensical. I was watching a game on stream tonight for instance and one of the survivors had the user name Bruce Wayne so he typed something like “gg Bruce Wayne” or along those lines and the filter blocked “Bruce Wayne”. It also blocks random things like “YouTube” and I think even names of characters. It’s just bizarre. 🤷♂️
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- A way to select a specific charm in the same slot for all your characters simultaneously. For example, say you got a new charm and you want to use it on all your characters. At the moment your only option is one by one flipping through all the character screens, finding the charm, and putting it on. If there was an "Apply to All Characters" checkbox though you could check that option, set a charm, and you're done!
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/345391/coulrophobia-might-need-a-nerf
Its fair and balanced but Hyperfocus is UNFAIR XD I have no gen slowdown but I got all 1-shots after the initial hit. Nerf Hyperfocus D; You can say anything you want but one side will always be biased to the other. Just run Hyperfocus every game so when you see this, at least you can get gens done quickly enough to avoid the 1 less health state.
Hyperfocus has nothing to do with Coulrophobia. Totally irrelevant to the topic.
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Hyperfocus and Coulrophobia are totally unrelated. It’s quite possible for one to be broken and the other not or both be broken or both not. There’s zero reason to talk about one in a thread about the other.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3174815#Comment_3174815
How tiny we talking?
Unnerving Presence makes the skill check box 40% normal size. There’s a clip of it toward the bottom of the Wiki page
Unnerving Presence is a Unique Perk belonging to The Trapper.Prestige The Trapper to Prestige 1, 2, 3 respectively to unlock Tier I, Tier II, Tier III of Unnerving Presence for all other Characters. Buff: Activation Chance reworked from being a multiplier to being a static increase to the base activation chance. Net result is that the Activation Chance is significantly higher than it used to be. Buff: increased the Skill Check trigger chance to 6/8/10 %. Buff: increased the Skill Check success z -
I think they need to revamp Luck as an effect, it's quite weak right now since generally speaking trying to pull yourself off the hook is a bad idea and that's the only thing Luck currently impacts. One possibility for instance might be that, in addition to its current effect, Luck gives a survivor a percent chance to block or dodge a hit. (I'm not sure precisely what percentage to set that at but it would need to be high enough to occasionally save the player from a hit but not so high that it happens too often.) It could also increase the chance of getting good gear out of chests.
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An interesting combo I might try at some point is
- Bullhorn (survivors who use a first aid spray are Oblivious for 30 seconds)
- Helicopter Stick (survivors who use a first aid spray show their auras to Wesker for 8 seconds. He also still gets the Killer Instinct too.)
Combined it might be a pretty good way to punish survivors who use the sprays since they would be setting themselves up for Wesker to pretty quickly ambush them while they're Oblivious.
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The first killers you should get are the ones you actually think look fun to play. Don't worry about the perks, you'll get way more bang for your buck if you buy a character you actually use than a character you never use but just want their perks on someone else.
As to which killers you think are fun, that's a personal playstyle preference thing. 🤷♂️
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@Carth said:
Sloppy, Coulrophobia, Unnerving Presence, Distressing.
Healing is not allowed.
Downside to this build is people who have no problem hitting skill checks and the stakeout + hyperfocus build feeds off this so hard
Yeah, that's really similar to the build I'm using, except I replaced Sloppy with Hex: Huntress Lullaby. Failed healing checks non-stop. 😄
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He's pretty solid aside from his collision size is too small and the minor bugs. The devs already confirmed they're increasing the survivor collision radius and I'd be surprised if they're not looking into some of the things like survivors not taking damage when they're thrown into props (or whatever is causing that bug on the throws where they take no damage on a collision.)
My guess is in the end once those issues are addressed Wesker will be in the same tier bracket as Demogorgon. Wesker's abilities are more chase oriented, while Demo's portals give him much better tracking information, but they're not too far apart overall. I think a lot of people put Demogorgon as a 4 out of 5 star killer so I'm pretty sure that's where Wesker will end up too. Whether he's better or worse than Demogorgon will ultimately depend on how easy it is to hit with his Bounds once the devs make the expected changes.
