dugman
dugman
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No, it's been every Tuesday a disconnect at about 7 PM Eastern the last few weeks.
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The funny thing will be if someone who has Hope is rescued by someone who has Guardian after the Exits are powered, they'll be moving 125% speed for 8 seconds, then 117% for an additional 2 seconds, and finally 108% speed the rest of the way out the gates (probably).
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I never buy survivors, I only buy killers.
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@Cameragosha said:
Obviously devs is survivor sided.
They reverse MoM nerf , but not reverse thanatophobia nerf.
Old thanatophobia before patch 6.1.0 should return.
Now thanatophobia is useless it get over nerfed , hopefully in future it will get changed.
Did you miss that Wesker is going to be significantly better on live than he was on PTB from the changes they’re making and that they the new RPD maps are going to have fewer pallets? Not to mention that the last patch rework was a very significant buff for killers across the board.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3148099#Comment_3148099
Range isn't a factor if it's easy to dodge, which both Shred and Virulent Bound are at long range.
That's Survivors playing badly. That's not in Wesker's control
- You’re assuming survivors are always going to be watching out for the dodge at long range. There are a lot of times when you can get a shot before they realize it, or can predict the dodge and still hit them. (You can technically dodge Huntress hatchets too for instance but they doesn’t stop good Huntress players from landing them at long range.)
- You’re confusing “playing badly” with “not playing literally perfectly”. Very few players are going to play absolutely perfectly, particularly if not all four of them are on comms together.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3147724#Comment_3147724
Range doesn't really have an impact on either of them. And Shred's maximum distance is 11 Meters.
https://forum.deadbydaylight.com/en/discussion/comment/3147692#Comment_3147692
I'm not underestimating how often Survivors will be fully infected, I'm looking at it from a logical point of view.
8% slowdown is massive. That's why you'll never see fully infected Survivors, not because of the instadown
- I’m not sure why you think a difference between 21 meters and 11 meters isn’t a factor. Imagine if you could essentially sniper shot with Demo from twice the distance you can now when you catch someone in the open.
- Yes, 8% Hindered is significant, but you’re assuming everybody will perfectly handle the infections the entire match which is very unlikely. There’s about a dozen total doses to go around and after the first five or six Bound hits the doses will be more unevenly spread out and used by the survivors. You could easily have one survivor using two or three doses on themselves at 1/3 infection each when another survivor is at 2/3 or full infection and now needs one too for example. By the five minute or so mark you’ll probably have all or almost all the sprays used assuming the survivors are using them and not tunnel visioning the gens and healing instead. It’s very likely to lead to people having full infections, especially in the latter stages of the match.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3147661#Comment_3147661
Demogorgon can get a hit on all of those if they're long enough
Also I think you replied while I was still editing. I also mentioned how Wesker’s Bound has up to a 21 meter range (longer than Deathslinger’s rifle shot) versus Demo which has I think about a 15-18 meter range? (I don’t know the exact number but it’s 18 m/s movement for 1 second or less.)
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@CookieBaws said:
https://forum.deadbydaylight.com/en/discussion/comment/3147684#Comment_3147684
What is wrong with you? Touch some grass if you feel like strangers in SoloQ owe you anything.
Lol, ok dude.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3147661#Comment_3147661
Demogorgon can get a hit on all of those if they're long enough
Not if the survivor is rounding the corner before Demo has a chance to Shred.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3147620#Comment_3147620
Why do you insist on regurgitating the same point about Wesker having instadowns? No one will let themselves get fully infected, not all 6 First Aid Sprays have 2 uses each.
Just because Wesker can go around corners, it doesn't mean he'll get a hit
Because you keep insisting on underestimating how often survivors will be fully infected. And just because a survivor might sometimes dodge a Bound doesn’t mean they will any more than sometimes they dodge a Shred means they will.
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@CookieBaws said:
https://forum.deadbydaylight.com/en/discussion/comment/3147643#Comment_3147643
It breaks their own condition, is not force anything on other survivors agains their will.
