dugman
dugman
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@Mekochi said:
While on one hand I agree, on the other not so much. The perk is locked behind a paywall and majority of people don't want to put money into the game anymore so it won't be as common as people think.
On the other, it also depends on the solo queue team, there are some that can properly coordinate a reassurance play, and with the getting within 6 meters part, the person using the perk probably doesn't want to risk the save and risk of getting grabbed, or hit and then just hook trading. That's why the perk works.
Although, coordinate solos are once in a blue moon.
I think you're underestimating how many people actually spend money on DLC for the game. Call of Brine for instance is a top 10 used perk but is also a teachable from the most recent DLC chapter that isn't available with Shards.
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Self Care is historically popular at all MMR brackets because, even though it's the slowest way to get healed, it's also the most flexible, as in you can use it to partially heal at any time, anywhere, with no preconditions or equipment needed. Consider for example how often in a game you are not directly in a chase, but also not on a gen. For instance maybe you're temporarily hiding from a killer, or scouting from a higher vantage point. Those are moments that are normally just lost time, but if you are injured and can partially heal yourself for free while you're not doing something else it's increasing your overall time efficiency. If you can squeeze out even one full heal out of all your idle time that's not a bad trade off for being able to do it while also carrying a toolbox instead of a medkit, for instance, and not having to rely on a Boon being placed or another survivor being around.
That's not to say there aren't people who waste time Self Caring to heal themselves when they could be doing something more quickly or letting another survivor heal them instead, for example. But there is value in the flexibility of the perk. (Of course, its nerf was because there was enough value pre-patch that it was a top 5 perk. It's still a popular perk, around number 10, but its usage has dropped by about half from what it was. So people still think it's valuable enough to use.)
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@NerfDejaVu said:
https://forum.deadbydaylight.com/en/discussion/comment/3144395#Comment_3144395
Here's something interesting, what would you think about letting the killers see what boons perks are attached to the boon totem when they're in range? Maybe then the killer could make a decision on whether the boon is even worth destroying in the first place. Like how when affected by coulrophobia the boon perks will show up on the killer hud in red. when they're in the radius, or when they can hear the jingle from the boon.
I don't know that would change much honestly, after all ideally Boons should be good enough that the killer is incentivized to snuff them if they have the opportunity. In principle it should matter much which specific Boon it is.
Also note that the indicators you're talking about like for Coulrophobia is when something is directly affecting your character. To date we don't have any Boons that directly inflict conditions on the killer, they just give benefits to the survivors. Now if they ever made a Boon that, for example, made a killer Blind in their radius then they would definitely have an indicator on the killer's screen when they happens.
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The patch did even out the most extreme perk usages. Dead Hard and BBQ and Chili are the big examples, they used to both be used by 40% or more of survivors and killers respectively, now they're still relatively popular but only see about 15-20% usage so it's half as often. So there are still perks that are more popular than others but the spread is a little more even than it was.
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Yeah, I kind of agree, my main issue with Dying Light is that it starts you out at the beginning of the match at a disadvantage and only actually does anything useful once you overcome that hurdle and gain enough hooks to make up for it. If they simply removed the Obsession's action speed bonus it would be a better perk because at least then, worst case, you're not in a position in the early game where you'd have been better off not having a perk at all.
(And I say that as someone who actually sometimes uses Dying Light for the fun of it when I run my favorite Overly Obsessed build: Dark Devotion, Dying Light, Save the Best for Last and Play With Your Food. It's a fun build but I still wish Dying Light was a slightly better perk.)
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@TarunCosmo said:
Why are we attacking boons? They are perfectly balanced and take up a lot of time to play that layer of the game. It's very fair.
How my match goes with Shadow step and CoH:
Begining of Match:
Find a Totem: 30 seconds to 2 minutes, 1 lap around the map, can't find one: work on gen. Will find one on the way.
Bless Totem: 14 seconds, if killer comes in and I'm at 10 seconds, lose all progress. Killer coming and I finish blessing. Killer snuffs and chase begins.
Using Boons:
Healing: 21 seconds
Shadow step, usually Killer will suspect SS and locate the boon. Go back to find totem. It does not last long, but it usually works for 1 chase.
