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dugman

dugman

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  • Killer diversity isn’t actually that bad. When you look at killer pick rates even the most popular ones only get picked one in eight matches or so.

    Of course that’s the overall numbers, the could be more of diversity gap at very high MMR. It would be interesting to see a graph similar to the perk usage graphs the devs released except replace perk usage lines with killer usage lines. (So y axis is the percentage use, x axis is the MMR, the lines are the individual killers and the thickness of the lines at the intersections is how many players are at that point on that line.)

  • The difference is there’s a chance for someone to cool off and decide to keep playing if it takes them an extra minute to leave a match versus just instantly disconnecting. Once a person disconnects that’s it, they can’t change their mind. If they’re on hook and they see they’re getting rescued they might decide to keep playing.

  • Well at least you have Wraith and Sadako in the same bracket. Personally I put them both in C tier, not D. 🤷‍♂️

  • My current goto build includes Discordance because of the popularity of Prove Thyself. Normally I don’t run Discordance because it encourages survivors to split up but when they run Prove Thyself they’re trying to intentionally not do that so Discordance is a good counter.

  • Actually I think my favorite skin from the new set is Ada’s noir detective trenchcoat. 🙂

    image.jpeg


  • @Botiz said:

    I've had about 3 killer games where I had +100% bonus, the rest of the time it's +100% survivor bonus and rarely +50%. Killer queue times are like consistently 5 minutes for me right now here in the UK

    Keep in mind a lot of people are trying Wesker out and someone looking to do that isn’t going to care about the incentive at all. Give it a few days or a week for Wesker to cool off a bit and things should even out a bit.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166347#Comment_3166347

    Pretty sure you can have as many overcharges active as possible, but you still have to go out and kick all 7 gens to do so

    To clarify I meant you can only place it on one at a time.

  • The new system is great, it cost me about 1 million total bloodpoints to unlock Wesker’s perks on all the other killers and her automatically started with all my other killer’s teachables for free out of the gate. Prior to the bloodweb changes it would have cost way more than that to get to this same point.

  • I love playing against bodyblockers, absolute worst case I’ve got two people confirmed not doing gens in my chase and get to put Deep Wounds on one of them before continuing chasing the other. It’s such an overused tactic by survivors, I honestly think a lot of the times you see a bodyblock they’d have been better off just not being near the killer, spreading out and doing the gens instead. I lose way more often against the survivors that spread out than the ones that are constantly trying to bodyblocks.

  • Blight is obviously popular but Wesker is by far the most popular killer this week. That’ll die down in a couple weeks but right now he’s in probably 20% to 30% of matches or something.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165551#Comment_3165551

    I guess the burning question is then, what's worse blast mine or wiretap?

    Blast Mine by a mile. Wire tap is still giving kill auras which are useful.

  • @ThatOneDemoPlayer said:

    The difference between Overcharge and old Ruin is that Overcharge is a single Skill-Check

    Even more than that, Overcharge only works on a single generator at a time and requires the killer to kick 5e generator to activate it. Ruin works on all generators all the time with no killer action required.

  • I like playing Pig, I actually have pretty good results with her since I tend to make good use of Stealth I think . 🙂

  • Honestly I wish they’d just get rid of map offerings altogether and tweak the map selection algorithm so it never picks a map any of the five players were in on their most recent match. That way you never see the same map twice in a row and nobody can force the game into a potentially abusable map.

  • I don’t know why some people think the new maps are more survivor side than the old version, I think I won all four or five games I’ve played on them so far (twice with Wesker, the other times with other killers).

    • The new maps are each smaller than the old version.
    • There are no more dead end rooms so navigating the maps is a lot easier. Even if you don’t know the exact path to get somewhere you can just kind of head in that direction and get there. It’s a lot more like Lery’s now in that respect than the old version was.
    • Most of the pallets are gameable. There’s some god pallets but that’s true on all the maps.
    • The only issue these maps still have is totem spawns on the upper floor covering the ground floor but that’s also not unique to RPD and the lack of dead ends above helps you reach those totem spots more easily as killer now compared to the old version.

