dugman
dugman
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- dugman
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@kaskader said:
Every time i go against this perk or a team with 4x hyperfocus the game is simply too fast, there is zero counterplay to this perk. There is nothing you can do to win versus this perk because the gens fly so insanely fast.
But yea lets nerf wesker from ptb and buff hyperbullshit.
To be fair Wesker’s hit box was too large on the PTB and Mandy has already confirmed they’re going to increase it to split the difference in the size (probably to about 30 cm from its current 20 is my guess.)
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3169942#Comment_3169942
I'm allowed to think it's obnoxious when the game starts and a Nurse immediately goes full tilt boogie and steamrolls my team and won't hook anyone until we're all on the floor. I'm not saying it's against the rules, I'm saying it's annoying as ######### to be on other end of. My exceptions are stuff I don't get annoyed at because it makes sense as anything other than sheer overkill. It's an opinion. 🤷
And you’re entitled to having an opinion. 🙂 On the flip side, in my opinion, there’s nothing wrong with slugging for pressure regardless of how many gens are done. And I just don’t understand the issue where survivors saying slugging is “worse” than being hooked since you can at least move around and potentially be instantly healed while slugged.
It sounds more like your issue is with Nurse being overpowered than slugging in general.
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I would love it if Trapper’s purple add-on became his base kit, it’s so much more fun to play him with that add-on.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3170583#Comment_3170583
But you ignored the part i mentioned CoH + Botany combo. It is infinite medkit for you and free heal for your team.
I am just saying that, while you can bring this combo why you would bother yourself for Leader + BTN combo. And this combo does not even adds self heal ability, you need to bring medkit for healing part.
But CoH + Botany combo is pretty solid. You can heal others with 50% heal speed bonus. Plus you can heal yourself faster with CoH.
I just can not see problematic part but it is just me maybe.
Why bring CoH when someone else might bring it for you? Then you can bring Leader plus Better than New and potentially get all three perks stacking simultaneously.
And to be fair, I’m not definitely saying Better than New would be overpowered if it had its speed bonus buffed. I’m just saying this is the reason they probably want to be careful with it.
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3170543#Comment_3170543
While I understand that, I’m adamant that it’s every.single.match for me dugman I get clips from most of my matches,review them, and every single match since the new RE it’s been in there. Always CoH almost never any of the other ones
It’s certainly possible that it’s more popular than average in your region or MMR bracket. I’m just looking at the overall opposing player usage number on a site which is skewed toward players who are probably above average MMR.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3170520#Comment_3170520
The point is you can bring Botany for 50% heal speed bonus and it is only one perk. Or better, you can bring CoH + Botany. All team can heal. This combo is just better and stronger.
But Leader + BTN combo is just meme. I mean why you would interest to cleanse totems anyway. Except hex totems, it is pointless. 55% heal speed is good with this combo but like i said, you can do it with Botany and it is only one perk slot.
Botany makes medkits worse though and only works on yourself. Better than New can work on multiple survivors simultaneously and stacks with medkits.
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Definitely not, survivors are still getting good use out of the perk and it’s still the second most used perk in the aggregate opponent data I follow. The perk is fine where it is now.
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@SoulKey said:
If removed, it could actually be a good buff to hex: third seal
Actually I run Third Seal all the time now since Windows of Opportunity is most popular survivor perk at the moment on the aggregate listing I follow.
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I also hate that black bubble as a killer main. It’s pretty intrusive.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3170453#Comment_3170453
And what's wrong with 55% bonus speed ability on other actions? It just affects chests, totems, sabo etc. And survivors are wasting 2 perk slots for that.
Do you really thinking it is that good lol? Anything is good which keeps them away from gens. And plus for this build, they will use 2 less strong survivor perks which is great for killer player.
You left off healing, that’s the potentially problematic one. 55% bonus healing before even taking into account medkits or Circle of Healing, etc, would mean nearly instant heals.