It is clearly toxic if it is allowed and other side can't reject the deal.
The consequence is a 30 second wait if you didn’t want it versus a potentially unlimited wait.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3147620#Comment_3147620
Again, show a tile where Wesker gets a hit and Demogorgon can't.
Round tiles are impossible for Wesker, whereas Demogorgon can get a Shred off on most of them.
Just because Virulent Bound can go around corners, it doesn't mean it's going to get you a hit, as it's easy to dodge if Survivors expect it
Again, any tile with a 90 degree angle around a wall.
Also I’m not sure why you think Wesker’s Bound is easier to dodge than Demo’s Shred, they’re almost identical in that respect.
Oh and also I didn’t even mention Wesker’s max range is 21 meters (longer than Deathslinger’s rifle) versus Demo which is less (not sure the exact number but I think about 15 meters?)
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We’ll see how it goes but I don’t think it’s good to underestimate how much 30 seconds extra time available means. If a killer stands by a hook an extra 30 seconds because of Reassurance that could easily be the difference between all the gens being done or not.
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@CookieBaws said:
Let people get skillchecks during 2nd phase so they can avoid the perk.
The main problem was the combined duration was unlimited. This clearly fixes that. If you really want to ragequit on hook and can’t wait 30 seconds for Reassurance to end then you’re really not getting sympathy on my end, I hate ragequitting.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3147579#Comment_3147579
If players can potentially do that with a perk and that's the reason for its butchering, does that mean these players can't grief the game in its current state? Do they really need a perk like Reassurance to troll the game?
Just because there are other ways to troll people doesn’t make closing off one of those ways is a bad idea.
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@ThatOneDemoPlayer said:
He's still worse at loops compared to Demogorgon, let's go
He’s now objectively better than Demogorgon in chases. Anywhere Demogorgon can hit a survivor with his Pounce Wesker can hit with his Bound, but the reverse isn’t true since Wesker can Bound around corners and with this change can even hit survivors with Bound from directly across a pallet. And Wesker an land instant downs into carries, plus can Hinder survivors.
Demogorgon still has a big edge in tracking, his tunnel radar is great and that’s the main reason I put them pretty close on my own tier list. But saying Demogorgon’s Pounce is better than Wesker’s updated version of Bound just isn’t true in almost any sense.
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@Ginnypig said:
https://forum.deadbydaylight.com/en/discussion/342549/wesker-buffs-lets-gooooo
What buffs?He got nerfed. Fixing buggs is not a buff. He got nerfed badly with his grabbing and his throwing, and they nerfed his best perk into the ground. Like dont you see it?
His grab and throw into another survivor is literally buffed, the person you hit with it still takes damage and now also on top of that takes Deep Wounds.
This live version of Wesker is significantly better than the PTB version almost across the board. Call it buffs or bug fixes, that’s just semantics.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147567#Comment_3147567
They also lose blood and scratch marks so they can make quite a lot of distance without the killer having an easy way to track them.
Right, you get rescued with Guardian and if you have Bite the Bullet then you can zip out, no tracks, hide in a bush and completely heal totally silently if you have a medkit or Boon or Self Care or whatever if another survivor isn’t helping.
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@Rudjohns said:
https://us.v-cdn.net/6030815/uploads/ETBWA52XA429/reassurance.jpg
Killing yourself on hook is a strategy
More like it’s to prevent being held hostage on hook so you have to potentially disconnect if you don’t want to be on it for 10 or 15 minutes or more in a worst case scenario.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147494#Comment_3147494
I actually missed that.
Guardian is probably way better than BT now as a generic 1 slot perk for unhooking. Adds an extra 7% ms so the unhook survivor moves faster than the killer for 8 seconds and you get to see the aura of the killer for 8 seconds so you can intercept if they return.
