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dugman

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  • Well the good news is the matchmaking incentives will be live when the new chapter is up. That should help even out the queues a bit.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134266#Comment_3134266

    I dont think that counts for the tome challenge though.

    Yeah, there's a bug report that says the add-on doesn't seem to be giving credit for some reason. Seems unintentional to me but who knows? 🤷‍♂️

  • You also can use the Red add-on Compound 33 which, in addition to Hindering survivors near your slams, automatically breaks any pallet you slam into without having to hit the attack button.

  • I unfortunately caused a little frustration in my survivor match tonight. Missed a couple of skill checks on the gens, and when I was moving up to a generator that a Dwight was working on they panicked and let go and set off Dead Man's Switch (I guess they thought I might have been the killer and got spooked? 🤷‍♂️) At least I got a couple of rescues and heals in, but yeah, we weren't winning that match. 😅

  • Not saying Wesker isn't better than Nemesis, but you did overlook one other good thing about Nemesis - his zombies give pretty decent tracking information. Honestly being able to see that zombies are actively chasing someone is to me their most useful feature, if they actually get an occasional hit that's just a bonus.

  • @jesterkind said:

    I'm not sure why you would compare those two, considering they don't play all that similarly whatsoever?

    Nemesis is an anti-loop killer, and Wesker is actively shut down by looping around dropped pallets, they play pretty significantly differently to one another. Wesker definitely doesn't have better anti-loop because he doesn't have any anti-loop, not in a way that's useful outside of very specific structures.

    Basically all they have in common is an infection mechanic, which means we should be including Plague in this comparison chat lol

    Actually Wesker does have anti-loop against fully infected survivors because they're Hindered with an 8% movement speed penalty. But yeah, in most tight loops and against survivors who aren't fully infected he isn't really "anti-loop" any more than Demogorgon is "anti-loop". He is anti-god pallet and good at zoning in the straightaways though (again, similar to Demogorgon).

  • I think at one point the devs intended to have some sort of reward system for people who collect thumbs ups but they apparently scrapped the idea. 🤷‍♂️ They just haven’t bothered removing the button.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085435#Comment_3085435

    The steam charts look like they did before the patch. I guess the patch really didn't increase or decrease players.

    Actually it looks like the population went up slightly since the patch hit (1-2%). Notice how the Last 30 days average is higher than the July average, that’s indicating the first couple weeks of August (post patch) have more players than the first couple weeks of July (pre-patch). So yeah, mostly stable but a slight bump.

    image.png


  • @Norhc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129578#Comment_3129578

    I fail to see how incentives are gonna help considering they'll be for survivor 90% of the time.

    When the incentives were on initially the survivor queues were extremely long solely because a ton of people were playing that side since the incentives were stuck on it. There’s no particular reason to think that those same people won’t play survivor again if the incentive is on that side.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133302#Comment_3133302

    Choosing to go clockwise or counterclockwise is usually some of these things

    1) Does one direction prevent the survivor from doing a fast vault?

    2) Does one direction push the survivor towards a better part of the map (less pallets, or a deadzone, or the towards whatever direction you want the survivor to run in)?

    3) Is it a structure that is supposed to be looped in a specific direction every time, and if the survivor tries to loop it the opposite way, you need to change directions to force them to loop it the better way?

    4) Do you need to just follow the survivor until the window gets blocked, because BHVR decided that triple loops are fun for survivors?

    5) Is it a small loop that you're not supposed to actually loop, and instead you're supposed to just dance around it (sometimes waiting for bloodlust), until you can hit the survivor at that loop? Killers need to be able to identify which pallets and loops are unsafe.

    To clarify the rule of thumb I've seen is most of the common tiles the correct direction to loop it is counterclockwise. I can't verify whether or not that's actually true aside from I think shack and the strong stone fence on Coldwind Farm are usually that direction.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133341#Comment_3133341

    If I want to tunnel I do it when survivor gets unhooked and not chase someone else wasting my time. If I do tunnel survivors usually take protection hits so I get free pressure from that even free downs.

    If you're not chasing someone most of the game you're generally not being time efficient.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133345#Comment_3133345

    I didnt say rely on the brown offerings,although I could've worded that better. The meaning was "why do you have to put a ton of effort to BREAK EVEN with an offering that's supposed to improve your grind"

    yellows and greens are common enough that you can use those every match and never touch a brown in the first place.

    Yeah but then yellow and brown offerings are just a hindrance and add to the grind :P

    I use yellows on and off since I don't always have a green one handy.

