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dugman

dugman

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  • I’m not opposed to slightly increasing the base FOV for killer and leaving in Shadowborn for people who want even wider FOV than that and to have a slider than allows you to lower the FOV below those maximums. There does need to be a maximum FOV of some sort though or the game would be broken.

  • I just play a game or two on whoever I have a daily ritual for that night. My favorites are probably Dredge and Sadako though since I like both stealth and teleporting.

  • As others said above, killer incentives do happen, it just depends on the region and time of day. I’ve seen killer incentives at 100% as well now and then myself the last few weeks.

    Also keep in mind the game needs four survivors for every killer, so unless there are four times as many survivors queued up as killers the incentives are going to be biased toward getting more survivors. If half the people playing are queueing for killer and half for survivor for instance it needs 60% of the killers to switch sides to balance it out. That alone is going to make the incentives tend to be 100% survivor a lot of the time regardless of anything else.

  • @Nun_So_Vile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247353#Comment_3247353

    I've got ppl in 1 of 2 parties. Either they absolutely loved the changes, or they dropped the game completely within the first couple weeks. Personally, I don't like it as much as the original either.

    I was sort of curious at one point about their plans to have a full blown PvE campaign mode or the like so you could just play the game solo cooperatively against bots but that never really seems to have gotten into it either.

  • Haven’t played Overwatch in years. My nephew played Overwatch 2 a bit but doesn’t seem to like it as much as the original.

  • @Quizzy said:

    Is pointing really bm? Now i understand tbagging. But i usually say come here when i stun or throw pallet because im asking to be chased more. Not to be mean. But i guess everyone interpret things differently i suppose

    It’s as much bm as hitting someone once after you hook them.

  • @Droneinthrwind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247067#Comment_3247067

    That would be a terrible design choice.

    Players are too good, let's make fail the skillchecks on purpose...

    It’s actually possibly intended as a way to make it a little risky to leave a gen midway through since you risk the chance it will lose some progress.

  • I'm reserving judgment until I actually see it in action. A 0.25 second additional window is quite small, it sounds like it's mostly just making up for latency differences honestly.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246140#Comment_3246140

    downing someone at 108% m/s is like playing tier 1 burger king myer's. I understand that bad survivors exist, but starstruck is not a serious perk that I could ever consider on any killer besides nurse. 30 second is a joke-level of duration for normal killers. fun fact, when ghostface was put into PTB, His mark had 30 second duratio. it was changed because his mark would run out if you chased anyone with it active. On release, it was increased to 45 seconds. After his recent update, it was increased again to 60 seconds. what this shows is how much of discrepancy there is between a high-tier killer time to get hit on survivors compare to everyone else. SS is meme-tier perk on every other killer except for nurse, with or without agitation.

    Actually Tier 1 Meyers is 105%, he's faster when he uses Agitation (and one of the funniest backpack gimmicks is Scratch Mirror Meyers with Agiation and Starstruck, etc, since he's still Undetectable while doing it. 😄)

    But yeah, I've downed people while using Agitation who were, again, too close and out of position when I picked someone up. It doesn't matter much if you're 108% versus 115% when they're already right near you.

  • I agree, this Halloween event and the changes to how the Rift works are great. 🙂

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245997#Comment_3245997

    your only moving 8% faster. I am not going down anyone at 108% speed. backpack(Agitation+Iron grasp) build is a joke build. I have played few killers trying something like that but it just looks so silly. The thread derailed from dark devotion to SS.

    I've definitely downed people moving 108% speed with Agitation who started near me. You can't do a long chase with it but you can definitely get someone who is out of position nearby when you pick the person up that you are carrying.

  • Looks good, some off hand comments going through it

    Bots in Custom Matches

    Really looking forward to trying this out. 🙂 Not only because it's a chance to try new stuff out at a leisurely pace but also because it's a chance to simply go into a custom match and explore maps for the sake of exploring them and looking at stuff. I'm looking forward to actually just walking around some of the maps without worrying about messing up the match for someone else.

    It's too bad the killer bots aren't in the initial release, but I'm not surprised they're taking longer to develop. It might be nice though to actually get a chance to practice survivor play against bots some day since I hardly ever play survivor.