That’s an excellent point on Guardian, with that perk an unhooked survivor now literally outruns 115% killers for 8 seconds.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3147494#Comment_3147494
Oh don’t worry I am playing Blight and Nurse. This changes nothing for me. It’s a nerf to already bad killers tho.
They’re less susceptible to the movement increase but it still impacts even Blight and Nurse a bit since it gives the survivor that much extra distance to reach cover.
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@Ginnypig said:
https://forum.deadbydaylight.com/en/discussion/comment/3147403#Comment_3147403
So they fixed 2 bugs that wouldn't let him use his power properly and they nerfed 1 of his best perks and Made his precision harder to master for grabbing a survivor + on top of that , when you throw a survivor onto another survivor, he wont get injured.
So There are more nerfs then buffs to this killer.
On top of the other things other people mentioned that you said which are incorrect, also note that survivors who are hit by other survivors thrown by Wesker still take damage. The Deep Wounds is in addition to the damage, not instead of it.
Wesker was in no way nerfed, this patch is a significant buff for him almost across the board.
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@Murgleïs said:
They really think I am not going to tunnel because they buff basekit BT to 10s lmao. It’s still the best strategy by far.
Plus they nerf aura reading again, I have zero incentive to go for someone else.
Don’t forget the increased survivor movement speed, it’s not 10% bonus instead of 7%. That actually does make it take longer for you to catch back up to a fleeing survivor off a hook (you only catch up at 0.2 m/s instead of 0.32 m/s which is a 60% relative time increase for that section of the chase.)
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@I_am_Negan said:
https://us.v-cdn.net/6030815/uploads/PZ5NF48P1WKO/image.png
Yes being nice doesn't always get you a 3K, 4K and sometimes just a 1K or 0K, but it's more fun to be more active then standing by the hook all match doing nothing.
To clairfy, face camping is only one aspect of so called “not playing nice”. I see posts and after-game chat that implies there are survivors who think slugging and downing someone multiple times in a row is also “not nice”.
Personally I don’t facecamp simply because it’s both generally an inefficient use of time and also just kind of tedious standing around for two minutes. I have zero issues with slugging for pressure or so called tunneling though.
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Personally I’d love to see Trapper’s purple add-on where he carries all his traps at the beginning but can’t move them once they’re placed be his base kit and replace that add-on with something else. Honestly that variant is the most fun way to play him because it entirely does away with that whole part of the early game where you are lumbering around the map picking up traps off the ground just to have enough traps in place to be useful.
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@Biscuits said:
When I was going for hatch challenge or use a key to unlock a hatch challenge, I didn't use left behind. I used clairvoyance and open handed. I think left behind should just always show hatch, because currently you just always want clairvoyance over it. That being said I think talents that encourage you to look for hatch are causing you to go down a road of griefing. I don't think talents like Left Behind or Sole survivor should exist. Mainly because they encourage you to let your team die to get value out of them. I also think perks like knock out and deer stalker are in the same boat, they are encouraging you to grief. Leaving people slugged is fun for almost no one.
To be clear, I’m not advocating for Left Behind not to show hatch, the devs apparently like having perks which only work if you’re the last survivor and clearly if you’re the last survivor then seeing the hatch is useful.
But that said I do agree that one flaw DbD has in general is that it doesn’t clearly treat the survivors as an actual team but instead as individuals who happens to be in the same game. Semi-cooperative design rarely works well unfortunately and DbD isn’t an exception. It’s why the official boardgame specifically went with having the survivors clearly win or lose as a group.
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@ShinobuSK said:
When killer focusing only one survivor until dead, the sooner the better
Except in practice people also use “tunneling” to simply mean downing someone twice in a row, or chasing someone who is injured over someone healthy, or even simply going after one survivor for a really long uninterrupted chase. The word is kind of a meaningless buzzword at this point because of all the other ways people use it.
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@Metronix said:
It has permanent aura reading ability, no countdown, but a lower range and no setup is needed. I think it is kinda balanced as it is.