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Not so much new perks but revamps of existing currently underwhelming perks
- Beast of Prey - Your bloodlust increments occur 2/3/4 seconds more quickly
- Furtive Chase - Every time you hook a survivor gain 1 token. For each token increase your movement speed 0.5% / 0.75% / 1%. When a survivor performs a hook rescue they become the Obsession.
- Hangman's Trick - You can see auras of survivors within 4/5/6 meters of a hook. Gain a loud noise notification if a survivor sabotages a hook.
- Shattered Hope - Boon totems that you snuff are permanently destroyed. When you destroy a Boon totem see the aura of the survivor who placed it for 10/12/14 seconds.
- Zanshin Tactics - See the auras of pallets, vaults and breakable walls within 24/28/32 meters. Once per match you may destroy one undropped pallet.
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Which achievement are you asking about?
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Yeah I don't get the rubbing it in thing. 🤷♂️
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3172415#Comment_3172415
It's not a good strategy because the imstant objective progress is more beneficial.
Without that as an option you no longer have the conflict and get the best of both worlds, the ability to choose your generator AND the ability to start the objective instantly (the moment it becomes available).
This is like saying killers could choose to not camp and tunnel but they don't, therefore forcing killers to not camp and tunnel is a killer nerf. Make the healthy option more profitable.
Forcing killers to "not tunnel" is a nerf, no question.
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I agree 3 seconds seems to short, it's not that hard for me as a killer to catch back up to a survivor who escapes via Decisive Strike. I could see it maybe going to 4 seconds to split the difference between where it is now and the 5 seconds that the devs think was too long.
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Personally I think the game should have an internal timer where if nobody scores any points for at least, say, five minutes then the game goes into sudden death overtime or simply ends in a draw. That would address both the 2 hiding survivors stalemates that can drag on as well as maybe help with some exploits where a game can be held hostage.
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@Seraphor said:
I'm not sure why so many are jumping to the conclusion that this would be a killer buff.
As it stands, killers can predict spawn locations and come straight to you, regardless of Lethal Pursuer.
With this added time, it would give survivors the room to reposition themselves and start the game on any gen, not just the ones directly opposite the killers spawn point. It would offer time to do totems without trading in objective efficiency.
Survivors can already do that now, they can just intentionally choose not to do the first gen they see. The fact that this doesn’t happen implies most survivors think that’s not a good strategy so forcing them to do it is effectively a nerf for them.
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I’ll say Third Seal might be a sleeper because Windows of Opportunity is currently the most used survivor perk and Third Seal hard counters it on top of other aura effects. Yeah it’s a Hex so it doesn’t always last most of the match but while it stays up it’s totally negating the whole reason survivors run Windows, not to mention makes finding slugged and hooked survivors more difficult.
And on the survivor side I’ll go with Breakdown because it directly counters Scourge Hook Pain Resonance, the most used killer perk at the moment. A single rescue from a Scourge Hook in someone with Breakdown removes it from play for a three minute stretch which is quite a long time in a game that only lasts maybe 10 minutes or so on average. Basically if a Pain Resonance hook gets broken that’s potentially denying the killer a significant source of gen regression. And the more survivors who run Breakdown in a match the greater he potential synergy they have.
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No, I don’t want to ruin almost everybody’s game to fix mostly minor issues.
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@scawyxd said:
https://forum.deadbydaylight.com/en/discussion/comment/3171794#Comment_3171794
you asked me for the source of the meme and acted like its only valid if it came from bhvr ??? like how am i supposed to know
I'm not sure how I might have worded it differently but to clarify I was asking the general audience reading the thread what the source of the party game thing is.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3171738#Comment_3171738
Try doing that on another Killer with no addons or perks?
How difficult is that to understand?
I have no idea why the OP is even posting this stupid experiment garbage in the first place.
Did you read the aftergame chat?