    On a side note, I'm hopeful that whatever pathing routines the bots use can be leveraged to help Nemesis' zombies not be so brain dead (no pun intended). Maybe if the new bots don't get stuck on terrain all the time there's hope for the zombies too!

    Visual Improvements

    Not to much to say, the new wooden features look good I think? (Hard to tell when it's not actually in game but I generally think the art department does a great job.)

    Flashlight Adjustments
    • Locker Blind Immunity is great, that exploit where a pair of survivors could trade off being in lockers to blind the killer if one was grabbed was a bit annoying. It wasn't an overpowered strategy or anything, but still irritating to deal with when it occasionally cropped up.
    • The Flashlight Save buffer sounds like it could make flashlights slightly more of a threat. I know for sure I've had some instances where I picked someone up and got blinded right afterward but didn't lose the carry. Probably a good thing overall since I've always considered flashlights to be a bit weak on average but be prepared for a ton of survivors trying them out for better or worse when the patch hits!
    Matchmaking Improvements
    • They mentioned wanting to do team based MMR a while back so that's not a surprise. I'm all for the survivors effectively winning or losing as a group so taking a step in that direction sounds good to me. 🙂 Ultimately I'd love it if the game actually just said "Survivors Win" or "Survivors Lose" at the end rather than all these other ambiguous things about the Entity's mental state and pips and bloodpoints muddying the waters. Having a crystal clear win/loss condition for both sides is something the game could really use, in part because I suspect making these thing ambiguous somewhat increases the amount of ragequitting and sandbagging in the game because of people feeling like they personally are losing even though the survivor group as a whole isn't. Either way, though, matchmaking based on the team as a whole is a good thing in my opinion.
    • The extended break adjustment to MMR sounds reasonable to me, not much else to say there.
    An Update on Cheating / Temporary Bans
    • It sounds like they've made progress on a list of the most absurd things cheaters could do like instantly crashing the game or forcing endgame collapse to never end, etc. So hopefully that trend can continue, cheaters generally suck so I'm all for anything that helps mitigate their impact on the game.
    • Likewise I have no problem with people who get banned to inappropriate behavior getting longer temporary bans.
    Not mentioned in the update

    This update sounds great overall, looking forward to everything above. 🙂 A couple of things that weren't mentioned which I'd be curious about at some point

    • I wonder if they're still planning to do the new HUD icons for survivors? The solo/swf balance gap is still as far as I know probably about +3-4% per person in the swf which does make a noticeable difference with 3-4 person swfs. I like the general idea of giving buffs that help solo survivors more than swfs to close that gap a bit so it'll be interesting to see if those HUD changes or something else makes its way back into the 2023 roadmap.
    • With everything else that happened in 2022 the balance passes they had been doing on a semi-regular basis got tabled. Sadako for instance never actually got her balance pass that probably would have already happened this summer. (Not that I think Sadako needs drastic changes or anything, but she could probably stand some minor tweaks.)
  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245958#Comment_3245958

    not my experience with the perk. the perk generally expires from survivors running away. By the time you get to them, the exposed debuff is gone. I have tried the perk on 5-6 killers for like 10 games. I tried on wesker, its ok but somewhat of gimmick that relies on survivor playing poorly. I don't like gimmicks. I like running perks that work against me when I play survivor because it verifies the effectiveness of the perk for when I run it as killer. I use this same logic for survivor perks when I am playing killer though Its strange to suggest improving a survivor perk because your only making your killer gameplay harder for yourself when playing against it. very awkward.

    That's why I included Agitation, you can outrun survivors if they're near you with that perk when you pick someone up. Without Agitation it's not as good.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245909#Comment_3245909

    30 sec for m1 killer is too little. I wouldn't use it on other killers. only nurse can use starstruck because her time to down is around 30 seconds, with other killers, you just hold-w against the status effect and the perk has no potency. you can already run distressing+agitation for 52 meter terror radius. Starstruck simply is not good perk for pretty much for all but one killer.