Survivor needs healing: Runs to other side of the map to the boon to heal. Grunts of pain are still heard, Killer finds survivor, downs them, snuffs totem. Go back to Find Totem.
You'd be surprised how often my totems get snuffed and I stop what I'm working on to reboon.
I like the pressure that the totem game puts in, please leave it alone.
Nobody is attacking Boons.
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@Dead_Harder said:
I bring 3 info perks so definitely generalist
Doesn’t that make you an info specialist?
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I don’t have a problem with specific Boons having their own individual ranges in the interest of balancing them. The only hitch is I suspect the devs probably considered it but decided to make them all the same for other non-balance related reasons, such as maybe they felt they wanted the ranges to be consistent for all Boons to keep the system easier to understand during play. Also in almost all these cases there are other numerical parameters that can be changed instead of the range to strengthen or weaken the perk, such as changing healing time on CoH or Exponential or the speed increase for Dark Theory. (Shadowstep is the only one that I think range is the only real parameter?) So if the devs want to keep the ranges the same they do have other options.
On a tangent I think a broader issue with Boons is specific totems on certain maps with multiple levels or multiple story buildings where a totem can cover a wide volume of space but require a very long path to actually reach to snuff. The second floor of Ironworks for instance is a good example, the totem spot there can cover a lot of the center volume of the map but reaching it to snuff it requires going all the way around and up these big spiral ramps making it pretty time inefficient to do it. If I was going to change something about Boons it would be moving or removing those handful of problematic totem spots to be on or at least closer to the ground level instead.
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@My_Aespa said:
https://forum.deadbydaylight.com/en/discussion/comment/3144365#Comment_3144365
Oh, I didn't know that. Is it just random then?
To clarify how it works, you have a hidden Matchmaking Rating (MMR) that is character specific for killers and a rating as a survivor. As a killer it goes up when you kill a survivor and down if they escape out the gate (I think it doesn’t count hatches or disconnects but I’m not positive? 🤷♂️) and vice versa as a survivor. The bigger the difference in the ratings toward being an upset the bigger the shift, so if I’m a low rated killer and I kill a survivor with a high rating my MMR goes up a lot versus if I’m a high MMR killer and kill a low MMr survivor it will only go up a small amount.
Then when you click ready to go into a lobby it tries to pair you up with other players who have similar MMR if possible. Note that it’s not always possible to make a close match, though, depending on what’s avaialable the system might match you up in whatever slot is available rather than have to wait a really long time for a close pairing.
As I mentioned, every killer character in your roster has its own independent MMR. The first time you play a specific killer it gets assigned a starting MMR based on the average of your other already played characters and then for the first number of matches you play with them it goes up or down more quickly than later to try and get you in the rough bracket you belong.
In general the MMR rating itself seems to be a pretty good estimate for putting players together in the sense that when everybody is about the same MMR the match is “equally sweaty” all around. This was evidenced a while back when they were doing tests on matchmaking and the days they had the tightest MMR pairings were also the days people on both sides complained about having to really work for their wins. And on the flip side when the MMR was loosest or off entirely were the days you had the most blatant mismatches and stomps.
So in short MMR is a reasonable seeming rating to help the system try and pair you up in games it hopes will feel close. But often in the interest of expediency it will put you in a first available match to get you playing when closer matches aren’t around.
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Specialist all the way, I have a lot more fun totally leaning into a gimmick than just running some popular optimized general build.
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@NomiNomad said:
You know what, I agree with some things.
DS needs buffed, 100%.
CoH is fine.
DH is fine.
I honestly think the game would be close to balanced, at least more than it currently is, if the BHVR decided to do anything against camping and tunelling. I'm not counting bandaid perks, even if it will help a bit. That and and a few general buffs to solo queue.
I don’t think “camping and tunneling” are actually balance issues per se, they’re more issues with how much people enjoy the games they lose. Literal facecamping for example is actually a suboptimal strategy in most cases, you’re better off doing a more proactive strategy of seeking out survivors after a hook to ensure only at most one is on a gen at a time, ideally in a zone defense where you are keeping a three or four gen area clear and hooking survivors in or near that area.
