dugman
dugman
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@JoByDaylight said:
Yes, SWF groups could really do damage to the Killer strategy with this indeed. Solo could be hard but doable as well.
Can you link me your aggregate site? :)
I would but the mods don’t want links to aggregate sites posted because sometimes they use Steam API for data collection and the game doesn’t officially support that. They don’t seem to mind me posting stats from the site though.
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@Ayodam said:
They’re not great for solo, and most survivors play that. You really need a solo build that helps with camping/tunneling, unfortunately, which leaves little room for meme/niche perks.
Actually Breakdown probably works basically as well in solo queue as it does in swfs since it’s a totally passive effect that doesn’t require special communication.
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Actually based on the aggregate site I follow the most popular perks at the moment are a bit different than before the patch. They are
- Prove Thyself (22%)
- Windows of Opporunity (22%)
- Lithe (21%) and Sprint Burst (19%)
- Adrenaline (18%)
The surpise here is how Windows of Opportunity is apparently seeing a big uptick versus two months ago since it didn’t change in the patch rework. But it’s definitely popular, I think even high level survivors are realizing the value of always knowing exactly where to run to get to a pallet or vault.
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@ThatOneDemoPlayer said:
I don't think the Pallet amount is the issue. The issue is that too many Pallets are too safe. Maps have too many God Pallets
Yeah, I said something similar in another thread the other day. Having a lot of pallets isn’t an issue as long as most of the pallets are gameable. I think Dead Dawg Saloon for instance is pretty good in terms of pallets, a lot of them can be gamed out. The problem comes when you have too many pallets that are totally safe, not just the overall number of all pallets.
I don’t think “many” maps have too many safe pallets, honestly a lot of maps are probably fine as is in that regard. The new RPD looks like an example though where they currently have two god pallets in the same main room on the stairs. Even though that’s just two pallets, those two being that close to each other in a central area is problematic, and there are beyond that probably one or two other god pallets elsewhere. I think if they remove even one of those two pallets on those stairs it would possibly be ok in terms of the pallets at that point.
So basically a map having 1-3 god pallets is the right range, beyond that is too much. You could have any number of gameable pallets though since those all can end in the killer’s favor if they outplay the survivor.
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Buckle Up looks pretty bad and has very low usage in the stats, but I think the worst survivor perk is maybe No Mither simply because running it almost always significantly hurts you and your team rather than helps it. Buckle Up for instance doesn’t do much, but it’s still technically better than having an empty perk slot. No Mither though is normally worse than no perk at all!
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Some people suggested remaking something like Hawkins to be like Trickster’s hidden warehouse or music studio which I could also get behind. But yeah, I don’t play Trickster that much but I’m all for neat looking maps. 🙂
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Scourge Hooks do provide nice effects, no doubt, but keep in mind that stronger effect comes at the expense of having to spend more time on average carrying survivors to specific hooks to get the benefit. Even if you make the hook you usually lost a bit of time doing it compared to just using the closest one. And you can’t always make it to those hooks either, it’s not uncommon to simply not have a Scourge Hook close enough maybe once a match or two. Plus if the survivors realize you are using Scourge Hooks it makes Sabotaging them a much more effective tactic. In fact, given that Pain Resonance is currently one of the top five most used perks, I’m a little surprised Saboteur and Breakdown aren’t used more often since they both are direct counters to Scourge Hooks in general.
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@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3138324#Comment_3138324
That's what I assumed. Funny how it gives more bps and is required for some challenges yet doesn't give you mmr. Counterproductive as hell. Although the entire system is really flawed
One of the things the devs mentioned in their update blogs a while back was that they were probably going to be tweaking MMR so it treats the survivors as a team rather than as individuals for purposes of going up or down. So for example if three or four survivors escape they all go up in MMR, whereas if only 1 or nobody escapes it goes down. That way if someone dies to help everybody else get out then they still go up.
No idea how that change is progressing or if it’s still in the pipeline but I do support that either way. I’ve never been a fan of how the game tries to be semi-cooperative where the survivors are kind of of the same time but not really all the time. Semi-cooperative games rarely work well unfortunately, they tend to cause issues like players sandbagging each other or just losing interest and giving up if they personally aren’t doing well, that sort of thing. And I don’t think DbD is an exception. That’s why for example the official boardgame version of DbD actually treats the survivors as a team that clearly win or lose as a group, it’s specifically to get away from those semi-cooperative issues.