    I don’t know, I’ve gotten decent value out of Starstruck plus Agitation before. Even if you just get one or two instant downs from it the whole match it’s worth a slot, and it’s amazing how often survivors try to bodyblock you after the first carry before they realize you have this perk. It really punishes bodyblocking squads. 🙂

  • In terms of aesthetics and theme I think I like Dredge, Sadako, and Freddy the best. In particular I like how Dredge and Freddy both change how players see the world during the match with Nightfall and Dreamworld. Sadako doesn’t change how the map is seen but she has some really neat animations and her jump scare on the menu is one of my favorite bits there. 🙂

  • @Archol123 said:

    They already tweaked it because queues were taking to long and people would only face the same 3-5 killers all the time, so they lowered the soft cap for mmr and making mmr even more worthless by that, but there is no other way around it because people would not want to sit in queue for 20-30 min either.

    As for the pairing with way stronger people apparently once you have a killer that has reached the softcap all other killers mmr gets raised to almost that. If you want to have more information about mmr watch this video Scott made about it:

    https://www.youtube.com/watch?v=GHEkN-oDLrk

    Or this video that was basically Scotts source for the information in his video (it is also linked in the video description):

    https://www.youtube.com/watch?v=xI9jiL0FL0c&t=0s

    They both partially include the same information as Scott is referring to the video below... Hope that answers your questions.

    One thing that’s not mentioned in those videos FYI is MMR is on a bell curve and 1600 is probably around the 6% or so point based on some rough estimates we did a while back. (Basically the devs mentioned 1% were over the old higher soft cap, which implied a mean of 1000 and standard deviation of about 400, and when you use hose parameters it comes out to about 6% percentile for the 1600+ plus crowd.) Some people seem to think the number is much higher based on bad intuition about the math (e.g. “the numbers range to 3000 so half the people are over half that”).

    Also some people seem to incorrectly think your MMR goes up or down a flat amount per match so the more you play the more it goes up if you win most of the time. But in reality how much it goes up or down depends on the relative MMR of your opponents, so if you win against a lower rated opponent it goes up less than if you beat a higher rated one and vice versa for losing. So even if you have, say, a 70% kill rate, if you are already mainly playing against lower rated opponents because you are in the higher part of the curve then your MMR will only go up a little per win and go down a lot per loss, keeping your rating relatively stable. It take a lot of time and a lot of wins against really good players to get to the ratings the main streamers have.

  • @Lobos said:

    I'm so sick of seeing killer mains acting like this game isn't completely in their favor! Even if you do run into a SWF it's one damn match you lost!

    Playing Survivor is beyond miserable and you can literally lose 10 or more games in a row. No killer player is losing that much and it's so disgusting seeing them all complain constantly about SWF!

    If Solo wasn't such a miserable experience people wouldn't be forming so many SWFs just to have a chance at a fair match up!

    As a killer my thinking has been that solo players should get a slight buff, not that swf players should get a nerf. 🤷‍♂️

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244606#Comment_3244606

    an 8% regression perk being top perk for killer shows how much the killer perks have been obliterated. jolt is pretty underpowered. the basic attack function limits its activation. the regression below 15% barely does anything for killer when playing aggressively and going for hooks/pressuring the map. I usually expected each individual regression perk to deal 60-80% total regression in a match. The only perk that seems to be doing that for me is pain res and that perk has some serious inconsistent rng.

    I think a pretty reasonable marker for how much extra time you want out of a perk to be good is around 60 seconds per match. That’s how much time you get out of No Way Out for instance. So if Jolt hits about 7-8 generators per match it’s worth it. Considering it hits 1-2 generators most downs that means if you get about 5 downs you’ve gotten your 60 seconds out of it. Pain Res gets 60 seconds after 4 hooks, maybe 5 or 6 if you can’t reach the scourge hooks for some reason. So I think they both have good value.

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244606#Comment_3244606

    Which is crazy to me. Corrupt Deadlock is still the king at higher MMR, where you will have no time to ever kick a gen on a weaker killer and survivors will be doing them 10 feet away from you with sprint burst primed until you are actively chasing them

    Jolt does almost nothing to change the course of a game like that. It's good at securing a game you are already going to win, but who cares about that?

    Jolt, Corrupt, and Deadlock are all in the top 10 most used perks, it's not like any of them aren't seeing use.