    I don’t know exactly where these maps fall on the kill rate scale compared to all the maps in the game but when I see comments that these new RPD maps are “the most survivor sided maps in the game” and are “worse than the old one” I’m really skeptical just based on my experience so far. Heck, I wouldn’t be surprised if Fractured Cowshed is actually still the best survivor map in terms of escape rate (last year it had the highest escape rate of any map, including over the old version of RPD.)

  • @Archvile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164686#Comment_3164686

    I greatly disagree on the ninetynined gates bit. Survivors usually leave the gates ninetynined to prevent blood warden, not because of the timer, so I would be wary of opening gates for no reason.

    Survivors 99% the gates for both Bloodwarden and simply to make sure they have enough time to mount a rescue. I’ve yet to have someone escape because opened a 99% gate myself and starting the endgame timer on its own helps you as killer and hurts survivors, it alone is enough reason to do it.

  • Things I'd want to Freddy and Meyers might be

    • Change Meyer's wall break animation to he just walks straight through it after pausing for a second ala this
    https://youtu.be/UvGnV1u8ZSQ
    • Super Freddy skin
    image.png


    And on a tangent, I just want to give a round of applause to this guy for the ultimate "Freddy" mash-up costume. 👏

    image.png


  • (Killer) "... hmm, I think I hear something in the basement..."

    (a few seconds later...)

    ...😳 ... " ... maybe I'll check upstairs...."

  • Of all the reasons I think Dredge is a great killer, Bloodlust out of Remnant isn't on the list.

  • @brokedownpalace said:

    There's usually another hook 15 feet away.

    But not a Scourge Hook. Given how popular Scourge Hooks are Breakdown actually seems like a decent counter to that.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164747#Comment_3164747

    That may be true, but who actually makes up the "average" survivor? Think about nurses killrates being so low considering the entire games population yet when do you actually go against nurses that would struggle to 2k? Realistically 60-80% of the games population would be considered "bad". I would think most of the people that are actually active in the community and play multiple times a week would be the rest of that % and a decent bit of them are probably at the soft cap. There are definitely enough soft cap mmr players to throw at least 2-3 of them at you on average as killer. I rarely get complete babies and 75% of the time they can run shack and other tiles optimally, but lack some of the macro.

    There's a far cry between "complete babies" and the soft MMR cap. Something like 1% or maybe less of players are at the MMR cap. The great majority of people are not, including a lot of people who probably think they are.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164747#Comment_3164747

    And yet they still get matched against those people who do sit at the cap.

    Curious.

    Not that curious since backfill is a thing.

  • Never change, Internet. 😄

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162811#Comment_3162811

    I can almost guarantee that most players sit at the cap of MMR. My matches after SBMM have been way worse than RBMM.

    I can guarantee you’re wrong. The devs confirmed a couple of times that only a small fraction of players are at the soft cap.