It’s definitely not balanced, the lack of the requirement for a totem cleanse doesn’t totally offset that it’s only showing the Hatch and only in 32 meters. Clairvoyance shows literally every basic prop in 4x the area, works during the entire match, and its 10 second timer translates to multiple uses since you clearly don’t need to use it for 10 seconds straight to glimpse the aura you’re looking for,
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Keep in mind custom matches against bots are coming out this fiscal year, maybe even as soon as the October midchapter if we're lucky? 🤷♂️ (They've already completed a lot of items on their roadmap, the main things that are left are bots, putting moris in the base game, and streamer mode, and of those three bots seem like they'd be the biggest project and highest priority probably.) Regardless on when they get added, custom matches against bots will probably be a great way to practice new stuff without getting completely trounced while you're just learning the basics.
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Wait... you like Spirit? 😲
lol, anyway seems like a fun idea to update my list of killers I like to, why not?
- Generally speaking I enjoy Stealth, melee combat, and good map mobility. So it's not surprising Dredge and Sadako are top of my list, they have all those traits combined plus they're both aesthetically cool. I think Dredge is the more effective of the two in terms of actually winning a match, but I've won enough games with Sadako that I certainly still have a lot of fun playing her even if I wouldn't mind her getting a slight buff. 🙂
- Pig and Ghost Face are next because they've both got great stealth, but don't have the map mobility of Dredge and Sadako. Even so, I tend to do surprisingly well with Pig in particular, and not because of the traps. In fact my favorite way to play Pig is to use her red add-on that lets her see auras while crouching but you get two fewer traps and combine it with the brown add-on that makes her move faster while crouching (she moves about 95% survivor speed while crouching with that add-on versus 90% without it.) Even though she's obviously still just slightly slower than a survivor running while crouching with that add-on, her stealth in that crouched position is actually really good because of her very low profile and Undetectability so she can frequently get quite close to survivors before they react assuming you're making good use of cover for your approaches. Combine that with seeing the auras through the walls on the way in and I can land Ambushes from the crouch from around a corner quite often. Plus survivors never expect you to run this, so when I get a down and crouch I'll sometimes also see someone else hoping for a save or whatever and get an easy followup hit or down. 😄 I'll never claim she's actually a top tier killer or anything, but I think she's a lot of fun to play and do pretty well with her. 🙂
- Clown is fun in chase, full stop. He doesn't have anything else going for him, but being fun in chase is plenty for this list! I actually am not a fan of Meyer's base kit, but I adore his Mirror and Infinite Evil and Tombstone add-ons, playing with those puts him up there toward the top.
- I'm speculatively putting Wesker and Demogorgon side by side in A tier. Wesker looks to me like he's better than Demogorgon in chases but Demogorgon is much better at tracking. It's hard to tell without playing them whether Wesker's Bounds for map mobility are on par with Demogorgon's tunnels since they both have advantages and disadvantages to them. For now I'm guessing I'll have just a touch more fun with Wesker simply because of his style and because I think I value the chases a little more than the tracking.
- Pyramid Head and Doctor are next to each other probably because they're both mostly melee killers with ranged attacks that help in loops. Doctor has much better tracking, but Pyramid Head's Cages save him a ton a of time and his ranged attack actually damages people which makes it more powerful so I give the edge to him.
- Wraith would be S Tier on my list since he's got Stealth and good map mobility and is a melee killer, all things I like, but I've just never enjoyed the way he takes so long to go in and out of stealth. His movement comes to a crawl while he's uncloaking and cloaking and it just feels kind of irritatingly slow whenever I watch it. That's one reason why I like Sadako so much more than Wraith, her movement barely changes when she's Manifesting and Demanifesting (it slow a little but not much) so it just makes her Stealth feel way more natural and fluid than Wraith's. Plus I win about the same number of games with both of them so it's not like I find Wraith all that much better than her either.