    If I had to guess I'd say some people like Jolt because it works well when you're playing for a 3- or 4- gen midgame since odds are pretty good that in that scenario a lot of your downs will end up being near one or two of the gens and you'll be getting free regression on every down. And unlike Deadlock, which only triggers once per gen completion, there's no limit to how many times Jolt can trigger. It also works well with killers who like to slug a bit because it's not reliant on hooks or kicking gens and when you slug you're getting extra downs during the match compared to if you hook everybody every down.

    Also note that I think Jolt actually regresses gens that are blocked by Deadlock, so you can even run them both at once. But currently the most popular combos are to run Jolt with Pain Resonance and some other popular perks. (Here's a snapshot of the most popular Jolt combos on Nightlight at the moment. Notice how many have Pain Resonance too.)

    image.png


  • Jolt is already solid, it's the number 4 most used perk on Nightlight as well. It definitely doesn't need a buff.

  • Kidding aside, tweaking Midwich for “school events” for Halloween or other holidays would be kind of cool. 🙂

  • @squbax said:

    I like how people mentioned they like going against sadako before this playstyle appeared, it's literally saying (or at least thats what I underatand), I loved going against a killer that was a guaranteed escape, but noe as said killer can pose a threat it is no longer fun.

    To be fair, the original poster is saying they don’t like it because the killer is just slugging instead of hooking so it’s a complaint about slugging strategies.

    On the other hand I’ve never really understood why survivors gripe so much about being slugged. After all, if you’re slugged, you can at least crawl around so there’s at least something you can do. And it’s not like the killer isn’t chasing people to get the downs or facecamping someone for two minutes straight, they’re proactively engaging with multiple survivors the whole match. So to call it “boring” seems an odd choice of words.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243127#Comment_3243127

    exhaust is not powerful enough by itself for it to be scourge hook. I agree with dug's analysis of the perk. just removing injured condition would be good enough. for the perk to be scourge hook, hemorrhage would need to be swapped for 2% hindered or maybe broken.

    Or if it were a Scourge Hook it could have an extended duration like 45 to 60 seconds.

  • Spine Chill is definitely still good, and it's still seeing above average use on Nightlight (about 7% which is about twice the average.) It's just top 20%+ like it was prior to the rework.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241459#Comment_3241459

    I made a suggestion around the time Residual Manifest was release saying the blind duration should be buffed and suggested 60 seconds. I was meet with a bunch of people claiming that it would be too strong if it did that.

    The blindness effect kicks in immediately when the killer is blinded so you already lose out on seconds due to the fact their screen is blocked anyways. Then in most situations where you blind the killer that 30 seconds will wear off before they down someone so it can't be used to block hook auras either. The only situation where I've seen Residual Manifest do anything is this one match vs a Scratched Mirror Myers on RPD.

    I think I also mentioned how it doesn't block scratched marks so it's not even useful at pallets as a way to help sneak away either. I wouldn't mind if blindness blocked seeing scratch marks as well since that would also make blindness affect Fixated and Inner Focus. Atm though as fun as Residual Manifest is, unless you encounter a scratch mirror myers or all seeing wraith, it really doesn't do anything and blinding the killer is such an interesting anti-aura reading tool that I wish it was a bit more useful overall.

    Yeah, I disagree with anybody that thinks the 30 seconds is long enough. As a killer I've been hit once or twice with Residual Manifest and barely noticed. (I may even have been hit a few times and not noticed at all in fact, I don't pay too close attention to those little condition icons and without that unless I was actively watching the gen auras for some reason I might not even realize it happened if I was mid-chase at the time.)

  • @Steel_Eyed said:

    He would have three power buttons since he still has the teleport. Might be too much. Swapping powers would still take a third button.

    It would be exactly the same as Clown. Tap the ability button to swap between the two, hold it to teleport. Literally no difference in complexity between that system and Clown’s bottles,

  • I don’t know that it “has to happen”, but I wouldn’t mind seeing keys and maps merged into a single item with both functions. It would reduce bloodweb clutter having one less item type and the combined item would be more on par with tools and medkits.

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242730#Comment_3242730

    Ash is a licensed character, so he costs real money.

     BHVR has been nice to you from the start, but you spit on them.