  • Some general things I do

    • Don’t worry so much if you lose two or three gens early on, the first gens are the hardest to defend since all four survivors are active and the gens are the most spread out. Most of the action really takes place on the last two gens when you have someone on a hook and someone else being chased and maybe a third person downed, etc.
    • Rather than try and defend the entire map the whole game, take a moment early on to identify four gens that are more or less in the same half of the map and focus mainly on defending those. You’ll have a much better time in the midgame if you have established a smaller zone of control than if you have gens split across the map.
    • To that end, in the beginning don’t overcommit to your first chases. If you can get a hit or down quickly, great! If they get to a pallet just force the pallet drop, break it (unless it’s a really weak pallet maybe) and consider switching targets to someone else who is actively working on a gen. Getting rid of pallets in your anticipated zone of control early establishes dead areas near the gens you patrol ghat you can take advantage of later in the midgame.
    • After a down, take a moment to consider if there is someone or something else nearby worth chasing or breaking before picking them up for a hook. The downed survivor isn’t getting up right away so you have a little time to extend your pressure to get another hit or even another down if there’s another survivor you can get to. Especially if the survivor you down is only on their first hook, and you know there are other survivors who would be on second or third hook, keeping that first hook survivor slugged can give you about 10 extra seconds or so to reach a more valuable target and chase them off a gen or down them. Obviously you don’t want to skip hooking all the time, but sometimes slugging to extend your immediate pressure is worth losing that first hook state that you don’t need right away.
    • Finally a general rule of thumb is, if a survivor wants you to do something, then your best bet is do something else. For example, do you have a survivor who is obviously trying to get you to chase them? Ignore them since they’re trying to distract you from someone else and go after that other target. Is a survivor obviously trying for a bodyblock? If you can efficiently get around them ignore the bodyblocker and hit the survivor they’re trying to protect. Did the survivors leave the Exit near you at 99%? If you’re not in a chase open that gate yourself, you’ll get the 500 bloodpoints for it and also start the timer they were hoping would remain stalled. Basically whatever the survivors actually want you to do is probably the opposite of what you should do.
  • Mandy confirmed they’re monitoring it, I doubt they’re going to confirm if or when they’ll make any changes until they actually definitively decide what changes they are doing. It’s only been a couple of days, just give it time.

  • I think a cool thing for this would be, instead of just a generic deep voice saying “Dead by Daylight”, play a sound from a random killer on startup. So it could be like the sound or cue a killer makes on their character menu screen, or a grunt or voice line they make in play, such as Freddy’s laugh or Hag’s rasp or Sadako’s static or Wesker’s sneer, etc. That would be a fun way to kind of mix in all the killers as a random mix into the intro loading screen.

  • I think they just need to tweak a couple of things and then he’ll be top notch

    • Increase his survivor collision to 30 or 35 cm (halfway between where it is now and the PTB was)
    • Reduce his charge up time from 1.5 seconds to 0.65 seconds to match Demogorgon’s charge time
    • Address the minor glitches where he sometimes flings a survivor into an obstacle but they take no damage or he appears to get a grab from a Bound but it gets cancelled and they take no damage
  • I always run loadouts for fun synergies and stuff, not because they’re popularly considered the best or whatever.

    —

    Bad Medicine

    • Coulrophobia (slower heals and faster heal skill dials in terror radius)
    • Unnerving Presence (smaller skill checks in terror radius)
    • Distressing (lager terror radius)
    • either Septic Touch, Sloppy Butcher, Huntress Lullaby, or A Nurse’s Calling

    Basically it makes healing a pain in the butt for typical survivor players. It has extra synergy on Doctor and Wesker and Legion because of their relationships to their terror radius, and works less well on killers that are often Undetectable.

    —

    Backpack

    • Agitation (move 108% survivor speed while carrying)
    • Mad Grit (free attacks while carrying)
    • Awakened Awareness (see auras while carrying)
    • either Iron Grasp, Starstruck, or Forced Penance

    Normally carrying survivors is about 10 seconds of lost time, but with this you actually can get downs and get into good post carry positions really well. And survivors don’t know you have it until it’s too late and they try and bodyblock you while you are carrying someone which typically leads to some early quick hits and downs. Probably my favorite killer for this is Meyers using Scratched Mirror since he remains Undetectable while carrying and with that Agitation is actually faster than his normal 105% speed, letting him walk from around corners with a survivor on his shoulder to ambush people. Hilarious! 😄

    —

    Juggernaut

    • Brutal Strength (faster pallet, wall, and gen breaks)
    • Bamboozle (faster vaults and blocks vaults)
    • Fire Up (faster breaks, vaults and carries)
    • either Enduring, Superior Anatomy, or Save the Best for Last

    This is just pure chasing. You go straight at a survivor and if there’s a pallet you just force the drop and break it. After a pallet break switch targets to chase someone else off a gen in the early game, or in the midgame once Fire Up is working simply break it and keep going since the survivor gets so little distance. If you can juggle the survivors well early on this build is kind of brutal later because you will have built up dead zones and will vault almost as fast as survivors at windows. It’s even funnier on Meyers with Infinite Evil because he already has extra vault speed at Evil 3, but really it works on any melee killer.