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There seems to be a bit of confusion on some details about Spine Chill in various replies here. Below is he actual perk text for reference
Spine Chill
Get notified when the Killer is within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2/4/6%.
The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range.
Some notes
- The range of Spine Chill’s notification is a flat 36 meters, it’s not tied to terror radius. So being Undetectable doesn’t impact it either way.
- Missing above is that Spine Chill has a distance notification as well to help people who can’t hear he terror radius heartbeat sound.
- The notification goes off if you are within 36 meters of the killer no matter what. It doesn’t matter if the killer is in line of sight for that part of the perk, it’ll still light up if the killer is behind a wall or whatever.
- What line of sight impacts is whether or not you get the action speed bonus. If the killer can’t directly see you then you don’t get that bonus.
- Unlike the original version there is a slight delay between the notifications going on or off of 0.5 second. That’s obviously not a huge difference but hypothetically it could alter how useful the perk is midchase (the old Spine Chill could be used midchase to tell what direction the killer was looking as they chased you which could help with mindgames.)
- The original had a vault speed bonus included, the new one does not.
By the way, Spine Chill is now being used about half as often (about 9% usage now versus 18% before the patch). I think the drop is possibly partly because there were a bunch of survivors who were using Spine Chill as part of a vault build but the vault speed bonus was removed so they switch it out to something else. But 9% is still a decent number so there’s obviously a lot of survivors who like it simply because of its ability to mitigate Stealth.
Also note that the devs have already said that this current version of Spine Chill isn’t necessarily its final form because it only works the way it does now with the distance notification while they work on implementing a better solution in the base game (I’m betting on something like the visible heart they have in the mobile game but who knows?) Once that’s in place they’ll also be tweaking Spine Chill to how they really want it to work, however that is, so this entire topic could be moot at that point.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3137814#Comment_3137814
A perk should not completely counter another perk or a killer in general. Undetectable is just that undetectable, as it stands now are useless against a team using SpineChill.
Perks countering each other is fine. There’s nothing wrong with Lightborn countering Blast Mine for instance, both players are spending something in their load out to get that ability.
Mind you, I’m not saying the current version of Spine Chill isn’t problematic, I’m just disputing the generalization that perks should never counter each other.
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Actually I've had at least one survivor tell me after chat they had a great time with all the jump scares I gave them as Dredge. 🙂 So I'm pretty sure they're not alone and there are survivors who enjoy going against it.
Also the Remnant is ok at loops but not unbeatable. And even if you think you can't beat Dredge at a particular loop because of a Remnant you can just leave the tile and go to a different one and since Dredge was moving more slowly while channeling the Remnant you'll probably have time to reach something else.
I do agree though that Dredge has great map mobility and also has decently long periods of really solid stealth. That's why I like to play it. 😄 I'm pretty sure it's not overpowered though, just above average, probably A Tier.
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I never dodge lobbies. If the survivors are better than me so be it, you don't improve by playing people worse than you.
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I've never watched Attack on Titan so don't really care about the show one way or another. I don't care that much about the skins being in DbD either, as long as they look nice and people like to buy them that's fine with me. And heck, there's other goofy skins in the game that I like, such as Milkman Hillbilly and some of the funnier looking survivor outfits. Which is great, horror movies having a bit of a sense of humor in them are sometimes some of the most fun movies to see! 😄
I do agree that Attack on Titan doesn't sound like it fits the theme of DbD at all, so I'd probably be raising more of an eyebrow if they made an actual chapter out of it. But as is it doesn't bother me. 🤷♂️
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@geni said:
-Iron Maiden counters Head on, Flash bang, Inner Healing, The Fish from Zarina and Built to Last.
-Lightborn counters Flash bang, Flashlights in general, half of Blast Mine and Residual Manifest.
-Forced Penance counters WGLF, almost overcome, almost all healing perks, almost MOM.
There is nothing wrong with that because the perks that they counter arent that good either
Lol, if 20% of survivors ran Head On I'd run Iron Maiden. 😄
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@HNTR_Green said:
https://forum.deadbydaylight.com/en/discussion/comment/3131104#Comment_3131104
Its almost like you're proving my point... if the only reason to pick the perk is BP bonus, it is a bad perk and needs to be reworked...