  • I don’t target people based on their outfits.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133336#Comment_3133336

    I think relying on getting more than 50% of a category for your "BP BOOST" offering to not be a waste is a bit stupid. You want these offerings to actually speed up the grind,not give you an extra 150 BPs if you perform really well.

    I don’t think anybody “relies” on brown offerings, yellows and greens are common enough that you can use those every match and never touch a brown in the first place.

    But yeah, I wouldn’t turn away increasing the bonuses on the offerings to make up for their costs.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133302#Comment_3133302

    You should always hook immediatelly unless you know there is someone close trying flashlight save or you can get hit on someone. But if you leave the downed survivor on the ground too long that will result all pressure you had being lost. Only potato survivors who are close to elimination will show themself if you down someone else.

    That’s actually not true. Someone on the ground does still put pressure on the other survivors to come rescue them, that pressure isn’t “lost” if you don’t get a hook out of it. It’s a matter of trading a hook state for faster chases. Not every hook state is equally valuable to a killer, it’s a lot more valuable to hook someone who has already been hooked than someone who hasn’t, to the point that if you are confident that by slugging someone who has no hooks the extra 10 seconds can help you secure a down on someone else who has been hooked then slugging is the way to go.

    I’m not saying you should never hook after a down obviously, but if you are always hooking after every down you’re not playing efficiently.

  • Most of the current BP offerings are quite literally not worth their Bloodweb prices. We need to remove all of the yellow and brown per-category offerings and bring the green ones to 150% bonus BPs.

    I don’t think that’s actually the case. A Brown bloodpoint offering costs 3000 points in a specific category and gives a 50% bonus. So long as you earn at least 6000 base points out of the max 10000 in that category the offering will pay for itself. Yellow offerings cost 4000 and give 75% bonus only needs 5333 points to break even, and Green single category offerings give 100% bonus and cost 5000 so only need 5000 to break even.

    So while it’s true you will lose points on your offering if you do badly in a match, as long as you do reasonably ok you’ll at least break even or earn bonus points at the end. And if you win the match you’ll definitely get bonus points, even a brown can be worth 5000 if you cap out its category.

  • @ColonGlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133302#Comment_3133302

    Counterclockwise seems to be the trick in most situations.

    Yeah, I’ve heard that rule of thumb. 👍 I know for sure counterclockwise is the direction you usually want to run shack for instance.

  • Wesker is objectively better than Demo in most respects and I think is worse than Blight so that puts him pretty solidly in the A tier. Anybody saying he’s F Tier is playing him badly. Reminds me of all the people who called Blight F Tier during his PTB and I was saying he was maybe one of the best killers in the game. Pretty sure this is a similar situation, the people who think Wesker is weak are just having trouble with him because either they’re doing something badly or they’re annoyed by collision issues that will probably be tweaked for the live version like they tweaked Blight after his PTB.

    And also, no, full infections are not going to “be as rare as Sadako’s Condemened kills”, Wesker’s infection builds up much more easily than that because once he Bounds into you it builds up passively over time automatically even if he never hits you again whereas Sadako’s Condemened only gains a stack over time if you actually are carrying a tape. There’s also a limited number of total uses of vaccine per match and if the survivors are curing themselves after every Bound hit there will be survivors who fail to find a spray in time before the infection is fully charged. If you figure 2-4 hits per down then killers get 20-25 hits or more during an average match, but there’s only about 12 or so total spray uses per match so by the halfway point those sprays are going to be harder and harder to come by. Not to mention every time a survivor uses the spray they’re taking that time running to get it and use it away from being on gens, giving Wesker’s infections even more time to continue building.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133082#Comment_3133082

    Lethality is gen slow down. If you down some one, that person needs to be rescued. That means some one needs to get off a gen. If you down that guy coming for the save, no gens will be getting done at that point.

    Doesnt matter if you have no map traversal or if you move at 50% survivor speed, if your power is downing survivors by looking at them, you have the best gen slowdown in the game.

    And Wesker even does have some decent map mobility because he can Bound to cover about 21 meters instantly if he needs to go a long distance between chases. It’s not as good as Blight and long distance travel, for instance, but it’s definitely noticeably better than just walking.

  • For sure being on comms helps survivors, although I’m a little confused on what that has to do with not catching them at loops? Aside from occasional bodyblocks being in a swf won’t help you much midchase, it more helps the survivors who aren’t in chase know where the chase is happening so they can do gens or know where to go for a rescue.