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@scawyxd said:
https://forum.deadbydaylight.com/en/discussion/comment/3171633#Comment_3171633
when did i say it's something they said?
When did I say you said they said it?
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3171577#Comment_3171577
We should be allowed to just get bloodpoints while playing with bots. Like I said other games do it all the time and they go just fine. It's for the people that want it if they want it. They progress how they want. Lots of people are already stressed out and DBD just adds more the way it is for some people so bots would help A lot of people. No it wouldn't kill the online play. If it hasn't for every other game that does it, it won't for DBD.
I personally wouldn't mind getting bloodpoints from bot matches, I'm just saying I don't think the devs want to do it. If they did then they'd have probably already let you earn bloodpoints in custom matches now without the bots.
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So where did this whole meme post of "DbD is a party game" start? I can't seem to find any dev quotes where they said that. (I'm not saying it never happened but I can't seem to find an actual source for it to confirm it's actually something they said.)
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3171607#Comment_3171607
You should run technician, It'll help
Nah, I always play Plunderer Ace the times I happen to play survivor. 🙂 (Plunderer's Instinct, Open-Handed, Ace in the Hole, Appraisal). I bring in a toolbox, head straight for a gen near a chest, use up the tools, then open the chest and hope I don't get a flashlight or key. (Or if I do I Rummage for something else.) Then I keep playing, using my tools or med kit or maybe map as chance permits, and get a new item when they run out. It's definitely not a meta loadout or anything but there's something fun about digging for loot and using what I find. 😄
That said I do like to use the brown toolbox add-on that prevents skill checks for the tool use. One less thing to worry about when I use up that first one!
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I'm pretty sure the average kill rate right now is around 57% or so, and that's across all matches so you figure it's probably more like a 60% kill rate against all solo survivors and -4% kill rate per person beyond the first in a swf (e.g. if there's a 3 person swf the kill rate is probably around 52%). Take that with a gain of salt but that's just from the data I'm seeing. So basically the game right now is balanced a bit toward killers, not survivors, but not so much that survivors can't escape if they play well (and don't just ragequit at the first opportunity.)
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@Pulsar said:
To be fair, nobody complains about new players using Nurse. It's her strength in the hands of an experienced player that is an issue.
That being said, they shouldn't try to bully someone who has had a rough match. I don't and I will go out of my way to impede others from doing so as well.
I actually even say the opposite for new Nurses, I think they should add a small, unobtrusive indicator where the Nurse is teleporting to in order to make her more new player friendly without really making her better at the higher end.
Yeah, Nurse is in a weird place. Not at all new player friendly, kind of oppressive at the really high end, and just stares at the ground half the match for "balance".
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Sorry, I suck at skill checks still. 😥
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@BradQuackson said:
Actually, you cant. You lose MMR as devs has stated that 2 kills is a draw. And escaping is the only thing you should be doing as a survivor. ######### your team but help them as much as possible. Hatch escapes don't give MMR!!! Good try tho
That's not actually how MMR actually goes up and down because the amount it goes up or down depends on the relative ratings of you and your opponents. If you are a killer and you kill someone who is at or above your MMR then your MMR will go up a lot more than if you kill someone who has a lower MMR than you, and vice versa if they escape. So for example say I'm a 1000 MMR killer in a match with four 1200 MMR killers and I kill two of them. My own MMR will go up because the points I gain from killing 1200 MMR survivors is more than the points I lose for 1200 MMR survivors escaping from me. And the reverse would be true if I went against a group of four 800 MMR survivors, if I got 2 kills in that match my net MMR would go down.
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@BradQuackson said:
For everyone who doesn't believe it is active, it is. Before patch, it was just as they said. They can lower the MMR as frequent as they want, assuming as they want fast queue times for people to keep playing.
Before patch, I was getting around 600-700 hour survivors in the 10 of the games I played at 8 AM. The following of the day I was getting 900-1100 hour survivors at like 1 PM.
After patch, I queued for a game and got Matthew Santornos SWF that consisted of a 85 prestige ace and obviously the rest of them were pretty crazy, then I got hexy, then I got a SWF of prestige 25-30.