    —

    I See You

    • Lethal Pursuer (see survivors at start and extend all auras with set durations by 2 seconds)
    • BBQ and Chili (see auras at long distance after a hook)
    • I’m All Ears (see auras of survivors after rushed actions, typically midchase)
    • either Scourge Hook: Floods of Rage, Darkness Revealed, Gearhead, Hex: Retribution, or Bitter Murmur

    Auras all the time is the name of the game here. A bunch of killers also have add-ons with aura perks that synergize with Lethal Pursuer as well (e.g. Clown’s add-on that shows auras for a few seconds while Invigorated) so it’s extra fun on them. 👍

    —

    Gotta Block Em All

    • Dead Man’s Switch (block gens when survivors stop repairing them after you hook someone)
    • Deadlock (block most progressed gen every time a gen is completed)
    • Corrupt Intervention (blocks a bunch of gens at start of match)
    • either Merciless Storm, Grim Embrace, or No Way Out

    The Entity ❤️ U! It just keeps blocking everything over and over the whole match whenever the survivors are making progress. Extra fun if you use a killer with an add-on that also has the entity block things like Ghost Face’s add-on that blocks a gen when you Mark someone who is repairing it or Freddy’s add-on that blocks newly opened exits.

    —

    Anti-Popular Perk Perks

    • Discordance (see gens with multiple survivors to counter Prove Thyself)
    • Hex: Third Seal (Blindness, to counter Windows of Opportunity and other auras)
    • Fearmonger (survivors repairing and shortly after stopping are Exhausted and Blind, to counter various popular Exhaustion perks and extra Blindness for above)
    • Terminus (to counter Adrenaline healing to fully at endgame) or Undying (to protect Third Seal)

    This is kind of like my personal anti-survivor meta loadout at the moment. It’s definitely not in the current killer meta, I’m probably the only person running it, but it actually works pretty well and every perk directly counters one of the top five current survivor perks. (I don’t think a lot of people realize how popular Windows is!)

  • As to 1), the PTB did have a slightly too large collision box on survivors. There were clips of Wesker hitting survivors that weren’t anywhere near him during his Bounds. The new version went too far in the other direction, now it’s so small he passes through survivors sometimes. So they’ll probably eventually split the difference and set it between those two values.

  • @miniwengsel said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161546#Comment_3161546

    Wesker isnt like a Speargun. The Speargun shots a litle projektile. Wesker attacking with the whole body, that should be a litle bit bigger as the Spear.

    I agree his hit box should be bigger, and I’m betting the devs will increase it. I’m just saying that for the moment it’s not so you probably need to treat him more like Deathslinger than Demo.

  • @Canas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163477#Comment_3163477

    Demogorgon also can mindgame a lot better due to having supershort cooldowns between attempting to shred and canceling it. Meanwhile Wesker loses too much speed and time on the tentacle animations for pulling them out and then back into him. It's simply awful, the least they could do is enable him to automatically break pallets he vaults over with.

    Just for clarity since this comes up, Demo does charge his Shred more quickly than Wesker.

    • Wesker’s Bound takes 1.5 seconds to charge, and if he doesn’t do a full charge then he doesn’t get to Bound. (I don’t know how long the cooldown is if you start to charge but cancel without Bounding, but my guess is it’s about 0.4 - 0.5 seconds same as Demo?)
    • Demogorgon can do a partially charged Shred after charging for 0.65 seconds. I think the only difference really between a partial charge and a fully charged 1 second Shred is once he’s fully charged he gets the Killer Instinct pings from portals.

    So Wesker does currently have to start charging his Bound almost a full second earlier than Demo in order to use it. Which does help Demo a bit in comparison in certain tight loops.

    Honestly in terms of charge time and hit boxes I’m surprised they didn’t simply copy Demo’s numbers to Wesker, that way if you can play one it helps you play the other. And in a way since Demogorgon isn’t sold any more Wesker is kind of like his spiritual lunging successor on the store.