    As far as beating survivors in loops, one of my own weaknesses is still not knowing for sure the best routes on certain tiles (e.g. do I want to run the loop clockwise or counterclockwise?) There are some guides to looping on Youtube which are ok but every tile is a bit different so really it’s just a matter of playing a ton and thinking about what went wrong. But in general the goal in a loop is to do it so that the survivor can’t automatically get a fast vault on each pass, so you want to have them approaching the vault from either a short side or a shallow angle. Either that or, like in the killer shack, you want to be able to possibly mindgame them by moonwalking just before the vault so they vault right back into you.

    Mostly though I think just as important as doing well in a given chase is knowing when to switch targets and go after someone else. Getting the intuition of when to start a chase or break off a chase is huge because if you chase one survivor too long it leaves up to three survivors free to do the gens. If a survivor is clearly running into a remote area with a strong tile and no gens in that area for instance consider chasing someone else since that one clearly isn’t working on anything at the moment anyway and you can deliver a lot more immediate pressure on the group as a whole by taking a couple extra seconds to go after an alternate player who is on a generator and maybe in a weaker area where pallets are already broken, etc. Learning to say “Nah, I’ll go after somebody else” can really help you keep the survivors off the gens more often and give you more opportunities to find survivors who are easier hits and downs.

    Also one last thing is don’t be afraid to slug for pressure. If you literally hook immediately after every single down you’re probably giving up too much time carrying the survivors over and over without actually getting the three hooks in a row on any one of them. It’s perfectly fine to hook one or two survivors and slug the others so that you can focus more of your time on chasing and downing the ones who are closer to elimination. Basically you trade a hook state you don’t need immediately for 10 extra seconds or so to get into a brand new chase on a more valuable target. So while you don’t want to overdo slugging either, since losing too many hooks to revivals is also bad, slugging when you’ve downed someone who hasn’t been hooked yet and there’s another good target to go after is something to keep in mind.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132897#Comment_3132897

    I'm guessing Michi isn't as famous as he deserves. I think his last YouTube video was about Monstrous Shrine.

    Yeah Michi is great! 🙂 He’s one of the few players I think actually does play 4d chess with that character, some of the trap combos he does are amazing.

  • “It’s scummy if the killer doesn’t hit the survivor that wants to take a hit.” 🙄

    Here’s a general tip - if a survivor in a match obviously wants you to do something, it’s often a good idea to do the opposite. For instance:

    • Someone following you looking to take a hit? Maybe just ignore them and chase someone else, you’re keeping two people off gens with one chase that way,
    • Gate nearby at 99% and you’re not in chase? Just open it yourself, it starts the endgame collapse the survivors wanted to avoid plus gives you 500 bloodpoints as a little bonus,
    • Survivor obviously trying to get you to chase them into a corner of the map or really strong building? They’re probably trying to distract you from the other survivors who are doing gens in weaker areas so go after them instead.
    • Survivor runs into a corner to die because they know there are no hooks around and they want to get picked up? Leave them slugged, let the other survivors spend extra time running their butts over there to revive the slugged target.

    So no, it’s not “scummy” to ignore a survivor who is obviously just trying to distract you from chasing a more valuable target.

  • How has nobody mentioned Hag? Hag using Make Your Choice, Devour Hope, and/or Monstrous Shrine is really common since she can walk out of range, set a trap somewhere nearby the hook, and teleport back as needed.

  • @VicRatlhead said:

    Pretty rare for me as survivor or killer. If they were secret I think they might be more attractive but if the other side is paying attention it boils down to who's closer.

    I tend to avoid them on the bloodweb if I can.

    Same here. My priority list for killer bloodwebs is something like

    • Perks, highest level first
    • Add-ons, highest rarity first
    • Event offerings
    • Mori offerings
    • Bloodpoint offerings
    • Hook distance offerings
    • Hatch offerings
    • Chest offerings
    • Whatever offering is cheapest (I literally never use mist or map offerings)
  • I literally posted earlier today in a different thread I'd love to see keys and maps be combined into a single item with both properties. 🙂

  • I figure if I kill them their MMR goes down and they'll have an easier time next time. Also personally I hate when people give me "pity wins" so I don't give them to other people either, I treat people the way I would want myself treated.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129614#Comment_3129614

    But that was also before it was so clear that the patch droped solo survivors in such a bad state that people dont want to play it anymore.