- Nemesis would probably be a little higher on the list if his zombies didn't have annoying pathing issues. But even with the zombies getting stuck, I love the tracking information they give, it's like having little scouts on the map the entire match pointing out when someone is nearby. And if they're in a dumb area, or you just feel like it, you can simply whip them and get extra infection and force them to reset to a hopefully better place. And in chase once he's powered up he's a pallet smashing machine which always feels good. 🙂
- Skipping over the middle killers, Oni might be ok but I just always felt like he's slightly awkward. Combine that with his slightly slow start and I'm not much of a fan.
- Hag would be cool but my timing with hitting straight out of a teleport is pretty bad and I just don't have the patience to practice her to get better with it.
- I like melee attackers better than ranged attackers in this game which puts Deathslinger, Huntress, Plague and Artist all in this low tier. And Trickster is in the bottom tier simply because he's my least favorite of all of them since his daggers have some kind of annoying features like if you hit a few times and then stop the effect just goes away fairly quickly, and also his ultimate ability seems to be kind of dumb.
- GannMan won't like this, but I have Spirit on the bottom of the list. Not because I dislike that she can turn invisible, but because I really can't stand playing by ear alone. Just not my thing, I like being able to see who I'm chasing. No thanks to blind chases.
- I dislike Hillbilly, I find hitting his chainsaw to be particularly awkward and his steering while moving around the map is clunky too. Basically there are other killers with similar or better levels of map mobility that feel more fun to use, and if I want to chainsaw survivors in the face Bubba does it more reliably.
- Nurse is my least favorite killer, and the only killer I actively refuse to ever play. And it's mainly because of the fact that she stares at the ground up to seemingly half the match (and that's not even much of an exaggeration). Whoever thought that staring at the ground over and over for seconds at a time between uses of your power would be a fun way to balance out her teleportation needs their head examined, it's terrible. As an analogy, Wesker has an ability that is somewhat similar to Nurse's in that he rushes in a straight line forward, pauses to redirect, and rushes forward again and hits a survivor along the path. Obviously Wesker doesn't go through walls so his ability is weaker, but he also keeps his head up the entire time, even when he power is refreshing, and that makes his ability look much, MUCH more fun to use than Nurse. I would gladly trade going through walls for not staring at feet all day.
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This actually would impact game balance since background noises obfuscating noises the killer might make is I think meant to be part of the challenge (and vice versa, some killers making loud noises is meant to make it harder for them to hear survivors.)
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3146249#Comment_3146249
If the killer hooks all 4 survivors and all 4 survivors attempt to unhook themselves with 3 free attempts, there is a 38.7% chance that at least 1 survivor will unhook themself. Just one Jar of Lips raises that to 58.7%. Under ideal circumstances Up the Ante would raise that chance to 81.2%. These calculations are just for at least 1 so more than one survivor could be kobeing here as well. I didn't do the complex math to calculate those odds.
Do you see a problem with that?
No I don't because, on the off chance they ever put this change in, they probably would also if necessary rebalance the gen or hook timers to compensate. Right now the game is somewhat slightly killer slanted, not by a huge amount but probably about something like 56% or 57% kill rate versus 50%. So there's actually some room where, if one out of 3 matches someone gets off a hook slightly early, for the escape rates to improve a few percent without the game becoming too survivor sided in the process.
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Personally I don't mess with the colors, but I do turn up the brightness on my monitor because frankly the game is too dark for me to see in otherwise in a lot of places.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3145755#Comment_3145755
Giving survivors free self-unhook attempts is just not a good idea. Every survivor would try to kobe every time once the killer got a reasonable distance away. If they get "lucky" and jump off the hook they just allowed the rest of the team to continue to sit on gens.
It would also significantly lower the stakes when you actually need a kobe. Those rare times when your entire team is down or hooked and your only chance is to kobe and you actually do and pull the game back from the brink... those are some of my best memories in DbD.
I'd rather see self-unhooking removed from the game than have it be buffed like that.