    • I like the new versions of RPD better than the old one. In particular, in addition to them being smaller, they added extra entry ways to all the rooms that used to be dead ends which makes it a lot easier to navigate. I don't think I've lost a match as killer on the new RPD yet now that I can navigate my way around it. 🙂
    • I've only played Wesker once so far but he seems fun. (I didn't actually even use his Bound to attack anybody since it was on RPD, but it still ended up being useful as a catch up mechanism in chases and I still got the 4k out of it.)
    • I like that they reduced the bloodweb costs by 1/3. And this new prestige system meant that once I got Wesker to Prestige 1 all my killers have all three of his perks in inventory which is great!
    • I don't play survivor much but I did give it a match tonight to clear a survivor ritual and the incentive seemed to work. Bonus bloodpoints, yay!
    • I really like Ada's and Leon's Detective Noir costumes! And just in general I think the costume designers for DbD are great. (I can't wait for that Snowman Dredge one they showed the concept for a month or two ago!)


  • That's almost the build I ran on Wesker tonight. I used Coulrophobia, Unnerving Presence, Distressing and Huntress Lullaby. I can't speak for the survivors but they were definitely missing skill checks on the healing. 😉

  • I'd love it if after the custom matches with bots are introduced that, if they work well, the devs eventually consider letting bots take the place of disconnected players. I'd much rather have a semi-ok bot plus four humans in a match then the match just be short a player.

  • I think once they increase his survivor collision to 30 or 35 cm he'll be just about right. There's also some minor issues with survivors not taking damage sometimes when they're thrown, and also some odd times when Wesker will slam someone into a fence or whatever and it will just slide for about 5 seconds before finally doing the damage. But really I think it's that survivor collision that's the main problem at the moment, if that's corrected he'll be solid.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163108#Comment_3163108

    Well the question here is, is that because of the 20 cm hit box, or because of some faulty hit detection that we didn't notice in the ptb, because in the ptb his hitbox had the size of a truck?

    That's why I wonder if they really need to increase his hitbox, or if they just need to fix some bugs about his hit box. If they do just increase the hitbox size, I personally think 25 cm could already be enough, but I'd probably also be fine with the middle ground, which is 30 cm. Anything above 30 cm would be too much though in my opinion, considering it was 40 cm in the ptb.

    I think it's because the 20 cm hit box might be so narrow that due to latency it can appear on either your screen or the survivors' screen like you literally went through them but on the other screen you missed by just over 20 cm. If that's the case then widening the range to 30 or 35 cm would help overlap that latency gap more so things which appear like direct hits on at least one of the screens actually land. (And it would explain why when the size was 40 or 45 cm on the PTB that this issue never happened.)

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162612#Comment_3162612

    I have been having generally great results with him despite his sometimes questionable hit box. I am not even sure if the size is the problem, of if it's just a bugged a bit. I swear, sometimes the hit box seems fairly good, and I don't have to be spot on to hit a survivor. But then there the instances where I pretty much phase right through a survivor.

    But your points are also good examples why I do not want them to increase his hit box in a noticeable way, where it becomes too much. He is definitely decently strong even now, if you ask me. All he really needs is his bugs to be fixed and his hit box to be looked at, so it functions more reliably and better. If they inrcease the hit box too much, I can see it becoming too much for survivors, because they should definitely still have a fair chance at dodging Wesker's dashes, when they have a bit of range to him. Anything above 30 cm would be too much surely.

    Yeah, I don't think it needs to be as big as it was on the PTB, but I've seen a bunch of clips now of Wesker just straight up passing through survivors so I think it does need to be larger than 20 cm.

  • Got it. I was confused because I usually use Sloppy mainly for the Mangled. 😄

  • @ChuckLit said:

    I'm absolutely baffled how underwhelming of a killer he is. His power takes waaaay too long to charge up, it's useless at almost every loop, he's extremely slow in between Bounds, and on top of all this they nerfed his Bound attack hitbox significantly - now you pretty much have to be as precise as Nemesis' tentacle strike, BUT EVEN HIS POWER IS MUCH FASTER AND EASIER TO USE.