What people really dislike, though, is downtime and midgame player elimination. And that’s where camping and tunneling generate complaints. Yeah, if I sit at the hook as killer I’m usually decreasing my chances of winning, but that doesn’t make it any less boring being stuck in a hook and then immediately redowned if I’m pulled off over the course of two or three minutes straight. It’s a more fun loss if I get hooked, get rescued, doing some gens, get downed again, get rescued again, do gens some more, etc.
There might be some mechanisms that can steer killers away from facecamping, such as in the new Reassurance perk that’s coming out. I don’t know much can be done about so called tunneling though since that’s more directly tied to how the game is unfortunately built using permanent player elimination and I’m not sure how to avoid eliminating players early without getting rid of it altogether.
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@twin187211 said:
https://forum.deadbydaylight.com/en/discussion/342002/stats-review-one-month-after-rework
So you agree the game is even more killer side that really suckes
Well per the devs they felt the numbers were slightly survivor sided before the rework so one of the goals was increasing the kill rate, which is what’s apparently happened. As I was discussing with someone else in the post above, the kill rates from this site are from the equivalent of a voluntary poll so you have to take them with a grain of salt, but given the other data devs have previously released and looking at the changes themselves I’d be a little surprised if the actual numbers didn’t go up more or less in line with the overall average from the site.
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@Silasy said:
Im surprised to not seeing Freddy one of the least played killers. But also not surprised that Billy being one of the least played killers. Good job devs, you gutted most balanced killer.
Personally I don’t suspect Hillbilly is actually weak, he still has great map mobility and the potential for instant downs, even though it can be tricky landing them. I’m not a fan of him though myself just because his chainsaw steering and movement is so awkward midchase. There are other character with similarly useful or even better map mobility I like better, and if I want instant downs Bubba chainsaw is easier to land. So for me it’s a style thing versus thinking he’s weak.
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@fixdeadhard said:
https://forum.deadbydaylight.com/en/discussion/comment/3141593#Comment_3141593
Its hard for me to ignore a post that has so many flaws in it regarding statistics. My background/experience in statistics gives me the urge to correct someone that is completely out of touch with the subject and doesnt know how to use/read data, especially when data is being used that shouldnt be used in the first place. Ill stop trying to make you understand why this is bad since you already disagree with the simple parts and clearly dont comprehend the basics (you also emphasize using the data is useable for perks, note that this is just a small part of your post, also the representability for perks is still questionable to say the least). Those people that upload arent random people, these uploads are biased, this is just how humans psychology works but bias like this is countered in actual research with for example different techniques in which way the sample is gathered.
I can only ask you to do more research on what makes data representable enough and what makes it reliable, and trust me this is alot of research since in some cases a sample of 5 people is already enough and in some cases 10 000 isnt enough (which brings is back to the start since every upload in your data is not done by a unique person which makes the conclusions youre trying to make completely unreliable).
Ok, Ill give 1 last simple try for you to comprehend a basic on why this is such bad data to use for the conclusions that youre trying to make:
Does the average population like apples? you ask 10 people, 5 people like it and 5 dont. In your data you ask the 5 that like it 10 times while the people that hate it you only ask once. RESULT?: you got 50 people that like apples and 5 that dont, and this is used in your data to represent THE WHOLE POPULATION that ever ate an apple, and on this data youre going to make conclusions?
Just the simple FACT that this dbd data includes subjects that are measured multiple times MIXED with subjects that are only measured once makes this COMPLETELY flawed in representing a population.
- I’m a math major myself and use stats all the time in my job, I fully understand the difference between random samples and voluntary polls and even said in my original post and my replies that I expect there to be a skew in the results due to the voluntary uploads.
- The perk usage was literally half my post, not “a small part of it”. And I clearly spelled out in the intro the difference between how perk usage is calculated from opponent data versus kill rates being from the uploaders’ data.
- Your counter example is clearly a much, much smaller, greatly exaggerated scenario compared to the set of data I’m looking at.