    I think you're underestimating how much people liked the extra bloodpoints and overestimating how many people think solo survivor is so bad it's unplayable, but who knows, we'll see in a few weeks when the new chapter hits. 🤷‍♂️

    • Supernatural with the Winchesters as the survivors, Bunker as the Map and a Demon that can briefly possess survivors and travel as black smoke as the killer
    • The hotel and topiary maze from The Shining
    • The ship from Event Horizon
    • Phantasm with The Tall Man as the killer and his mortuary as the map
    • The Thing with The Thing as the killer (duh!), McReady as the survivor and the arctic base as the map
    • Carrie with Carrie as the killer and the school with the gym set up for the dance as the map
    • It with Pennywise as the killer and either the sewers or the streets of Derry as the map
    • But seriously, if they ever did that joke Jaws concept that someone made I would buy it instantly! 😄
    • Alien with the Nostromo as the map and Ripley as the survivor
    • Scarecrow from Batman as a killer with Arkham Asylum as the map.
    • Dbd has a really fun core gameplay loop, if it didn't I wouldn't still be playing after three years. 🙂
    • The music is terrific! Obviously I like some songs a little more than others since it's a huge collection of songs but it's really one of the better video game background soundtracks I think.
    • It's pretty amazing the mix of licenses they've managed to get all in the same game. Freddy, Michael Meyers, Sadako, Pinhead, even other popular video game franchises. That's not to say their original killers aren't fun to play too, but just in terms of "horror street cred" having all these really popular characters in one setting is quite an achievement!
    • Tons of variety of maps and killers, not to mention the two hundred or so perks and all the add ons. It really adds to the replayability!
    • Lots of fun mori animations (looking at you Ghost Face! 📸😱😈🔪 Also the cinematic trailers for the killers are all pretty snazzy. (Again, Ghost Face's shopping trip is one of the best!)
    • Understandably with almost 30 killers I like some better than others, but I think they've been putting out some fun ones recently. Dredge might be my favorite killer so far with his great teleportation and long periods of stealth combined with his really unique look and skins. Sadako is also a lot of fun to play for similar reasons. Artist is less my jam since I'm not quite into her playstyle but I really love the aesthetics of her crows. And Pinhead is just fun with his teleportation, voice lines and chains popping out of nowhere. These killers aren't as potentially powerful as, say, Nurse or Blight, but I actually think Dredge and Sadako in particular are more fun to play than those two (at least for me!) And now Wesker is looking really fun too!


  • MMR never resets but grades which aren't used for matchmaking do reset on the 13th. The only effect that might have is a bunch of people trying to binge their grade up quickly to get it over with.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129578#Comment_3129578

    The game isn't nearly polished enough to punish leaving a lobby. It's very common for 3/4 friends to load in. That would make every SWF's experience worse for no reason.

    The devs need to get a functional backfill system in place instead of pulling the next available player. Bidirectional matchmaking on backfills, something.

    Call me skeptical that swfs have trouble loading into the same lobby on a regular basis.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131621#Comment_3131621

    That site is only for steam players who opt into tracking. It doesn’t count console players or PC players who do not participate in the tracking. I wouldn’t use it as indicative of performance…

    I also wouldn't totally discount it as having no correlation to overall performance. Like I said, it's probably skewed toward above average player performance rather than overall but that doesn't mean it's not related considering the sample size.

  • @Marigoria said:

    Rank reset doesn't even matter right now what are you on about?

    It probably doesn't matter as much as it used to when Ranks were used for matchmaking, but I bet there are still a lot of players who specifically binge play after a rank reset just to grind their own rank up to get it out of the way.

  • @itsPina said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131213#Comment_3131213

    wow thats great bud but guess how many perks there are in the game (its more than 15)

    And guess how many of those other 100 perks that weren't in that list people consider really powerful.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131608#Comment_3131608

    Keys make you a target. A lot of killers will hard tunnel you if you have a key. Then, a lot of killers will hard tunnel you anyway, so i dont know if its worth it or not.

    I know way back when before keys and moris were changed and keys could let multiple people escape early they made you a target, are there still killers who care enough about keys to bother? I know I've never cared enough to go out of my way to target someone who has one. 🤷‍♂️

  • Not too surprising, this was brought up a while ago as something that was expected to be tweaked.

  • Just for comparison here’s a snapshot over the last two weeks on the aggregate site I follow

    image.png

    Versus the snapshot from the prior two weeks before the patch

    image.png

    I don’t know the exact numbers of games but it’s on the order of something like 1,000 to 2,000 I think? So it’s not anything close to the whole set of all matches obviously but still enough that the trends probably mostly follow what the overall stats are doing.

    Note that the division of kills is always a bit lopsided towards the extremes of 0 and 4 kills, probably because of how much the momentum shifts towards the killer once they eventually get their first elimination. Also since this site is voluntary players who presumably have enough interest in the game to track their stats on it their results are probably skewed toward what the above average MMR brackets see.