Just FYI at least when it comes to BBQ and Chili it's still being picked frequently. In fact it's the number one picked perk at the moment over the last two weeks on the aggregate site I follow. (22% use rate).
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@BubbleBuster said:
i get why they removed the BP bonus. It makes sense.
What doesn't make sense is making the game grindier because of it. They should've implemented a basekit BP increase mechanic and increase BP gains overall.
To be fair they did increase the base bloodpoints a bit by increasing all the caps from 8k to 10k. On average that's probably 1-3k extra per match since typically you tend to max out at least one of the categories if you're doing ok.
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Honestly the sound and aura suppression alone are probably decent enough to run the perk, the fact that it gives you Endurance as a further safeguard until you feel safe enough to work on generators isn't even the part I think makes it useful against me as a killer. Like you said, if someone is intentionally using that Endurance to bodyblock they're probably wasting Off the Record, I think it's more effective as something that gives you stealth to help you steer clear of the killer for a while once you've gotten some distance from them initially. The survivors who use it defensively to stay away from me are, to me, more dangerous than the ones who use it aggressively to do in-your-face Endurance blocks.
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The thing is, though, Reassurance is mostly beneficial if a killer isn't proactively finding other survivors to chase. If killers who currently face camp adapt to a Reassurance meta by shifting tactics to more aggressively finding survivors and slugging for pressure (which is how I play) then the perk probably won't even be much of a factor. Which could mean a cycle of periods where Reassurance is popular because survivors feel killers are face camping, killers face camping less, Reassurance being used less, and then killers who liked face camping before switching back to it, etc.
So unlike some other popular meta perks it's one that is really mainly useful only against a particular type of camping strategy. Compare Reassurance to, say, Windows of Opportunity which is one of the most popular perks at the moment and which is useful pretty much no matter what killer you're facing and how they're playing. Or Sprint Burst, another one that's really popular and also broadly useful in a variety of situations.
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I agree, it doesn't happen all that often fortunately but on the rare occasion you have two survivors both crouching around not doing gens and also trying their hardest not to be found it can be really tedious and long if you are playing a killer that doesn't have something to help with the tracking. I'd be ok with either crows starting to appear or some other sort of other internal timing device that triggers when no new scoring events have occurred in the last 5 minutes or so. (That should be plenty of time for at least one player to score points somewhere!) If not crows then I'd also be good with, say, just a sudden death timer that if the game stalls out too long it simply ends in a draw for the remaining players.
On a side note this also could maybe be useful to combat the hackers who intentionally stall the game out somehow after endgame collapse that have plagued some of the streamers recently.
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I don't normally complain too much about the maps honestly. Some of the things that I might consider would be:
- Size - Ideally all the maps should be roughly the same size in terms of total tiles. Maps that are too large are painful for killers with limited mobility, maps that are too small would be oppressive for survivors who have to keep avoiding the killer all the time. If I had to guess I'd say around 140-160 is probably a good size which is where a lot of maps currently are. (I think Ormond is the median size at 156). Once you get to the 170 or so range it starts to feel too large.
- Safe pallet numbers - I'd say two or maybe three super safe pallets is probably about the right number. So that might be, for instance, one at Shack, one in a main building, and another maybe elsewhere in the map. You can have pretty much any number of "unsafe" pallets you want because since those are beatable if the killer outmaneuvers the survivor they feel fair for both sides. But the ones where it's impossible to catch a survivor unless you break the pallet should be limited to a handful spread around the map. For example, on PTB, I don't like how there are now two super safe pallets on the stairs in the main areas of each of the new RPD maps. Those maps should spawn either one or the other of those pallets, never both at the same time, particularly because I'm pretty sure there are already also one or two other safe pallets elsewhere on those maps.
- Breakable Walls - I like breakable walls as a killer, I think they're interesting. Ideally, breakable walls should be something that the killer doesn't feel forced to break to avoid an infinite loop, but that should still feel like if you spend the time breaking them it's worth the effort. So the walls if unbroken should create a strong but still potentially beatable loop, and if they are broken should significantly weaken that strong loop into a noticeably shorter chase. What should be avoided would be walls which either serve literally no purpose (e.g. some of the walls in Dead Dawg have almost no effect on chases at all so breaking them is a waste of time), or even worse walls that if broken actually make the area stronger for the survivor (e.g. if I recall correctly one of the walls in the Springwood preschools for instance creates a potential infinite loop if broken.) They also shouldn't create complete dead ends, such as for instance there was a breakable wall in the upper floor of the Saloon which, in left unbroken, made the room a dead end if a survivor went through its window.