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I don’t think Shattered Hope should be base kit because the Boons in general are designed to be resettable so permanent snuffing of them should be something in a perk that a killer has to take. That said I do agree that Shattered Hope by itself is a bit weak as a perk, especially on its own without Pentimento. I’d like to see its secondary effect (i.e. you see auras near the snuffed perk for a few seconds) buffed or changed to something stronger. Some possibilities might be
- Add that you can see the auras of totems within 20 meters.
- When you snuff a Boon, you can see the aura of the Boon owner for a little while (maybe 10 to 15 seconds) in addition to the auras of people near the Boon for about 6 seconds.
- When you snuff a Boon all survivors scream and, if they are working on a gen, it explodes.
I think if they beef up that secondary effect enough the perk could be more worthwhile on its own and might see more use.
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I’m ok with the first penalty being 5 minutes as long as the rampup for multiple disconnects in a short time frame is large enough to discourage it. Random power surges or whatever do happen sometimes after all.
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@Michi said:
https://forum.deadbydaylight.com/en/discussion/comment/3168029#Comment_3168029
I see you keep praising her addons and their diversity. Which is strange to me since my opinion differs 100% on that matter. Can you tell me why you think her addons are that great and,, change the gameplay of this killer".
Explain it with examples please, I have a list already why I think her addons are mostly horrible and boring.
I think Hag is like most killers in that she has a bunch of useful-ish add-ons, a couple of good ones, some bad ones, and some oddballs that may or may not be useful but can maybe be fun to play with regardless? 🤷♂️ One interesting thing with Hag is she has a bunch of add-ons that stack so you can run two of the same kind to get a more powerful stacked specialized effect (e.g. stacking two speed add-ons or two durations, etc)
The Good
- Rope Necklet - Increases the Phantasm Trap's Setting speed by +15 %.
- Cypress Necklet - Increases the Phantasm Trap's Setting speed by +20 %.
- Swamp Orchid Necklet - Increases the Phantasm Trap's Setting speed by +25 %.
Increased setting speed can be nice for mid-chase zoning placements, such as when someone is on the opposite end of a pallet and you want to drop one on your end of it to zone them out if they try and loop. Personally I sometimes like to stack two of these together for super quick placements just because it’s kind of neat to watch. 🙂
- Powdered Eggshell - Increases the Phantasm Trap's Tripped duration by +25 %.
- Half Eggshell - Increases the Phantasm Trap's Tripped duration by +30 %.
- Cracked Turtle Egg - Increases the Phantasm Trap's Tripped duration by +35 %.
Increasing tripped duration can be handy if you’re looking to be able to occasionally teleport to the area a survivor was after you’ve, say, just carried or downed someone else or kicked a gen, etc. You don’t get an instant hit out of it but you do still get there quick enough to be in their immediate vicinity to apply pressure. As above, these do also stack, although double duration probably has diminishing returns.
- Dead Fly Mud - Increases the Phantasm Trap's Teleportation range by +20 %.
- Dragonfly Wings - Increases the Phantasm Trap's Teleportation range by +25 %.
- Dried Cicada - Increases the Phantasm Trap's Teleportation range by +30 %.
Teleportation range is useful in allowing you to create wider webs or patrol a bit farther away from you web while still being in range to react to it. Since her base range is 40 meters these add-ons give 8+ extra range each so double stacking them allows you to teleport across over half the map.
- Pussy Willow Catkins - The Auras of Survivors tripping a Phantasm Trapare revealed to The Hag for 3 seconds.
- Willow Wreath - The Auras of Survivors tripping a Phantasm Trap are revealed to The Hag for 5 seconds.
Aura reveals after a trap is triggered can be useful information when you are immediately teleporting to get an instant hit by showing you where the survivor ran to. Stacking these two together is also really interesting since it shows you the survivor’s aura for a full 8 seconds, or 10 or 12 seconds with Lethal Pursuer (not sure if the Lethal adds +2 seconds to both or just the trap aura in general). It’s kind of like getting Lethal Pursuer mini-pings the entire match. 🙂
- Rusty Shackles - Tripped Phantasm Traps do not spawn a Mud Phantasm. Tripped Phantasm Traps do not give any indication of having been tripped to Survivors.