    In terms of “win percentage”, if you take 3-4 kills to be a win for the killer, 0-1 kills to be a loss, and 2 kills to be a draw, then almost half the games (48%) are killer wins, a bit over a third are killer losses (39%) and 12% are ties. So killers are definitely enjoying a bit of an advantage but not an insurmountable one.

    That said the site obviously doesn’t track solo versus swf results, and historically from dev data they’ve shown swf players have something like a 3-5% higher chance of escaping per person in the swf, and half of all matches have a 2-4 person team in them. So if you were to divide those stats above up by solo only games versus games that include a 2-4 person swf then you’d see a corresponding gap in the win and loss rates where it might be something like 40% killer wins against games with swfs but 56% wins against solos. It’s that gap between solo only and matches with swfs that they really need to focus on at some point if they want to hit the next biggest balance issue in the game as a whole. Solo survivors can still escape but they are I’m sure doing it less than swf players.

  • I’m not sure what they would do to make Jack be a killer who is fun to play since he’s basically just a guy with an axe, but I’d love to see the hotel and topiary maze as maps. 🙂

    P.S. It’s kind of funny how Stephen King has no representation in DbD so far. Not just The Shining but also It and Carrie and some other stories would be decent hooks for chapters and he’s super popular.

  • To clarify I have never played against a blatant obvious hacker. I might have been against a subtle hacker or two but I have no way of knowing that. 🤷‍♂️

  • Sorry, guess I misunderstood your post, my bad. 🤷‍♂️

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/341078/fake-dislocated-aura-survivor-perk

    Not sure how well that would work?

    Would it be on command like pebble? I dont know if the killer would chase based on a random unprompted aura read.

    Or would it be like distortion but instead of no aura it would show a fake? This would have the benefit of being less detectable by the killer but tough to do because the aura would have to move and not be static and making sure it doesnt spawn with teammates.

    Or would it just create a 5th aura so the killer knows about it but has a 20% chance of going for a fake? If multiple people run it you would have to make sure only 1 fake aura spawns, imagine how busted that would be on a swf if everyone ran it and there were 8 auras on the map.

    Honestly all those ideas are potentially viable. That’s why I brought it up, this seems like a neat fairly wide avenue of exploration for a new perk or two.

  • The interesting thing about Twins is they’re not underpowered. Really good Twins players do just fine with them. But yeah, even though Victor is decently effective in terms of how fun he is to actually play he feels a bit awkward sometimes, slamming into odd objects on pounces, having trouble seeing in grass, having trouble hitting survivors doing really tight loops around a tree, etc. Between that and the swapping between the Twins feeling a little slow sometimes and also having those odd moments where it won’t let you switch because you’re too close to a hook or whatever… I don’t know. 🤷‍♂️ I want to like Twins more than I think I actually do.

  • I played against Nurse yesterday in my only survivor match but it was apparently their first time as Nurse ever, they only had one yellow Nurse’s Calling perk, never found me when I hid, and I’m not sure they even got a hook the whole match. (I don’t play survivor very often so my MMR on that side is definitely low. 😄) She’s definitely not a forgiving killer when someone is learning the ropes.

  • Also if Behaviour licensed that “YEEEEAAAAAHHHHH” to play after Wesker puts his sunglasses on after a mori as a DLC soundpack I would unironically buy it. 😄

  • How did they “buff Reassurance”? The perk isn’t even out yet.

  • It depends on the details. If you are healthy and have a perk that is built for a rescue like that then you’ll be much more inclined to try for the save than if you’re injured and don’t have a perk that can help.

  • I’m a pretty sketchy survivor player when I play them and even I escape about 40% of the time I think. And the survivor streamers still seem to have decent escape rates too, plus the kill rates look to be around 56% or so on average on the aggregate site I follow (about 7% increase). The notion it’s impossible to escape as a solo survivor is simply incorrect.

  • Definitely not, the old version was significantly overpowered and overused. This new version seems to be in a good spot, it’s still used but not nearly as much and still gets value when people have good timing with it. It’s both a decent perk for the survivors who like it and killers like myself find it less annoying.

    Really the only issue I can think of with Dead Hard is the auto-Dead Hard hack is still a thing. I wish the devs could figure out a way to eliminate that. (Not that I blame them, I have no idea how they could. I just wish they could do it.)

  • I don’t play survivor much but since I started tracking my matches it’s fairly close with Nurse my most seen killer by a hair. (Although one of them was what appeared to be a brand new Nurse with only one yellow perk last night. They never even found me to get into a chase with me, I’m not even sure if they got a hook. Other Nurses I’ve gone against were a bit more intimidating.)

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