- Totems - Ideally totem locations should be as plentiful as can be practically done to make it harder to memorize and search all the possible totem spots, but within some guidelines.
- Totems shouldn't be in positions that are totally out in the open easily visible from a main pathway.
- Totems should generally speaking not be in hard to reach second floor areas of buildings. That's because if a Boon is placed on such a totem it makes it a losing proposition for the killer to go and try and snuff it, but at the same time because of how ranges are calculated such Boons end up covering the entire building in the process. The Ironworks second floor totem spots are a good example of this - getting up the stairs to snuff the Boon there takes so much time because of the circuitous path you have to take that it's not worth it but meanwhile it's covering the entire central building area. (Fortunately there aren't too many such totem spawns, it's probably just a handful of five or six or seven. So maybe someday the devs can actually take a pass at them and move them to the ground floor.)
- Totems shouldn't be too close together, ideally they should be more or less equally spread out around the map.
- And finally obviously why they should be hard to see they shouldn't be jammed so tightly in a corner or obstacle that a player would have trouble interacting with it to either place a Boon or cleanse or snuff it.
- No Dead Ends - This was an issue with the old version of RPD that's being replaced where it had rooms that were basically dead ends. Dead ends on indoor maps are just not fun for anybody that gets stuck in them, and they make figuring out how to get around a map that much more annoying. So especially on indoor maps and large buildings there should normally be at least two easy to see ways in and out of the room. The new versions of RPD maps fortunately look much better in this regard, they opened up a bunch of the dead end rooms and it seems like those new maps are now that much easier to get around in.
- Lines of Sight and Sight Blockers - This one is kind of harder to objectively quantify, but a good map has a mix of being able to see long distances down main pathways but also has enough line of sight blockers that there are ample ways for a player to not immediately be seen by an opposing player. You want the long lines of sight to promote the killer actually finding the survivors, but you also need the obstacles and walls to block line of sight so that survivors have a chance to try and hide and also so the killers who are stealthy can have a chance to sneak up on unsuspecting targets. I think most maps already do this pretty well. Midwich for instance has nice long hallways that you can see people coming and going, but it also has a bunch of shelves and fences and things that can give survivors cover in the side rooms. Dead Dawg has a nice open main thoroughfare and area around the gallows but also smaller alleyways and various shrubs to block sight.
- Lighting - I think the lighting can vary from map to map, it's nice having some maps like Ormond and Eyrie be brighter than, say, Gas Heaven. However I don't like when sections of maps are so dark you literally have trouble seeing where you're going at all. Running into walls in the upper floor of the main house of the Garden of Joy for example is a place I think the lighting is too dark. Another example would be the old version years ago of The Game had a lower level that was oppressively dark, I was constantly frustrated trying to stumble my way around not even being able to see the walls in some sections. The current version has a significantly brighter lower level, it's still dim in some places for atmosphere but not so black you can't make out the walls so it's much more enjoyable for me now in terms of the lighting.
- Landmarks - As an aesthetic point, every map should have something that, after the match, you can think back and say "Oh yeah, I was on the map that had (such and such)". For instance, Gas Heaven has the main building and also the sign with its name on it. That makes it distinguishable from Blood Lodge which has its own much different looking structure. A counter example would be the Springwood maps, there are five different Springwood maps and as far as I know they all have the same looking preschool, two houses and street with an ambulance on it. I played a match just last night on a Springwood map and I couldn't tell you if it was map 1, 2, 3, 4, or 5. To me that makes them feel way too similar aesthetically. They could use something, including a name change from just "1/2/3/4/5", so that after I play on a Springwood map I can know exactly which map it was and enjoy whatever the unique feature was that makes it special.
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Doctor is picked about the average amount over the last two weeks on the aggregate site I follow. (3.4% of games which is about the mathematical average for 29 killers). Keep in mind that with almost 30 killers in the game on average you'll only see a particular killer once every 30 games or so.
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The tweak I think they might be considering would be something to prevent possible abuse, maybe making the perk be an opt-in or opt-out effect for the hooked survivor rather than something that is done to them involuntarily.