All these players have had thousands of hours after patch, it def works.
For anyone wondering how I can tell its because I have 1700 4ks on this nurse only account with like 7 losses (2 escapes or more)
So I believe higher MMR survivors are just not playing as frequently. But MMR does exist.
I don't even think it's necessarily a matter of very high MMR survivors are not "playing as frequently", when you get to the MMR you're probably at there are very, very few players in your bracket. So a lot of the time you're going to be going against as low an MMR as the system's acceptable bracket and time limits for waiting for a match allow.
@Ghoste said:
Sure, technically MMR is “on.” Whether it is actually functioning is debatable though.
The thing is, a lot of people incorrectly think the MMR (i.e. your hidden Matchmaking Rating) isn't a very good estimate of who you should face for a close match. But in reality the MMR itself seems to be a pretty good barometer in that if everybody is about the same MMR the match will tend to be close. Like you and some others above implied, though, there are other factors in the matchmaking algorithm which cause it to kind of have to ignore those MMRs in the interest of not having people it's having trouble finding close matches for wait forever in queue.
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I don't see custom matches against bots giving you bloodpoints, mainly because I think the devs want to use the bloodpoints as a way to encourage people to play against other human players.
On the bright side, if all you're wondering about is if you can play against bots for fun without having to spend bloodpoints to do it, the custom match bots will be in the game fairly soon (it's one of the only things left to complete in their 2022 roadmap). And while I'm hoping the bots are fun to play against, I suspect they won't be as good as really good human players so you probably wouldn't really feel any need to buy add-ons against them if you didn't want to.
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I don't care about Grades at all. I just play a match or two a night and whatever my Grade is at the end of the period is what it is. 🤷♂️
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@ad19970 said:
It is 100% needed. The fact that he has 2 dashes makes this a necessity. They will increase his hit box, and after that, people will notice quickly that he won't need any more buffs. A lot of people already agree that his hit box is the only thing of him that needs to be improved, aside from bug fixes of course.
The long charge time is one of the aspects that makes his power fair for survivors as well. We need more anti-loop killers that give survivors a fair amount of counterplay, not less. Especially at a time where killer queue times are already longer than survivor queue times.
Decreasing his charge time would be terrible, and I am fairly positive that won't happen anyway, seeing as how 99% of people are only complaining about his charge time and that's it.
I disagree that Wesker's charge time necessarily needs to be significantly longer than Demo's simply because his Bound is better. Demogorgon has much better Killer Instinct than Wesker so it's ok for Demo to be a bit weaker in a chase. Demo finds and gets into chases more easily, Wesker is better once the chases start.
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Right, I posted a bug report about it a couple of days ago.
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@YearOfTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3170489#Comment_3170489
I agree with basically everything here.
I just want to add that Grandma's Heart does not allow the hag to use terror radius perks in the same way that Dark Devotion does, as the phantasm terror radius is not "real". You can't, for example, pick someone up with starstruck and expose someone on the other side of the map.
Otherwise, yeah, body blocker might be a fun gimmick, but it is not close to the power other killers reach with their iri add-ons.
I would LOVE to see a rework for the disfigured ear. I feel like there is some interesting potential there.
ALSO, I would like to hijack this thread for a second to remind people that Hag has had an audio bug for almost a year. When you trigger a hag trap, the phantasm has NO terror radius until the hag teleports. This means that delaying a teleport tells survivors exactly when you decide to show up, giving them a ton of extra information.
I have already made bug report threads about this.
Good point on Grandma's Heart's terror radius being a Fake Terror Radius and not a real one, thanks!