    Bummer. I was looking forward to playing Whiskas, but in his current state I'm unable to enjoy him.

    Wesker’s survivor collision size maybe needing to be a bit larger (which will probably happen since the devs confirmed they’re still monitoring it and the feedback seems to be pretty universal it’s a bit too small), Wesker’s ability has some nice features

    • The two Bounds combined have a max range of about 21 meters, slightly longer than Deathslinger’s shots. Like Deathslinger or Huntress you probably have to lead your Bound slightly toward where you think the survivor is going versus where they currently are, but players who can consistently hit at long range with Deathslinger could probably use similar muscle memory to hit at long range with Wesker.
    • Bounds can go around corners. This lets him potentially hit shots that other ranged attackers can’t.
    • He can occasionally get instant carries on full health survivors who are also fully infected. Yes, there are about a dozen antidotes, but after a few minutes when five or six antidotes are used up it becomes increasingly more likely one or two of the survivors won’t have one in time and will become fully infected, and the longer the game goes on the more likely this is. Also fully infected survivors are Hindered 8% on their movement which is definitely noticeable.
    • Although his ability to vault in a Bound is situational, the places where it’s useful happen to be strong vaults and god pallets in larger loops where the survivor can’t quickly loop back to the other side when Wesker vaults after them. So even though this part of the ability is less frequently used it happens to be strongest where basic attack killers are typically weakest.
    • His Bound is also somewhat useful for long distance map traversal. He does lose access to the Bound for an attack afterward, but that’s not much different to how Blight loses access to his Rush after traveling with it (other than obviously Blight can go farther on multiple Rushes than the 21 meters Wesker can Bound.

    I remain convinced that once the collision size is ironed out he’ll be mid- or maybe high-A tier. And I also suspect players who don’t try to overuse his Bound at tighter, smaller loops but use it as a zoning instrument similar to how Deathslinger or Demo or Pyramid Head can zone people away from strong tiles will have good results with him versus the players that try and land Bounds on literally every chase and loop.

  • @DredgeyEdgey said:

    Okay so most of us agree that he needs a bigger collision

    Yeah that seems to be the consensus. I don't think I've seen anybody say they're against making it a bit bigger.

  • @Romovati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161791#Comment_3161791

    Can you show me where they confirmed this? Would appreciate it. And ye they 100% need to increase the hitbox detection

    Here's her comment from earlier today where she talks about them watching the feedback on the survivor collision size in case it swung too far in the other direction from too big to a little too small.

    @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161292#Comment_3161292

    It's actually 2 different hit boxes, the collision and the grabbing survivors hitboxes are totally different.

    The collision hitbox was reduced as Wesker bumped into so many things on the PTB - I'm not seeing that happening on the current Live version.

    With regards to grabbing the survivors, it was generous on the PTB and we could see that he was able to grab survivors that he really shouldn't have. This was also something that was adjusted, whether it's now gone the opposite way is hard to say - that's what feedback is for. But I want to be sure we're getting the correct feedback and not having the two different hitboxes mixed up.


  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161592#Comment_3161592

    deathslinger is way smaller. i would say deathslinger is like 10 cm. I guessing same for trickster.

    I would say wesker's hitbox is about the size of direct hit clown's bottles, maybe a little more.

    demo feels like he is around 30-35. Nemesis feels smaller, so I would say 25 cm but you can drag his hitbox to extend it. PTB felt closer to Artist and Huntress which I would wager being around 40 cm.

    It'd be interesting if someone actually put together a list of the ranged attack survivor collision box sizes.

  • Mandy confirmed earlier they’re monitoring the size of Wesker’s collision box with survivors to see if they need to increase it. Based on the feedback they’re getting so far I’m pretty sure they’ll up it to like 30 or 35 cm, about halfway between where it is now and where it was on PTB, but that’s just a guess.