Assuming the devs want to keep self-unhooking in the game then I don't see anything wrong with the scenario you described, particularly since the killer is presumably already chasing some of the others off the gens. I also don't have a problem with "lowering the stakes" when it's the first hook. Honestly I'd rather see more players more active in the game as a whole and less downtime.
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Easy, I would make Infinite Evil his base ability and replace that red add-on with something else. Also tweak Vanity Mirror so it doesn’t take longer to charge up to Evil 2 after that change versus how long it takes to get to Evil 2 in the current system.
I find the least fun way to play Meyers is his normal base kit, but his variant playstyle add-ons of Infinite Evil and the Mirrors and Tombstones are really enjoyable! 😄 So if I were to pick one of those to replace his base kit, I’d go with Inifinite Evil since in a sense it’s the most like his normal current style and the most compatible with his other add-ons.
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It all sounds good to me. 🙂 I only picked Greek simply because I’m really rooting for Medusa as a killer.
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Because 30 seconds would be insane. When it was 5 seconds it was already overly used, at 30 seconds it would be totally game breaking.
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That’s never going to happen since the game can’t tell if someone is just playing badly by pulling themselves off the hook or is actually trying to kill themselves.
Personally I kind of think a better system would be survivors get three attempts to pull themselves off but they don’t reduce the timer on a failure, and then make the timer for first stage take between 60-90 seconds instead of just 60 (I’m not sure what number it should be exactly but longer than current and less than 2 minutes). That system has a few advantages:
- Suiciding on the first hook takes longer. You can’t simply skip over that first 60-90 second time frame. This gives the person time to cool off and hopefully get rescued and continued playing rather than just instantly giving up.
- It makes the Luck effects actually maybe be worth running since, with no harm done if you fail an attempt, increasing Luck is objectively a benefit rather than something which encourages really risky self unhooks.
- It disincentivizes face campers since they would potentially have to be at the hook for up to 90 seconds to secure second stage instead of just 60. With the first stage taking that long the better strategy becomes more clearly to be proactively going after the other survivors.
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On a total tangent I used to play a ton of Tekken way back in the day. The “lore” of the game is a hot mess though. 😄
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I’d love a Shining chapter but as far as the bar mechanics above I think having something which stops the game with a quick time event over and over is too disruptive and repetitive. Quick time dialogs are only really interesting the first few times you see them. You should consider making something a little more fluid that doesn’t interrupt the action.
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Just to clarify, when you say you “win” 50% of matches do you mean that you personally escape 50% of the time or do you mean you plural including the other survivors as a team get 3-4 escapes 50% of the time? There’s two main definitions people use for “winning” as a survivor player and they depend entirely on whether the person thinks of the game as being fully cooperative versus every survivor for themselves.
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It’ll be interesting to see what effect Reassurance has on facecamping when it hits live.
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Actually I think on these forums at least a lot of people (not everyone but a lot) know flashlights are generally weaker than medkits and tools. That said flashlights are maybe more exciting than those so I think there’s a lot of people who use them knowing they’re not as good but doing it because they think the challenge of trying to get flashlight saves is fun.
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No, the old version was broken for swfs, that’s why they redid it,
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I mainly play killer so no opinion on the worst perk to face for me as survivor.
The most annoying perk for me as killer is Blast Mine. Not because it's all that effective, it only makes you lose a few seconds, but because it's like getting a giant troll face on your screen while the survivor who places it is laughing in the corner. Almost makes me want to run Lightborn just to get the last laugh on those annoying kids who WON'T GET OFF MY LAWN DAMN IT! 😡
I have a lot of fun combos I go through as a killer. The one I'm messing with at the moment is Bad Medicine
- Coulrophobia (in your terror radius, slower heals and faster moving heal skill checks
- Unnerving Presence (in your terror radius, all skill checks happen more often and are 60% reduce in size. Stacks with Coulrophobia)
- Septic Touch (in your terror radius, survivors who are healing or for about 10 seconds after they finish healing are Blind and Exhausted. Similar to Fearmonger but for healing)
- Distressing (Increases terror radius by 26%. Also some extra bloodpoints as a small bonus.)