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Yeah, I think Deathslinger is probably a 3.5 out of 5 star killer? He's pretty solid in a chase if you are a really good shot (which I'm not) but he is held back a bit because that's the only thing he has. His 110% movement rate hurts his map mobility and, unlike Huntress, he doesn't necessarily score a down if he shoots an injured survivor from across a pallet. Extremely good Deathslingers can get pretty crazy shots through holes in walls, which is neat, but I don't think that necessarily amps him up a rating bracket. So I think I put him at 3.5 stars and Huntress at 4, she seems just slightly better than him. (I'm a terrible shot though so I don't have a great record with either. 🤷♂️)
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There's no killer I "can't play" without add-ons, but I think Meyers is way more fun to play using a Mirror or Infinite Evil or Tombstone add-on than using just his base kit.
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Huntress is the angry toddler mad the toy hurt her.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3170610#Comment_3170610
Eh, yes and no. My experience with 5-gen slugging is mostly Nurse (which, yes, overpowered) and the odd Knockout build, which I dislike for encouraging annoying solo-stomping gameplay. Also Doctor, sometimes, because he can force the issue by preventing anyone from being able to pick each other up with Madness 3. In all other cases, I can pick people up and my teams usually are altruistic enough to try and save me, so I don't care.
But re:opinions, that's fair. As for slugging being worse than being hooked - I can only speak for myself, but I'm pretty sure people mostly get like this when it's being slugged in a situation where they have no hopes of getting up and just want to exit the game, and slugging is seen as denying them the ability to die. That or they're complaining they want time to safely unhook players while the killer is actively patrolling for them, which... I get the frustration when the match just started and they never had any time to do anything, but at the same time, if there's one survivor up and you can be relatively sure there are no Unbreakables, there is no reason for the killer not to hunt them down.
I will say personally I never bother slugging for the 4k, it just feels like it takes way more time than is worth the effort versus just taking the 3k guaranteed win with a possible hatch escape that I don’t care too much if it happens at that point. I mean I get that if someone is really interested in getting a double pip or an Adept achievement then slugging for the 4k is the best way to guarantee it, but I honestly couldn’t care less about Grades and achievements. 🤷♂️
Anyway I’m with you on Nurse being problematic. Knockout is probably annoying for survivors, especially in solo queue, but it’s kind of a gimmick honestly. Personally I run Hex Third Seal because Windows of Opportunity is the most popular survivor perk at the moment and Blindness hard counters it, but the side benefit is it also gives the benefit of Knockout as well as hides hooks too. It just doesn’t usually last the whole game is all since it’s a Hex.
Haven’t ever done a slug heavy Doctor loadout though. Madness preventing healing is an interesting side effect.
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Anonymous mode maybe? So if there’s two Kate’s they show up as Kate 1 and Kate 2?
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@Gary_Coleman said:
After game chat is for lonely people.
I wouldn’t go that far, I’ve had some nice conversations occasionally in aftergame chat. 🙂 Yeah there are some jerks too but some people in it are cool.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3170630#Comment_3170630
But we are talking about perks, not items.
If i have to talk about med-kits, they probably needed to be nerfed. Atm, med-kits are pretty strong.
But you have to consider medkits when you’re talking about perks which can stack with them. It’s not like survivors are in an itemless bubble.
And yeah, I agree medkits are strong, maybe too much, hard to tell. 🤷♂️ I definitely think they’re on par with toolboxes though and both are stronger than the other items (maps, flashlights and keys). So I’m not sure if specific medkits or tools need a nerf, but I do think those other items could probably use some buffs or maybe even combine maps and keys into a single item, for instance.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3170593#Comment_3170593
But i still can not see why someone would bring both perks for 55% heal speed. I mean let's talk about 4-man SWF.
One of them will bring CoH + Botany and everyone else will bring Botany only. And they will get great value from this build.
Let's talk about solo-q.
You will bring CoH + Botany. This means you can heal yourself with 16 seconds without needing any teammate. Plus you are giving heal area to your teammates. Plus you will heal them with 50% speed bonus.
I mean if this combo was alright to add, why not BTN + Leader. And for Leader value, survivors needs to stay close to each other. I just can not see the problem part, sorry.
Again, don’t forget Botany doesn’t stack with medkits, Better than New does. That’s probably a factor, especially since medkits are I think a little more common than CoH.