- I get your complaint that, for example, if someone is maining Pig and they play 30 games and they’re the only person to upload it but all the Twins games are different players and they each upload 1 game each then it can give an odd bias in the kill rate results. (It wouldn’t change perk rate data though since those are from the opponents.) That voluntary bias is why I mentioned the disclaimers in the first place and why I didn’t say something like “the devs should be balancing around these numbers”. But just because the potential skew exists doesn’t make the numbers less interesting to look at, nor does it mean there aren’t actual underlying correlations that they point toward looking for in the full data set. Pig having a really high kill rate might be a fluke in the voluntary uploads, sure, but it could also be an indicator of something more fundamental going on with her as a character and it’s that possible path of inquiry that’s worth examining.
As an analogy, the forum has polls posted all the time of “What’s your favorite map?” or “Who’s your favorite killer?” etc. And I still enjoy responding to those polls and looking at the results even though I am completely cognizant of the fact that they are extremely skewed by their voluntary nature and very limited population. Not because I expect to use those results directly for making decisions but because the results can bring up hypotheses that can then be examined more formally using better data sets. Informal polls are a first stepping stone to finding the questions that might be worth pursuing more analytically.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3144288#Comment_3144288
And how you know about that? Did BHVR shared any stats about it? Or you are just assuming.
On a tangent In their next dev chat I’d love to see them do a graph of Kill percentage by Killer by MMR similar to those neat graphs they did of Perk usage percentage by perk by MMR. So x-axis would be the MMRs, y-axis the kill rate, and the lines would be each killer character with the thickness of the line being proportional to the order of magnitude of the number of players at that intersection. Then show two copies of that graph side by side, one for a month post rework changes and another for a month pre-rework. That would be a cool visual representation of how the rework has impacted kill rates both across the board and by character.
And a variant on that which would also be neat to see would be the same chart but each line is a map.
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@Man_of_triangles said:
I will never understand why Freddy is considered weak. It's impossible to loop him.
One reason is his ability only actually works when the survivor is asleep. If they're awake he's basically totally powerless in the chase.
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I hadn't considered it but yeah, a killer gorilla could be pretty fun. 🙂
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I never face camp and I have about a 70% kill rate which is pretty decent I think. 🤷♂️ I don't have a problem with chasing people who are already injured and making hook trades and slugging, though, so if that makes me "not nice" I guess I'm not a nice killer.
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@ThiccClaud said:
https://forum.deadbydaylight.com/en/discussion/comment/3143448#Comment_3143448
Maybe read before you reply, it would make you look at lot less stupid
He actually has a point, you said that to prove comms don't make much difference you can
Just do a little experiment and run Bond + Open Handed in solo queue. No amount of communication or information is going to make the random Meg do a gen over the nearby totem/chest. The main reason why SWFs are better than solo queue is not the comms, but the fact that they did the matchmaking themselves. I play SWFs without comms and its nothing like solo queue
Of course that's a terrible experiment because you're running two perks to get information that if you were on comms you'd partly get for free. Also if the Meg was on comms with you then you could be asking her to get on a gen or ask what she was doing which would spur her to get on a gen.
I'm not disagreeing with you that showing auras isn't as good as actually being on comms and directly giving feedback on what's going on. But I guarantee if people in solo queue got Bond and Open Handed -for free- along with four other perks they would have better escape rates.
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@egg_ said:
Luckily this almost 2 hours tier list video where everything is exactly the same as before + 1 killer is only the PTB video
Can't wait for the final 5 hours version post patch release with all the official changes from the PTB
And hopefully he'll make also an 18 hour video ranking all the new add-ons (and all the old ones) (can't miss that!) (really, don't miss it)
Lol, I like Otz but I hardly ever watch him because his videos are so freaking long! 😄
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/342156/otz-new-killer-tier-list
I agree with you on onryo, pig and trikster. But you're wrong abour dredge and twins. Dredge has map mobility but is basically m1 his remnant is easy to counter by holding W. Unlike artist who is 115% killer dredge is 92% killer while holding remnant. Dredge is at best B+. Twins I definetely agree with otz being A tier. There is no counter play for victor you have to hope he misses as that is only counter. In high mmr twins is beast I once encouraged good twins and he slugged pretty decent swf in just few minutes.
Right, I said his Remnant was weak anti-loop, the only reason I have him personally in A tier is because his map mobility and stealth are that strong. If he was even somewhat better in chase I'd put him in A+.
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@Chocolate_Cosmos said:
Plague being the 5th best killer in the game? I strongly disagree with this one.