The build is kind of a classic Doctor style build since Doctor gets even more mileage from a larger terror radius because his Static Blast is tied to it. But I've found the build is working pretty well on basically any killer who has a normal terror radius and isn't Undetectable a lot of the time. (And I'm definitely going to be trying it on Wesker since he has a 40 meter base radius!) It's funny hearing survivors periodically messing up their healing checks while you're doing other stuff. 😄 And even if they don't screw up the check, the longer healing time plus blindness and exhaustion increases the threat of trying to heal unless you're sure you're safe.
You can also do a variant where you swap out Septic Touch or Distressing or Unnerving Presence for Sloppy Butcher to make heals take even longer. Thematically though I get a kick out of having all the perks be tied to the terror radius so that's what I'm using. 🙂
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Personally I like the melee killers better than the ranged ones in this game.
Also it kind of bugs me how Huntress and Trickster have no aiming reticle. This is the only first person action game I can think of where characters who's main thing is ranged attacks doing have an aiming cursor on screen showing where you're going to shoot. (Deathslinger aims down the gunsight so he's fine.) And no, aiming sights or reticles or cursors aren't "crutches", they're extremely common in every other shooter in existence. It irks me they're not included in the game.
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- Trickster - I generally like the music in the game but, yeah, I'd love if his chase music were a little more "rave" and less "screech".
- Clown - I would unironically pay for a DLC pack which changed his chase music to Yakety Sax. 😄
- Artist - On a tangent, I really wish they'd change the sound effect for Spies From the Shadows to be crow calls. How much cooler would that be than the normal explosions? 🙂
- Nemesis: Actually Nemesis' Zombies are fairly good for tracking info. You see a zombie with its arms up and you immediately know a survivor is near there. It's kind of like Doctor's hallucinatory images that tell you where survivors are, except the two zombies have a slight chance of actually doing damage and if you intentionally herd chases toward them can help you zone the survivors into taking suboptimal routes. That all said, I do hope that when they implement bots this year that if those work well they consider importing the bot pathing to Nemesis' zombies so they don't get stuck as often.
- Deathslinger - The main change I really want for Deathslinger is let him turn at normal speed while aiming. For some reason he's the only ranged killer in the game who significantly slows down his turning speed while charging his ranged attack. Everybody else slows their movement rate but they can still turn normally. Deathslinger though feels like he's turning through mud, it's kind of annoying.
- Legion: Yeah, I don't think they intend for Legion to "blend in with the survivors", that's just the impression Legion's cinematic trailer gives but they clearly didn't set them up that way. That said, if they ever get the license for The Thing, then I would expect the killer to have two forms, a survivor form where they move like survivors and can "work" on generators, and a monster form for actual chases and attacks. (And before someone comes in with "but looking like a survivor won't fool people", don't forget that while in a form that imitates a survivor it's implied the killer is also Undetectable which all on its own makes it a decent ability. Looking like a survivor is really just window dressing for the Undetectability.)
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3144917#Comment_3144917
I get that it's flexible but it's gotten nerfed so much that it's rarely going to be better than just bringing another perk. Plus if you're spending -that- much time not doing something else that you can get a full heal out of current self-care on your downtime, it just seems like you aren't playing very efficiently anyhow.
Also a lot of people bringing it are also just not bringing items period. You can run like -any- medkit instead.
Lol, well I can't speak to why people don't bring items. 😄
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Good, although I messed up one of my Demo games today (missed some shots, took a little too long in chase, wasn't paying enough attention to the gens I wanted to protect.) Got a 4k the next game with a Bad Medicine build though so it worked out (Coulrophobia, Septic Touch, Unnerving Presence, Distressing). 🙂
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This and the killer one are the best of these Michael Rosen meme vids I've seen. 😄