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@Excalibrates said:
Returned to playing DbD after a break and have noticed that cheating is a massive issue in the game. Have experienced some very "unlikely" situations so have started observing killer behaviour and it's obvious that a huge percentage are using some kind of player aura hack.
Killers are making beelines directly for survivors and finding them regardless of where they are hiding or what they are doing, without using any of the perks that would enable this under normal play. I've seen killers come around corners swinging at hidden survivors without any possible prior knowledge that they were there and numerous other examples that simply can't be explained any way other than some kind of aura hack. Whenever I've had my suspicions about a killer 100% they've had the "other platform" icon against their name; I play on PS4 so indicates a probable PC player.
I played about 6 hours yesterday, I would say that something like 30% of the "other platform" players were blatantly cheating - none of their perks were aura based yet they could unerringly find and catch survs without putting a foot wrong.
Given there's little desire to prevent cheats and the report options are worthless, can we at least have an option to play with "same platform players" only? At least then console players can have the intended level playing field.
30% of players cheating sounds like a big exaggeration honestly, not nearly that high a proportion of players are so invested in the game that they bother spending time and money installing hacks.
Maybe record some of these matches where you think people are “obviously cheating” and post one of them so you can demonstrate the sort of things you’re talking about? Who knows, you might even spot how they did something without actually cheating on review.
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@NerfedFreddy said:
Can't blame them. Nurse should get Spirit treatment. Enough of this really
I can blame survivors who all ragequit when they don’t get their way in a match.
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I don’t play survivor that often, but when I do I always play Plunderer Ace with Plunderer, Open Handed, Ace in the Hole and (just recently acquired from the shrine) Appraisal. Not because this loadout is awesomely effective, but because it’s fun to go in with a toolbox, use it on a gen right away, then rummage around for something else to use and see how that goes, and keep going as desired. It’s just kind of neat in principle to go in and scrounge around for cool stuff. 😄
Out of that particular loadout though I think Open Handed is the actual best perk though. Adding 16 meters to the ranges of all auras for all survivors is a huge buff to various aura perk. For instance, one of the new perks coming from the PTB is Wiretap which shows all survivors the aura of a killer within 14 meters of the tapped generator. If Open Handed is in play that more than doubles to 28 meters, almost as big as a terror radius! Or even more popular, it doubles the radius of Kindred from 16 to 32 meters, that’s four times the original area of coverage. Honestly, if I wasn’t so enamored with opening chests I’d run an Open Handed aura build with Kindred and some other aura perks just because of how well Open Handed synergizes with them.
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I think the reason is they generally want to keep it as, if you’d like to interact with something, you press the Interact button. Want to open something? Press that button. Drop or break a pallet? Use that button. Use or break a gen? Use that button. If the default was different objects required different buttons to interact with them at different times it could get a little confusing.
That said they could hypothetically have those alternatives available as key bindings and simply keep the default bindings all as Space on PC, for example. That way someone who is comfortable having multiple keys for different types of objects could manually change the binding to Pallet interactions to be something different from Survivor interactions, for example. But people who don’t care that much will still have the simpler to understand single key setting.
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@Deathstroke said:
Barely no-one uses coh anymore it was nerfed many times before so it's fine now it should only be easier to locate for killer when he is in range that's only change it needs.
Circle of Healing is still used, it’s just not in the top ten. But on the aggregate site I follow it’s used by about 9% of survivors which is decent. (It’s just under Decisive Strike and just over Spine Chill in percentage.)
But yeah, I agree that Circle of Healing doesn’t need a nerf, its current healing speed seems fine. I’ve definitely seen matches where survivors lose because they too much time setting up and resetting up that Boon and running back and forth to try and self heal instead of using that time to finish gens.
The only problematic thing about Circle of Healing (and Boons in general) is with very specific totem spots in multi-level buildings and maps where a survivor can place the Boon and it covers a wide section of a main structure but in order to snuff the Boon the killer has to take a long path to get to it. For example that totem spot at the top of the Ironworks building is a prime offender, it covers basically the entire building but is so out of the way to reach it’s a losing proposition of the killer wants to snuff it. Fortunately this isn’t much of a problem on most maps, just specific ones, so all they have to do is move or remove those particular totem spots to be closer to ground level.
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I only play a match or two a night so I think I’m in the 20s? 🤷♂️ I never completely finish the Rifts.