Yeah, his reasoning I think has to do with how she counters the Circle of Healing and strong med kit current meta. She's probably a bit higher than I'd put her but I'd still probably have her in A tier at this current moment in the game.
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@Chaellooo said:
you guys need to learn how to accept other's opinions seriously why you get mad if otz put your killer main in a low tier lmao. i completely agree with him
To be fair I haven't seen anybody that is mad about Otz's list. Mostly it's some people saying he's wrong on specific things they disagree with but I didn't notice anybody getting upset. 🤷♂️
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3143213#Comment_3143213
Honestly, I'd put Demogorgon right behind Huntress.
They have similar playstyles at loops, but Demogorgon has the better mobility while Huntress has the long-range damage.
Demogorgon's best Add-Ons also outshine Huntress' imo
Yeah, I agree they're pretty close, I'd put Huntress as low A or high B as well.
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@Maverick_74F said:
https://forum.deadbydaylight.com/en/discussion/342156/otz-new-killer-tier-list
Saying pig is B is extremely generous. I've mained her for a long time and unfortunately at high level she just can't compete. You have nothing to help in chase and the traps are extremely useless except for some rare circumstances. Depending on the Map you may not even get 4 downs to place all the traps on. During endgame if they aren't on they're useless since the gate won't activate them. Her stealth is probably the worst In the game due to its lack of mobility and it takes forever to deactivate. Shack is also free time waster in chase for her because you suffer from lack of chase power.
Keep in mind, though, Otz said for this list he was looking at how the survivors do against average to above average survivors, not specifically "high level" ones. And against the average survivors she's actually good as demonstrated by her consistently high kill rates.
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@rvzrvzrvz said:
Tier lists are weird you can't do a tier list and be unbiased, for me Wraith and Legion are not C tier and Clown is not D, if I do a tier list Wraith/legion/clown are A and deathslinger/billy are D cause I can't play them
Oh for sure, Tier lists are totally subjective! It's fun seeing what other people think though. 🙂
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/342156/otz-new-killer-tier-list
Eh, I wouldn't put trapper at very bottom, a good trapper can be a menace, just when you think his trap was over there BOOM it was right underneath you, I'd definitely put him above onyro if nothing else
The issue I have with Trapper is his early game is really hindered by how much time he has to spend collecting traps from around the map and placing them where he wants. And even when he does that, the payoff isn't even guaranteed, how easy the traps are to see is map and location and survivor skill dependent.
I will say he got a slight boost from Dead Hard no longer allowing survivors to leap over his traps, though. So Trapper using traps to block off critical paths is a bit more effective now. I don't know if that's enough to get him out of the bottom tier in my book because of the other problems above but it's something!
I definitely think Trapper could use a buff. Personally, my thinking would be two changes
- Use his Purple add-on where he starts with all his traps in hand but can't move them as his base ability. That's honestly a MUCH more fun way to play him in my opinion because it tremendously speeds up his early game. Then replace his Purple add-on with a variant that lets him move the traps around like he currently can but he possibly gets fewer traps to start to keep it from being too strong.
- Make his traps translucent, that way how hard they are to see would be less terrain dependent.
If they did those two changes I think he could be pretty solid. 🙂
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@Dead_Harder said:
Victor is hard to hit with? No?
Twins has a tons of problems. Lethality of Viktor is not one of them.
The swap time is a big problem. So is the inability to hook survivors when Charl is on the other side of the map.
So is the inconsistent blood pools.
So is Viktors power just not working right in certain situations like when the survivor is on a slope.
But despite all that no other killer can exert as much pressure as twins. They are like ganondorf in smash, any % is kill percent. Better snowballer than agi/starstruck nurse and incredible map presence because you can literally be in 2 places at once. Twins is A tier but needs some qol changes :(
That's just it though, I think those problems you mentioned are enough to knock them out of A tier. If they made the swap smoother and faster, did something about the blood pools, and (in my opinion), made it just slightly easier for Victor to deal with hitting around obstacles they'd be A tier for sure. As is I'd put them in B tier because of the issues.
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@ThatOneDemoPlayer said:
I'm not going to watch it simply because Demogorgon is in B tier
Yeah, I personally put Demo in high B tier, maybe low A tier? 🤷♂️I think he's good but just not quite as good as the others in that tier (aside from Twins which I think Otz overrated a bit.)