This is I think her most popular add-on? Survivors not realizing they triggered a trap is obviously really useful. There is a bit of a downside in that it also prevents the camera swivels to veer survivors away from good routes and distraction from a trap going off can cause survivors to make bad decisions, but he benefit outweighs that negative. Personally I kind of like to double stack one of the other types of add-ons above since those are kind of fun effects stylewise, but there’s no denying Rusty is a solid add-on.
The Bad
- Bog Water - Increases the Phantasm Trap's Trigger range by +10 %.
- Bloodied Water - Increases the Phantasm Trap's Trigger range by +20 %.
- Bloodied Mud - Increases the Phantasm Trap's Trigger range by +30 %.
Increasing Trigger range is really bad in general, as in I think you’d be better off not running any add-on than running these. If anything you want the trigger range as small as possible so that the Phantasm appears as close to the triggering survivor as possible for a quick hit. Extending the range just makes it more likely he trap will be wasted. The only use I could possibly see for these is to combine it with Waterlogged Shoe or maybe Grandma’s Heart in The Odd category below, which fits those gimmicks but isn’t something I would call “effective”.
- Disfigured Ear Triggering a Phantasm Trapcauses the Survivor to be deafened for 6 seconds.
I wish I could put this in the Good category since Deafness is an interesting effect on paper, but in practice I just don’t think Survivors being unable to hear anything for 6 seconds is going to do very much at all other than make them wonder why all of a sudden they can’t hear the gens or the Hag following them. (Making he killer Deaf for an extended period would be a pretty useful survivor perk though!)
The Odd
- Scarred Hand - Mud Phantasms have collision with Survivors. Grants 300 % bonus Bloodpoints in the Deviousness Category. Disables The Hag's ability to teleport to tripped Phantasm Traps. Scarred Hand trumps all other Add-ons.
I could have put this in The Bad since the benefit of Collision doesn’t make up for the lack of teleport, but it does have a niche use combined with Waterlogged Shoe below so I’ll be generous and say it’s a gimmick rather than outright bad.
- Grandma's Heart - Triggering a Phantasm Trapcauses the following effects for its tripped duration: Suppresses the Terror Radius of The Hag. Increases the Fake Terror Radius of the Mud Phantasms to 16 metres.
This one is hard to judge. Undetectability and moving your terror radius around the map can be a strong effect, but the duration of the individual triggers is too short for me to qualify this as Good. However there are some interesting possible combinations with this and perks which rely on your terror radius (e.g. Coulrophobia, Unnerving Presence, Septic Touch) since it can effectively mean your terror radius is hopping around covering a wider portion of the map that is always including at least one survivor who triggered the trap so there could be some fun gimmicks with this to try, maybe. 🙂
- Waterlogged Shoe - Increases the Movement speed of The Hag by +4.5 %to 4.6 m/s. Survivors suffer from a Hindered Status Effect while inside a Phantasm Trap's Trigger range, reducing their Movement speed by -9 %. Disables the ability of The Hag to teleport to triggered Phantasm Traps. Waterlogged Shoe trumps all other Add-ons.
This one is definitely weaker than teleporting but, if you combine it with Scarred Hand or Bloody Mud, is actually one of my favorite meme ways to play Hag. 😄 I’m a simple killer who likes basic chases and this add-on makes Hag a normal, basic chaser that can significantly slow survivors in a chase within her protected area. I’ve actually even had surprisingly decent results with this meme style, so I’m putting it in Odd versus Bad even though in my head I know in principle running this is a terrible idea.
- Mint Rag Grants The Hag the ability to teleport to any untripped Phantasm Trap at will. Mint Rag applies a cool-down of 15 seconds to teleports between un-tripped Phantasm Traps. This cool-down does not extend to regular teleports to tripped Phantasm Traps.
Mint Rag is I think the ultimate playstyle variant add-on, I can’t say for sure if this is better or worse than her normal version because that 15 second cooldown definitely hurts her ability to chain traps together but comes with this potentially really powerful ability to proactively teleport straight to any trap on the map without it having to have been triggered. This is an add-on that I feel like if I played Hag a ton and really wanted to develop a play style around just this specific add-on it could be a lot of fun and also be effective but it would require enough extra work and time to flesh out that I just don’t do it. 🤷♂️
Anyway, that’s my less-than-expert take on Hag’s add-ons. A bunch of them are kind of useful passive effects, some of them are downright bad, and some are gimmicks that aren’t all that effective but can be fun to try.