     Either you accept the fact that there are licensed characters, who participate in the financing of the game and you play the game by buying them.

     Either you refuse to buy them and wait for their perks in the shrine.

     You have a lot of free characters (even if it costs shards) that have interesting perks.

     But good sir wants everything, right away.

    Huh? I just used Ash as an example of comparison of whether it costs less to get a characters perks from the shrine or from buying them and Prestiging them. How are you getting from that I’m “spitting on Behaviour”?

    Bizarre.

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239481#Comment_3239481

    Are you aware that buying a skill in the shrine is less profitable than prestige the associated character?

    How will your idea of adding 8 skills instead of 4 help people?

    who does it help?

    Have you thought about it seriously?

    Or is it not at all what you imagine?

    I’m not sure that’s true if you don’t have the character with the skill unlocked. For instance, I don’t own Ash, so if I want any of his skills I need to either buy Ash and prestige him or buy his skills from the shrine. I think Ash costs 9000 shards or real money (something like that) while his shrine perks are individually 2000 each. So for 6000 shards I could, over time, get all three of his perks on all my characters at level one with no bloodpoints spent either versus spending 9000 shards or actual cash plus about 1mm bloodpoints to buy Ash and prestige him once.

  • If they ever did a creepy ventriloquist and her doll skin for The Twins I would snatch that up in a heartbeat. 🙂

    Untitled Image

    Unfortunately the devs commented a while back that while they thought about special outfits for Victor they ran into a problem doing it because he’s technically a “weapon” and not part of Charlotte’s outfit and the engine doesn’t apparently easily support custom special attacks.

  • @Coffeecrashing said:

    I’m curious what the stats are for console. Camera turn rate with a controller is so slow that killers sometimes literally can’t turn the camera fast enough to follow a survivor that tries to 360 around the killer.

    That’s actually a great point, I play on PC but I’ve heard killer is a bit harder on console. (My nephew is on PS5.)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242658#Comment_3242658

    Funnily enough, I went to the optometrist because I kept missing swings as Killer on my left side.

    Turns out I managed to make a pretty decent cut in my eye and that's why I was having trouble tracking things out of my left eye.

    Oof! I didn’t get lasting damage or anything but I got an iron filing in my eye a while back and it hurt like heck, eye injuries suck!

  • Freddy is very chatty, he definitely should have voice lines.

  • Oh, and on a related note, I can’t really seem to find anything testing if Unrelenting speeds up cooldown after you hit an object instead of a survivor. The wiki does say that hitting an object has the same 1.5 second cooldown as swing at air but it doesn’t specifically seem to say anything about if Unrelenting treats whiffs the same as hitting rocks, etc.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242656#Comment_3242656

    True. I'll do that with my swf mates. But in solo q unless you see the obession's spider legs twitching it's almost impossible to tell.

    For sure, it’s a risk if you don’t know where the killer is when you do it.

  • @Pulsar said:

    Don't wanna say :(

    Lol, if even you miss attacks I think that reinforces my belief that almost everybody does. 😄

  • @HoodedWildKard said:

    I feel like solo q players will do that because otherwise they struggle to get healed. No communication so if they lose sight of you and aren't running bond then they lose you, and can't easily communicate where to do the heal as usually people clear out from hook too fast to benefit from a point emote.

    Also time efficiency. If you think the killer is busy in another chase then healing right away under hook saves a bit of time compared to running somewhere first.

  • I’d be ok with survivors having voice lines across the board. 🙂 That said from a development standpoint it’s probably a lot of work and expense for a somewhat minor improvement.

  • I don't do the dumb offering thing.

  • My point is it doesn't go both ways, it's just survivors uploads that are counted in those killer character percentages. Killer uploads aren't used for the kill rates, they do that intentionally to remove some of the possible self bias. Your suggestion above was "players having a bad game might not upload the stats", which even if you assumed for the sake of argument that's true then that would imply survivors upload fewer 4 kill games than they do other games. But the actual numbers are that 4 kill games are the most common result, so even if your assumption were right that would mean there are more 4 kill games, not less, than the stats are showing.