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@Phasmamain said:
It’s crazy to see Freddy below clown. People used to say he was S tier when his rework first came out which seems ridiculous now (I know he had slowdown add ons but without them he kinda sucked)
I think the main problem with Freddy is simply that his main chase abilities only real work on survivors who are already asleep. It's almost the opposite issue to what Legion has, Freddy has trouble getting injuries but then once he's hit someone he has an easier time downing them in the follow-up.
Don't get me wrong, I like playing as Freddy, I think he's fun. 🙂 But I don't think he's as effective as some other killers, including Clown who I think is better in chases.
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My advice when deciding which killers to buy is always buy the ones you think will be fun to play, don't buy a killer just because it has a perk you like. You'll get way more bang for your buck getting a character you actually enjoy using versus one that sits on the shelf that you spend 1.5 million bloodpoints just to unlock their teachable perks on the killer you really use.
Of course if you already have all the killers you like to play and don't care about playing the rest, there's nothing wrong with prestiging the ones you don't play to get their perks unlocked. But especially starting out you shouldn't be worrying about buying characters for perks, buy the characters you will play first.
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@Neprašheart said:
PGTW got nerfed, so it's only to be expected to encounter Scourge Hook: Pain Resonance in over ~85% of your matches.
Actually Pop Goes the Weasel is still one of the top ten most used killer perks. And Pain Resonance is the number 2 most used perk at about 20% usage but it's nowhere close to being in "85% of matches", that's an exaggeration.
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Just another example of why I wish the devs would just remove map offerings from the game. The map offerings just exacerbate whenever some abuse or imbalance on a specific map is found that some players want to drive into the ground.
What you're describing isn't necessarily bannable though, it's just irritating. Hypothetically all you have to do is just keep downing and slugging them and they eventually bleed out even if you don't ever hook them.
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An interesting alternative to Blast Mine if you want to specifically mitigate gen kicking perks, especially Pop Goes the Weasel which is still one of the most used killer perks even after its nerf, is Repressed Alliance. If you block a gen with Repressed Alliance that you think a killer is planning to kick with Pop it lasts for 30 seconds which is enough time that the killer's Pop window will probably expire before the block does. Like others said above, as a killer player I never really find Blast Mine all that powerful against me, it's more just an annoying effect that slows me down a few seconds than something really impactful.
P.S. There is one niche use for Blast Mine I can think of, pair it with Residual Manifest to inflict Blindness on the killer for 30 seconds when they kick the trapped gen. Killer blindness is actually not too bad an effect since it makes it so they can't see the generator or hook auras or any auras from any of their perks or add-ons. (And unlike blind survivors, killers don't potentially have someone else on comms to tell them where things are on the map.)
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I think he's mostly fine assuming they tweak his collisions like they did for Blight after his PTB. There are two other possible slight adjustments I wouldn't mind
- Tweak Bound so it does a normal attack against survivors who are mid-vault. (Currently Wesker just stops dead in his tracks and does nothing when the survivor is mid-vault which looks kind of odd.)
- Swap the priorities of Bound and Desperate Measures so that if a survivor is trying to raise a pallet with Desperate Measures while simultaneously Wesker tries to vault it then Wesker's vault cancels the survivor's attempt. Again as above, it looks kind of odd to have Wesker just come to a dead stop at a pallet that a survivor is fiddling with that common sense says he would just vault over.
Aside from those fairly minor changes I'm hoping for and the devs probably slightly shrinking the size of his collision box for Bounds so he doesn't stop dead on really tiny objects and corners I think he's solid. 🙂 He has very good map mobility, can Bound around corners, his maximum Bound range is very good (I think it's 21 meters which is a few meters longer than Deathslinger can shoot), he can get instant downs, and his Infections can noticeably Hinder survivors. He even has just a touch of periodic tracking with his killer instinct when a survivor cures themselves. I think he's looking to be A tier assuming they make the minor adjustments.
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@Biscuits said:
It never fell off the meta, even before the recent buff to it, it was in about 33% of my survivor games. Now its in about 80%.