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The vast majority of people who complain in after game chat are sore losers, end of story.
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I literally just read a post from someone else saying they tracked their matches and had something like 30 Weskers and 15 Nurses and all the other killers only appeared at most twice, including Legion. If you got 10 Legions in a row it was a massive fluke.
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They're never going to have a "banned killer" option.
Also give it a week and the Wesker numbers will go down to something more normal.
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/3169928#Comment_3169928
the number of simultaneous or avg players may not have varied much, but without a doubt that on one side has increased exponentially. And you can see this not only because of the waiting time for matchs, but also because of the benefits that are active almost all day to one side.
Like I said, you could be right about people switching sides, I have no good data on that either way. (Yeah there's anecdotes about queue times being longer or incentives being more on survivors than killers but I don't have any actual data to go by, just word of mouth.) My post though was correcting someone else who specifically claimed that "people are playing a lot less", as in fewer total players.
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@Laluzi said:
Slugging at 5 gens is obnoxious as hell (unless your teammates are dancing around for the save or it's a power burst killer, then it's understandable), but if your team doesn't try to help you and there's no Knockout, that's more of a team issue than it is a killer issue.
In the case where there's no way you're going to get picked up and the killer is letting you bleed out, you're way better off tabbing out or going AFK than disconnecting. It's quicker even with the first level of penalty, and past that it shouldn't even be a question.
There's literally nothing wrong with slugging for pressure when all four survivors are alive regardless of how many gens are completed. If I down a survivor and I think I can get some extra hits or another down in I'll obviously do it, it's common sense. In fact I don't slug as much once I already have a survivor eliminated because at that point I can more easily maintain pressure by just hooking as I down them, it's the early game when there are four alive and kicking that slugging is really useful to help get them distracted from gens to give you time to collect the hooks.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/344808/revert-decisive-strike-nerf
They arent going to do that
They might increase it to 4 seconds from 3 at some point, maybe, if they decide it seems to be too weak now, but yeah I doubt they'd put it back at 5 considering they thought it was too strong at that value.
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@evancalgary said:
https://forum.deadbydaylight.com/en/discussion/comment/3169705#Comment_3169705
people are still playing there just playing alot less
The number of concurrent players is pretty stable at the moment at about 36k on Steam Charts, people aren't playing less. I don't know how many people if any have shifted from playing one side to the other but the total number of people isn't changing much either way.
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Apparently there are trolls assigning the tags Hentai, Sexual Content and Nudity to the Project W expansion.
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I am 100% positive that part of the problem is that Survivor mains are quitting the game in droves
There's no sign survivors are "quitting in droves". The player counts are actually pretty stable.
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3169551#Comment_3169551
Since I'm new, and don't know how the timelines work with all that, when do they usually do it at this time if year?
The next Midchapter patch should be around middle of October.
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As far as bots go they're coming to custom matches soon. Could be as soon as the next midchapter even since they've already completed almost everything else on the 2022 roadmap.
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All I know is I'm looking forward to this year's Winter Event for the Snow-Dredge costume they showed. 😄
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@scenicpickle said:
you're asking for buffs and you are saying it is reasonable but is it? Your asking to increase the hurt box and not increase collision... why cause people are 360ing you or because you can't hit them?? if your coming to the table with a proposal for change come with something more than i can't hit my bounds. I'm all for killer buffs but don't be those people who were like Billy too hard make chainsaw hit box huge and decrease collision maybe learn to play before asking for buff without actual justification only saying its "covers more of his body and more reasonable hitbox" and "I'm sure most of the DBD community can agree 30 cm is reasonable" like why how come you think this? these are just excuses, if you think he's hard to play just say so. maybe he does need a changes but not giving any actual reason and just showing pictures of the hurt box doesn't help.