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The possible tweaks I could see might be
- Reducing the size of his collision hit box. They did something like this with Blight after his PTB had similar collision issues of slamming into terrain when it didn’t seem like he should
- Letting his do his normal attack when he Bounds into someone who is mid-vault. It feels a bit odd that literally nothing happens when he collides full on with a survivor who happens to be doing that specific vault animation. (Note that he does do normal attack animations when survivors are doing other certain animations, the vault seems to be an odd exception.)
- Swapping priority so if he Bounds into a pallet that a survivor is trying to raise with Any Means Necessary is cancels the Any Means Necessary intent instead of canceling his vault. Again, this is mainly because this particular animation seems really counterintuitive, you’d think Wesker trying to leap over the pallet wouldn’t just stop dead in his tracks because the survivor on the other side was trying to lift it.
Otherwise I can’t think of much else they’d change unless there’s an add-on or two they want to adjust.
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Well with the lights out it's less dangerous...
... oh, sorry, that's Teen Spirit, my bad. 🤷♂️
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I'm surprised I don't see Deja Vu run more considering how important it seems for the survivors to know which cluster to try and break up. It even gives a modest speed boost on the gens.
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@Hoodied said:
Killer in this situation, they are the only one who can end the game in this situation and they still have an option to end the game, they just wanna kill you via tombstone, so if he is holding you in a locker indefinitely and refusing the take you out its on him
Actually the survivor can hypothetically end the game by getting out the hatch, but realistically the killer can obviously end it a lot more quickly than that if the survivor is just hiding in a locker in front of them.
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Because the object of the game is to kill them so that's what I try to do. 🤷♂️
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Leaves = 5 each
Caterpillar = 3 each
3 Apples + 1 Caterpillar = 30, therefore Apples = 9 and Apple with Caterpillar = 12
Apple with Caterpiller plus six leaves plus Caterpillar = 12 + 6 + 3 = 21
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I do play a small amount of solo queue survivor but mostly stick to killer.
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My nephew plays PS subscription games, I’m hoping he gives DbD a shot, it would be fun to help him out. 🙂
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Don’t revert it completely, just remove the action speed penalty. I’m positive if they just take away the action speed penalty the perk will be fine.
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An obvious issue with this is how can the system tell if someone is intentionally missing checks or is just playing badly? I guarantee there are new players who try to pull themselves off hook and they die on second stage because they don’t get what’s going on yet but they obviously shouldn’t be banned.
Also note that disconnects never ramp up to literally permanent bans so even assuming the devs wanted to ban quitting on hook (which I don’t think they do) it wouldn’t make sense for rage quits on hook to be even more serious than disconnects.
All that said, I do think the self-unhook mechanic is a bit silly the way it works. A system I’d prefer is if you don’t have a perk or other effect that specifically lets you pull yourself off a hook then you can’t do it. There’s really no particular need for the 4% unhook thing, it just adds extra randomness for the sake of extra randomness. Then change Luck a bit so if you have Luck you do get a chance to unhook but it’s not 100%, and/or maybe also gives you some other benefit like changing the size of skill checks or giving you a random chance to block a hit with Endurance, etc. That would self unhooks a little less swingy and also as a bonus mean people who want to rage quit actually can’t intentionally speed up the wait time on that first hook.
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@ThatOneDemoPlayer said:
It curves lightly, you can make the smallest adjustments during your Shred. You can, for example, slide on a wall and then bump into it by accident by moving your camera into it. Happened to me a couple of times.
I don't think holding W increases the range of Shred. Its maximum range is 11 Meters
On a tangent this is also another difference between Demo and Wesker - Wesker’s combined two step Bound covers up to 21 meters (from the wiki stats the initial bound is about 7 meters and the second one is about 14 meters). So he can Bound into people at a few meters beyond the max distance of Deathslinger’s shots.
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@Saitamfed said:
This might seems silly... but I've noticed that if you start the unhooking action then the timer gets paused... so that means if a survivor wants to annoy you, the only way to stop it, it's with a DC.
Well the more likely scenario is the killer will hit or chase the survivor doing this off. But yeah, if the killer is afk or not around or whatever then a survivor could hypothetically do this a bunch. If it continued too long you could even record it and report it as griefing (it would have to be a really long time though probably for them to consider it bannable.)
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Sounds like the issue is solo queue, not Pentimento.
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Not specifically for unhooks per se, but I do break off chases I think will pay off less than switching targets.