    All of that is kind of moot though since I'm not even convinced you're right about a significant number of people failing to upload match results simply because they didn't win. I'm not saying it can never happen but there's no reason to think it does to any great extent.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241471#Comment_3241471

    As far as i understand this private tracking site. Players have to introduce the data themselves, yes?

    Someone having a terrible match is probably less inclined to go through the hassle of introducing the stats.

    Actually those stats are based on the survivors' uploads, not the killers'.

  • It doesn’t affect me because I like playing killer way more than survivor, but I would be a little surprised if there aren’t a lot of players taking advantage of incentives when they don’t care which side they play.

  • That’s an interesting idea, I can certainly see how a given survivor player might for instance be really good at looping but bad at spotting Undetectable killers and get ambushed a lot or vice versa.

  • I admit I saw the subject line as Sadako’s Condiment Build and thought this would be about a Ketchup mechanic. 😄

  • I haven’t bought any cosmetics so far except for I think I picked up something a long time ago for Clown with shards? 🤷‍♂️ I will say though the costume designers really nail it sometimes, there are some really great skins in the store!

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241301#Comment_3241301

    And where do those stats prove it?

    60% kill rate tends to be more 2 kills/escapes than 3 kills.

    Actually based on what I see on Nightlight and other posts with detailed kill breakdowns the most common results are 0 kills and 4 kills. On Nightlight for example almost every killer has a higher percentage of games with 0 kills than 1 kill and 2 kills, more 4 kills than 3 kills, and 2 kills are the least common result for all of them as well. Basically because of how momentum works during play the game is geared to be very swingy toward everybody escapes or nobody does.

    As an example, here’s a snapshot of three killers, notice the kill distributions for them. All the killers have similar distributions.

    image.png


  • @Arbmos1998 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241175#Comment_3241175

    Ah you are one of those people who go off the devs amazing kill rate data which shows us absolutely nothing. So where's that Nurse buff then considering she's at the bottom of the list if we want to go off that amazing kill rate logic? Oh wait that wont happen because people like to nit-pick when it suits their narrative.

    Nurse isn’t at the bottom of the 5% chart. Also the devs constantly make clear those charts aren’t the main data they use for balancing.

  • Absolutely not, knowing where the gens are is super critical from a strategic standpoint as killer, especially in the early game. This would just gut killers across the board, even experienced ones.

    Now that said, I do think the survivor perk Residual Manifest could stand to either have its duration lengthened or to add in the additional effect of hiding scratches. Making the killer Blind is potentially a decent survivor perk effect but in practice Residual Manifest doesn’t last quite long enough to do much. The best case for it might be a flashbang trapped generator blinding a killer who kicks it between chases and the lack of auras makes it a bit harder for them to get into a new chase quickly. Blinding at a pallet isn’t quite as good since the killer already knows you’re there and can hear you and see the scratches or blood when the blindness wears off so can just keep chasing you and by the time that ends the 30 second duration is over anyway.

    So personally I say definitely No to hiding gen auras as base kit but I’m ok with Blindness being something survivors can actively inflict with Residual Manifest.

  • I like this event better than some of the others because it's got a little more fun of a mechanic to it than just looking for pedestals jammed in some remote corner, for instance. Also I like the new tome and archive system they have now and how the event challenges work.

    Now if only I was playing a little better this week it would be great. 😄 (I keep alternating between everybody getting out and everybody dying this week which is hurting my kill rate. Combination of me screwing up and some tougher opponents or squads for whatever reason.)

  • For sure this is a tricky bit, I still dodged on and off too depending on how well I'm playing at the moment. It's just one of those things that takes a lot of practice I think, and also resisting the urge to swing unless you're 99% positive you're going to hit. I think there's nothing to say but you have to do your best to keep your camera centered on them while they're weaving around and only swing when you are sure it will connect.

    I will say if you find yourself missing a lot then Unrelenting is a decent perk in that case. My nephew started playing the game recently and was missing a lot of swings so I suggested using it and he said it really helped him catch up after whiffs. There's a bunch of players that turn their nose up on Unrelenting since "you shouldn't be missing in the first place" but I think that's an unrealistic view of how often most people miss attacks. Honestly if you miss and have Unrelenting you're shaving off a lot of the distance they could normally get from you, it's kind of like Save the Best for Last but for bothces.

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