FYI Mandy already confirmed the devs have determined the survivor collision box is currently too small because it's leading to instances where Bounds literally seem to pass straight through survivors. She said they're going to be splitting the difference between its current value and the PTB version, which implies it'll probably be about 30 cm like the original post is suggesting.
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Not so much an entire map, but a couple of map related items I'd like to see be tweaked are
- Move some of the totem spawns in specific two story buildings that are particularly hard to reach down to the ground floor. One that comes to mind for instance is the totem spawn at the top of the second floor ramps in Ironworks which take a long time to reach to snuff a Boon totem on them but which simultaneously cover a wide area of the center of that map. The totem in the bottom level of Badham Preschool buildings is another example, it takes a while to reach and then get back but it covers the entire central portion of the map.
- The upper floor of the house in the Garden of Joy is way too dark. Dim lighting to be spooky is great, no lighting to the extent that it's literally impossible to see the walls of that entire part of the house is too much. I should at least be able to see where I'm walking during the game, pitch black areas like that upper floor of that house really are a nuisance in my opinion.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/3168383#Comment_3168383
I'll correct the post to put in "Or are un-counterable by anything you do". It was never my intention to state that the issues have to be un-counterable to validate a complaint, simply that something that is inherently and genuinely overpowered should be complained about, reported, or discussed.
Whereas other things like Franklins Demise, which has one of the easiest counters of all (drop your item during or before entering a chase = no loss of charges since the killer didn't make you drop it), doesn't deserve posts complaining about it when you can take just a few minutes to look up the FD counter and use it the next time you come across it.
CoH deserved its initial criticism and complaints, and so does current Nurse, but for the Nurse... I believe it's not really about her add-ons, skill ceiling, or that there is anything truly Broken about her mechanics, and More that people who face her are frustrated that she doesn't play like the other killers because her power enables her to negate looping. If the devs were to come out with a statement in their next dev update saying:
"We acknowledge and understand your complaints about The Nurse, and so as of the next update, Nurse can be stunned by a pallet while blinking at any time if the pallet is within her blink path, and further more she can no longer blink to areas where she has no line of sight."
That would be the HEVIEST nerf she ever received, but it would also make looping her, using LoS blockers, and pallet stunning more viable counters to her power, and put her more in line with the rest of the killer roster. Incidentally, I believe that's the only way the current Nurse complainers will be satisfied, but that would also completely remove what makes her unique as a killer with high skill/high reward mechanics.
Getting on to the Nurse tangent, she's just in a really strange place in the game. Her initial learning curve is so steep it's a turn off for new players, but her ability to pop through obstacles is so powerful that at high levels of play she can be really dominating. And her ability can present potential balance challenges with specific perks that otherwise might not be as powerful. On top of all of which she has what I think is maybe the most annoying game mechanism of any character in that she stares at the ground half the match solely for balance purposes. (Compare her to Wesker or Demo, for example, who both have lunge attacks that even though they don't go through a wall are still way less annoying in that both those characters keep their heads up while recovering from their special attack.)
Personally I don't think Nurse necessarily needs anything as drastic as not being able to go through walls, a few tweaks would make her both new player friendly and also curb her optimal play at higher levels a bit while also making her generally less annoying to play.
- For the new players, include a HUD icon similar to Plaid Flannel but smaller and less intrusive than that one as part of her base kit. That would make her a lot more inviting for new Nurse players without significantly increasing how good she is for veterans who already have the muscle memory to not get use from it.
- Let her keep her head up during blink stuns, but compensate by making her blink refresh take a bit longer. This would make her more fun to play without changing her overall balance by letting her see what's going on between blinks but have to wait a little longer to put her plan into action.
- Lastly, to curb his high level potential, treat her Blink attacks as special attacks rather than basic attacks for purposes of perks. That would eliminate Exposed hits and such with Blinks and cut back on the power of some of her most powerful loadouts.
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You could also look at it as you have 90 seconds to revive the other dying survivor while you have no scratch marks, blood, or grunts of pain. And if you do then you'll get to use Low Profile again if they go down again.