The aggregate site I follow has it at about the same 20% or so usage it was before the patch (not 80%). 20% is still very popular, it’s the second most used killer perk after BBQ and Chili.
That’s not to say the rework didn’t shift other perks. Getting back to BBQ and Chili for instance, it’s still really popular but its usage dropped almost in half from around 40% to 20% give or take. Dead Hard is still popular at around 15% usage but a far cry from its 40% usage pre-patch. And on the flip side Overcharge and Off the Record had almost zero usage pre-patch and now are in the top perks used around 15% each.
Basically the difference is that before the patch you had some perks that were being used in 1/3 to 1/2 of the games by individual players, whereas now I don’t think any perk is seeing more than about 1/5 usage. It evened and spread out the most popular perks list a bit.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3142635#Comment_3142635
That's so cool lol. I can just sit in locker here and there and get nightfall much quicker.
It charges more quickly in a locker but not so quickly that literally sitting in a locker all game is a good strategy. But it is enough that if you’re not in a chase then teleporting around and scouting from lockers isn’t a bad idea. 🙂
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Honestly on top of some things other people said a lot of it is escaping versus dying is a massive 7000 point swing in bloodpoints. On top of which the killer also has a swing of thousands of points per kill. Combined that means if I kill a survivor I’m relatively up about 8000 or 9000 points on them versus if they escaped just based on that one fact. That alone means as a rule of thumb if you escape you get as many or more points than the killer got that match, while if you die you get less.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3142678#Comment_3142678
Are you complaining about 6.1.0 or another update, because I can't take you seriously if you think 6.1.0 made a huge impact on gameplay
Well 6.1.0 did have noticeable impacts. I don’t know what you consider “big” but it looks like kill rates have gone up about 8% or so overall, Dead Hard and BBQ and Chili are both used about half as often, Legion and Plague suddenly became popular (although with the Thana nerf that might change again), and Overcharge and Off the Record are now among the most popular perks where before the patch they had almost no usage at all.
And the upcoming patch with Reassurance is probably going to shake things up a bit again.
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This is all part of the one main flaw I think DbD has in terms of design - they tried to build it as a semi-cooperative game and semi-cooperative designs rarely work well. It invariably leads to people not agreeing on whether they are a team or not, what constitutes a win for the “team”, players who aren’t personally doing well sandbagging everybody else or ragequitting since they feel they have personally already “lost”, and so on.
It’s why the official DbD boardgame for example specifically decided to go with the survivors clearly winning or losing as a group and not as individuals each escaping. And why the devs mentioned in one of their update blogs they are looking into adjusting MMR to treat the survivors as a team that all go up or down together based on how many survivors escape (so for example if you die but in the process everybody else escaped you all go up, and likewise if you hide all game and everybody else dies you go down too.) I’m hoping they follow through on that change and maybe even expand on that idea, anything that shifts the game more towards the survivors clearly being an actual team with a clear victory goal for the group is a good thing in my opinion.
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@ThatOneDemoPlayer said:
I like the auto-save feature. It helps tremendously if you constantly switch tabs and your log-in runs out
For sure! Once I realized it was there it was such a relief! 😄
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@Icaurs said:
Many of the devs play DBD, and fairly regularly, and some do play at higher end skill, although I think Mathew cote and ALMO, who are both crucial members of the team aren't that good.
I believe Not Queen still has some of her Nurse videos up and they do stream on Twitch form time to time.
McClean who was a long time senior dev who left the company last year also still streams DbD games on Twitch.
As far as the devs facing off against some Fog Whisperers, it would be fun but honestly I don’t expect the devs to be as good as professional full time DbD streamers. There’s a difference between your job being coding and designing maps and art content and looking for bugs and such and literally playing the game four to eight hours per day. If I had to take a stab I’d guess the people who do a lot of Q&A testing might be the best actual players in the company since they actually probably spend a larger chunk of their time literally playing the game, but even then I bet a lot of that time is spent testing versus simply playing normal matches.
And I don’t think this is at all unusual for game developers. Just because you work building cars for a living doesn’t mean you can beat professional drivers in a race.
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In addition to the replies above, here’s the exact numbers from the wiki for charging Dredge’s Nightfall activation
Nightfall Activation:
- Activation threshold: 300 Charges
- This refers to how many Charges must be accumulated for Nightfall to start.