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I won’t know until I play them on live. I do like that they opened up alternate ways into a bunch of dead end rooms though, that’ll make getting around the maps easier.
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@Ayodam said:
People think Prove Thyself is OP? It seems more like a detrimental. It’s generally META for survivors to split up and work on different generators. I guess PT could be really helpful when there are 1-2 gens left in some sort of 3-gen set up. You’d need at least 3 survivors alive to really make it work, though.
I don’t think Prove Thyself is necessarily overpowered, but it’s definitely super popular currently. Basically while normally splitting up and doing gens solo is more time efficient, Prove Thyself mitigates that and actually makes it just about as time efficient to pair up. As long as not everybody in the team has it (since it doesn’t stack with itself) it can give the survivors a lot more flexibility to pair up and push through on a specific gen if they’re facing heavy slowdown effects.
On a tangent that’s also why I think we’ll probably see more killers running Discordance as a direct response to survivors intentionally frequently pairing up for Prove Thyself. Normally Discordance isn’t all that great because you don’t want to encourage survivors to split on gens, but when they are going out of their way to pair up with Prove Thyself you don’t have to worry about them trying to spread out as much because they’re not inclined to think that way for the most part.
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Yeah I don’t have a problem with slugging generally but if you have all the remaining survivors slugged and can easily hook them to end the match but intentionally leave them on the ground just to drag things out as long as possible then you’re being a dick.
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The devs announced in January they’re working on adding more information to the HUD icons so you can tell what the other survivors are up to. Not quite as powerful as actual auras but still probably useful. Unfortunately they temporarily set that plan aside to make room in the pipeline for everything else in the fiscal 2022 roadmap so it will still be a while before we see it.
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Generally speaking I like the melee killers with a bit of stealth the best. In no particular order
- Dredge - Maybe my favorite at the moment, its teleport is awesome and its stealth during Nightfall is pretty great. Plus his aesthetic is really cool, its skins are some of the best in the game!
- Sadako - Similar reasons to Dredge, teleport is solid and her stealth is really great (although I hope they consider getting rid of her lullaby, not sure why she’s the only stealth killer with a lullaby). The Ring is a fun IP as well, plus the occasional Condemned kill is neat. Not as powerful as Dredge but still really fun to play.
- Meyers with certain add-ons - I’m not a big fan of Meyers base kit, but he’s got some of the most fun playstyle variant add-ons in the game (i.e. both of his Mirrors, Tombstone and Infinite Evil). I never get tired of messing around with those various add-ons. 🙂 Particular Scratch Mirror Meyers, he’s got maybe the best stealth in the game along with unlimited auras, super fun to play even on maps people assume are bad for stealth!
- Pig - Despite Pig’s reputation as being weak, I actually do fairly well with her. In fact my favorite loadout is using her red add-on that reduces her traps by 2 but gives her auras while crouched combined with the brown add-on that increases her crouched movement speed. Combined it gives her better mobility while stealthed and then with the auras can hit Ambushes really easily from around corners. (Just the other day I played this and just shredded a group of survivors who rushed in after the first down for flashlight saves and such. I simply crouched for a second after the hit, saw two of them hiding around corners, and got a second down instantly with an Ambush. Nobody expects mid chase crouch and Ambush from around a corner out of the blue. 😄)
- Demogorgon - It’s kind of close between Demo, Doctor, Clown and Freddy for this spot, but I think I’ll give it to Demo. His lunge is kind of fun but mainly I just love how his portals give you active tracking information the entire game, just super useful! I played him last week with a Don’t Mess With Hexes build and it was a ton of fun. He’s also fun with the add-ons that make his Shred pallet breaks and miss or hit recovery much faster.
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@Kaitsja said:
I agree with all of these bar removing realm offerings. If the devs rework the map algorithm so you don't get the same map consecutively, then sure, but I don't want to keep playing the same map 5 damn times in a row.
I am definitely onboard with them tweaking the map selection algorithm so it never picks a map that any of the five players used in their most recent match.
That said, even without that improvement, if they remove map offerings it would decrease how often you play the same realm two or three times in a row since it removes the ability of players to force the game into the most forced ones. (And obviously seeing the same realm five times in a row in the current system is an exaggeration, you have to get incredibly unlucky to see a particular map more than twice without offerings.)
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Nurse is my least favorite killer to play but I don’t want her removed from the game. I wouldn’t mind seeing her be tweaked though.