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Wow, that's a lot of fog! 😮
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3168714#Comment_3168714
Maybe we will see an increase in their terror radius once the date of this little experiment floods back? I think this wouldn't be the worst thing in the world. And @dugman's Bad Medicine build is pretty hilarious with Wesker, I run it pretty often with him and its so fun seeing all the little popups all over the map and sometimes survivors just opting to stay injured.
The build consists of Unnerving Presense/Coulrophobia/Distressing and either Septic Touch for the full bad medicine or Sloppy Butcher for some really frustrating healing sessions.
Lol, isn't it though? 😄 I also have taken to putting Huntress Lullaby in that fourth slot. Even more explosions!
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/344741/only-66k-players-online-t-t
wait I thought vhs killed the game
No, no, that was Evil Dead the Game.
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The trap symbol for the X is 👨🍳 😘
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3163222#Comment_3163222
If the developers introduce bots, you better believe that Killer queues will skyrocket. Can you image how many survivor mains will play against killer-bots because they're sick of all of the tunneling and face camping.
It would be a disaster.
Again, I said I’d like to see bots take over for disconnected players. I didn’t see I want to see bots be in public lobbies.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3163222#Comment_3163222
Imagine someone disconnecting right when theyre on death hook so they get another bot to help out
I feel like this should only be the case if they DC in the first 3 mins
The bot would take over the about to die character, not create a new one, it wouldn’t even get to do anything.
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I’m not a main but I have a similar impression, he’s got some bugs and tweaks to go but he still can do well despite them if the player is really accurate with his Bounds. And even if you’re like me and you’re not I found his Bound is a pretty good catch up mechanism in a chase and also his ability to vault over a just dropped pallet actually has gotten me a free hits more than I thought it would. (The trick is to time it immediately after the pallet finishes dropping. Even in moderate tiles that can be usually be looped you’ll be so close to the survivor when you vault at that moment that they will have trouble lopping back around in time.)
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Ask yourself if there is something inherently broken in the games mechanics that needs to be addressed before you resort to posting your complaint. e.g. Encountering perks, items, add-ons, mechanics, or abilities that absolutely provide too much of an advantage to your opposition, and are un-counterable by anything you do. If there is a counter to these things, either discovered by yourself or researched, save your complaint and learn/employ said counter the next time you face it, if not... then by all means let the devs know by posting your complaint.
I don’t think it’s unreasonable to give feedback on something that appears to be too strong even if there is a specific loadout that helps mitigate it. For example, Circle of Healing when it was first released was too powerful, even though technically it could be “countered” by snuffing the Boon and even though they added Shattered Hope to the game not long afterward. And even though Nurse isn’t undefeatable her power set does create some issues in the game that are worth discussing (although I agree they don’t need to be discussed ad nauseam in hundreds of separate threads a week.)
Something doesn’t have to rise to the level of being literally uncounterable to be problematic for the game and worthy of discussion.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3168271#Comment_3168271
I'm asking because this is the fifth time this question has been asked on the Forums. One simply search and the asnwer is already there.
Alternatively, if you're looking for new features in the game, you go to the place where every new feature is documented. It takes literally 30 seconds:
https://us.v-cdn.net/6030815/uploads/JYQZORIWE3VF/image.png
https://us.v-cdn.net/6030815/uploads/IA4LZEKZXBMO/image.png
https://us.v-cdn.net/6030815/uploads/7GVHSXLPCXM2/image.png
And wow look at that
https://us.v-cdn.net/6030815/uploads/THJWEW89QWUD/image.png
No phrase found- they haven't been added to the game.
Look up the phrase "name" though?
https://us.v-cdn.net/6030815/uploads/13L3AIV8E9R6/image.png
And wow oh my god they're there!
What an arduous, stressful process to find the document where, and I cannot stress this enough, every new addition to the game is clearly documented.
So once again I ask, do people just not read these anymore, before then wondering why they aren't kept up-to-date on the changes?
Or you could, you know, just ignore the question if it bothers you that much? Why waste your own time answering what you think is a stupid question?
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Dead Man’s Switch is used in 8% of matches, it’s not even in the top 10 most used perks right now.