- Hiding in Locker as The Dredge: +6 c/s
- Number of injured or dying Survivors in Trial:
- 0 Survivors: +0.25 c/s
- 1 Survivor: +1 c/s
- 2 Survivors: +2 c/s
- 3 Survivors: +3 c/s
- 4 Survivors: +4 c/s
- Teleporting back to the Remnant: +10 Charges
- Hooking a Survivor: +20 Charges
- Hitting a Survivor with a Basic Attack: +20 Charges
Notice above that the more survivors there are who are fully healthy the faster Nightfall passively charges. Also every single time Dredge hits or hooks someone it shaves off a few more seconds from the timer too. Therefore it’s even more in the survivors’ interest than usual when facing the Dredge to heal up if possible, try to avoid taking needless basic attack hits, and why Dredge works so well doing a hit and run strategy to spread the damage out.
- Activation threshold: 300 Charges
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3141990#Comment_3141990
Bring a med-kit.
Or bring CoH.
Every player I've seen using Self-Care since it's nerf have been found sitting in or near corners Healing.
Carrying a med kit means not carrying a toolbox and also means if they run something like Franklin’s you can lose it and it also has limited charges. Circle of Healing has limited range and takes time to set up. Again, the people who like Self Care like it because, even though it’s the slowest, it’s also the most flexible of all those options.
Also just because some people overuse Self Care doesn’t mean everybody does.
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@Pulsar said:
Because it's usually better to not heal at 35% speed than to heal.
I think what a lot of people forget is that there are a lot of moments in a game where you aren't in a good position to be on a gen but you also aren't literally running. Maybe you're hiding from the killer briefly, maybe you're checking things out from a high vantage point, maybe you're waiting to see if a killer is still chasing you, etc. The advantage of Self Care then is it turns all those idle moments into times you can partially build up your healing bar. Even when you don't heal fully, unless you're Hemorrhaging you won't lose any partial heals you do. So Self Care is allowing you to squeeze extra time efficiency out of the short periods you otherwise might be wasting, all without needing anything else like a med kit or someone nearby or to be in range of a Boon, etc. Just anywhere, any time you want, heal a split sec when you're not doing something else, then get back to business.
So yeah, it's not ideal to use it as your primary healing source, but it's a good secondary partial healing source to fill in the gaps.
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@I_am_Negan said:
He needs a new mori is what he needs.
To be fair, I won’t judge him, I hear some people like getting their butt paddled. 🤷♂️
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The spreads themselves don’t usually bother me on any of the maps, they’re all kind of similar-ish. There are definitely a few specific gens that are annoying to defend though, like the generator at the top floor of Disturbed Ward.
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Just FYI Dead by Daylight just this Tuesday became available as the free game for Playstation Plus subscribers so there’s probably a bunch of new players checking things out from that. (My nephew is one of them, he was telling me about how cool he thinks Huntress is. 🙂)
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I’m a killer main, but I think Dredge is the only character I’ve played that a survivor told me afterwards they were screaming from the jump scares and how much fun it was. So I know Dredge has some fans among some survivors. 🙂
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@jesterkind said:
If those things matter, they will lead to you escaping or getting kills more often.
Since MMR only looks at your overall performance across multiple games, winrate is a reliable proxy for that kind of information, because if you're making those plays correctly they'll be making your winrate higher.
(Side note, multiple other games also use a winrate-only system, it's not just DBD.)
For sure, with a caveat - the devs did mention during the last MMR testing and rework that they are planning to probably tweak MMR to treat the survivors as a team versus as individuals for purposes of going up or down. So for example if 3-4 survivors escape then all of their MMRs go up, if 0-1 escape they all go down, and 2 is a draw, with how much they go up or down dependent on the relative average MMR of the survivor group versus the MMR of the killer. That way a survivor who, for example, keeps a killer busy in chase the whole match so everybody else can finish the gens and escape actually goes up in rating to face tougher killers versus faces even easier killers to be chased by next time.
I’m hoping they eventually follow through on that adjustment to MMR, I really do think one of the main flaws in DbD is its semi-cooperative design so anything that moves away from that philosophy is a good change in my book!