  • I doubt there’s a hack that disconnects an opponent mainly because if it existed then I’m sure trolls would be disconnecting popular streamers with it all the time. That doesn’t seem to be the case though currently. (They target streamers with other nonsense but not direct disconnects.)

  • @White_Owl said:

    To me Wesker's bound feels more similar to Demo's Shred or PH's Rite of Judgement. In any case yes you have to lead your shots... usually waiting a bit for the survivor to try to juke works well

    Yeah I wonder what the width of Demo’s and Pyramid Heads collision box is? It’d be interesting to know for sure if it’s wider or the same size.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161543#Comment_3161543

    Noone said "New prices are a bad change and should be reverted".

    It simply exacerbated an already present issue, I think everyone would benefit if they added an optional way of clearing bloodwebs faster, don't you think?

    https://forum.deadbydaylight.com/en/discussion/comment/3161561#Comment_3161561

    True if you want to level up a survivor while playing survivor, but if you want to level up a different character than the killer you're playing you can't.

    https://forum.deadbydaylight.com/en/discussion/comment/3161578#Comment_3161578

    It happens every time you reach the cap. Which doesn't take that much honestly (around every 80 matches or so if you say you gain an average of 25k per match)

    Not a huge issue like you say, but ehy, the more we can remove the tedious parts of the game from it, the better

    I reach the cap pretty frequently (or at least I did before they raised it to 2 million and just spent a million on Wesker) and when that happens I spend about 100k or so to have a buffer. That’s just me though. 🤷‍♂️

  • Just to speak to some points

    • Other lunges and ranged attacks also have trouble at a lot of small loops, that’s not unique to the Bound and it doesn’t make those useless either. Basically you can use the Bound a similar way to those to zone survivors out from stronger areas during tile transitions and also to hit them down straightaways and in the open or, unique to Wesker, from around corners.
    • Yes there’s an ability refresh cooldown if you use it for distance but it still covers about 21 meters in a single use so saves a good four seconds or so of travel time if you need to cover a long distance. You won’t have the Bound initially afterwards but you will still be moving normal speed and have normal attacks in that window. (It’s a bit like how Blight’s power takes a bit to refresh after he Rushes somewhere, although obviously Blight has a longer maximum range.)
    • Throwing someone in the open can happen but is uncommon unless you’re in specific areas of specific maps (e.g. the middle of a cornfield on Rotten Fields). Most of the time your Bound hits there’s something within the fairly generous distance window for them to collide into either by you slamming them by the neck into it or being hurled into it. So it’s a risk but a pretty minimal one.
    • Survivors can cure but once they’ve cured the first five or six times they’re not likely to be perfectly rationing out the remaining cures among themselves to keep everybody healed. You’re very likely to see some full infections by mid- and late game, and the longer the match goes the more likely it gets.
    • You don’t throw survivors to safer areas “most of the time”. In fact, since the survivor is the one leading the chase, chances are pretty good that by throwing them away from where they led the chase to you’ve tossed them into a spot they didn’t want to land.
    • His collision box is apparently a bit small right now but Mandy did confirm they’re monitoring it so I wouldn’t be surprised if it gets tweaked up eventually. Meanwhile I think if you treat aiming his Bound like you would aim Deathslinger’s rifle in the open by leading the shot slightly that’s probably the best way to go to land the shots.
  • @prion11 said:

    I don't think it would be good for bhvr to lean into this because a big part of deathslinger is shooting over and through obstacles. This is not an option with wesker

    They’re not “leaning into it”, Mandy already commented they’re monitoring the feedback on the survivor collision hit box size. My guess is given the feedback they’ll probably eventually split the difference and increase it from its current 20 cm to about 30 or 35 cm which would be halfway between now and the PTB value of 40 or 45.

    Meanwhile though you have to aim Wesker with the 20 cm value. So I’m curious if I’m right in comparing that to Deathslinger in the open.

  • I don’t see a downside to having an auto-buy option. On the other hand it’s not THAT big a deal, after how often do you spend hundreds of thousands or millions of bloodwebs at once? Once every three or four months when a new character comes out? It’s not a frequent thing.

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