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I don’t think I’ve ever intentionally let a survivor go. I know personally I don’t like other people giving me a pity point or win so I don’t do that.
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Lol, I half expected Alan to start ringing a bell and yelling “Shame! Shame!” at the killer. 😄
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Am I crazy or does it sound more fun to figure out how to link two tiles together into one larger loop than to run a circle in a single tile as a small loop? Bamboozle only works against the latter, not the former.
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Just a guess, but based on the aggregate site data and some bits of data devs have posted I think it's about a +4% escape rate per other person in your swf over being solo (e.g. 2-person is +4%, 3-person is +8%, 4-person is +12%). Also I think it's roughly something like 50% of matches are solo, 25% are two person swf, 15% are 3-person and 10% are four person. The overall total average kill rate right now seems to be around 57%, i.e. the escape rate is 43%, so I think the breakdown is something like this
That's just my guess though. 🤷♂️
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3161578#Comment_3161578
Every 13th. 2 Million off the rip.
That's true, I forgot about the big bonuses each month. 👍
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3166976#Comment_3166976
Red Ranks was a completely different world. I did well back then at red rank 1, even with garbage killers like Clown and Pig.
And even though people say solo q is “the worst than it’s ever been”, they clearly don’t remember the days of rank based matchmaking, when the escape rate was much worse by a lot. Your picture even shows it. Look at the 68% average kill rate at red ranks. Imagine how bad the solo q escape rate would have to be for that to happen.
I’m totally with you on the rank system being worse than MMR. When everybody in the match is about the same MMR the matches are generally close, not as much when everybody was about the same rank.
Like I said though I haven’t seen evidence so far that the killer distribution in the above average ratings is all that far from the overall ones I’ve seen. And I’m sure people exaggerate their claims or have selective memory on who their opponents were, remembering the ones they really dislike and forgetting the ordinary ones that didn’t make as much of an impression. So I’m naturally skeptical about how skewed the killer selection really is.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3166610#Comment_3166610
Killer diversity at high MMR is terrible. I get thrown in with a lot of survivor bully squads, and I don't think most of the killer roster has a decent chance of getting at least a 2k against them. I honestly feel like I'm stuck playing the same few killers every game, because of coordinated SWFs on voice communication.
I keep hearing that but I've never seen stats showing there's actually that huge a disparity at high MMR. The closest thing was a couple years ago the devs released a chart of pick rates by Rank (from back when Rank was used for matchmaking) and the span of the rates wasn't all that different from the spans we currently see with killers ranging from about 2% to 9% pick rates at the top end.
And the aggregate site I follow has similar pick rates that range from 1% to about 7%. (Right now Wesker has a 10% pick rate since he's brand new but that will even out in a week or two.) The top three picked killers not counting Wesker (Nurse, Huntress and Blight) only count for about 20% of game in all the data I've seen so far.
Like I said previously, though, I'd love to see a killer pick rate by MMR chart in the format they had for the perk usage by MMR charts. Likewise for killer kill rates by MMR. It would be interesting to see how much of a difference there actually objectively is between the killers based on MMR in those graph formats. 🙂
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@Alcuin said:
Artist, Twins, Huntress, and (arguably) Oni are S-Tier. C-Tier killers don't exist, much less D-Tier. Every killer is at least B-Tier. Wesker is A and Pinhead is S against solos.
If everybody is S, A, or B then you can transform that map to an S through D just by spreading out the relative range.
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If it were up to me I’d just make Infinite Evil how his base kit works and replace the Infinite Evil add-on with something else. Honestly that mode is more fun than the base kit where you have to keep charging the ability up over and over. It’s also why I enjoy the Mirror add-ons, you either start out and stay at Evil 1 from the beginning or you quickly get to Evil 2 and stay there, no need to keep charging and recharging the power repeatedly.
The only hitch would be making Infinite Evil base kit as is would mean having an additional add-on slot while playing that way which could make it slightly too easy to reach Evil 3 quickly. So you might have to slow the charge time down a bit with it being base kit. But otherwise I think it would be a good way to make him both more fun to play and also buff him a bit.


