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dugman

dugman

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dugman
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  • As a killer I’m a little surprised more survivors don’t use keys with add-ons for aura reading. Auras are generally useful both in and out of chase. In chase for instance you can’t get mindgamed if you can see the killer’s aura, and out of chase you can see either where everybody else is (which seems particularly handy in solo queue.)

    A key without auras is definitely less useful though. It’s a high risk, high reward item in that occasionally it gets you an easy escape worth at least 7000 bloodponts but most of the time gives you nothing.

    Personally I’d love to see keys and maps be merged into a single item that both shows auras and allows for the opening of a hatch. Neither item sees much use on its own compared to tools, medkits and flashlights, but together they might be more popular.

  • If the forums have taught me anything it’s that nobody complains about Spirit’s looks. 🙂

  • @TheArbiter said:

    What id like to know is why does trickster have the lowest kill rate at 39%?

    Trickster's never been all that high in the kill rates as far as I know. I think it's because his ranged attack takes longer to pay off than Deathslinger or Huntress. Their shots pretty much instantly damage a survivor when they make them (not always for Deathslinger but usually) but Trickster needs to land about six shots in a row to get the damage in. His one advantage is he has tons of ammo, but it still only works out to about 7 hatchets worth or something when you consider it's multiple shots to one hatchet. He can eventually wear you down of course but it's hard for him to opportunistically just land a really quick, solid shot to damage anybody so his potential for really quick downs is a little more limited than Huntress and Deathslinger who are the other 110% ranged attack killers in that bucket.

    Also he may have benefited less from the Dead Hard change than some other killers because he was already not as susceptible to it as basic attack killers or killers who do lunges (i.e. if a survivor dodged a dagger it wasn't as big a deal as when they dodge a full damage attack, and dodging for distance against a ranged attacker isn't quite as powerful either.) So while I suspect a lot of other killers got a bit of a boost from the Dead Hard change I don't think this new version helped Trickster.

    And of course there's a bit of variance in this, next two weeks he might not be the literal lowest kill rate and someone else is in that spot. But I don't think he's ever been that high.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130425#Comment_3130425

    Pig has always had counterintuitively high kill rates. I'd chalk this one up to the currently miserable state of the game in areas that were traditionally weak (solo queue, low MMR.) Pig is a slowdown killer and a pretty effective tunneler, two things that are pretty strong at the moment, but she's still Pig. The low sample size is also suspect ... I thought this was a site that was using straight Steam data, not voluntarily submitted screenshots. Those are always going to be at least a little prone to confirmation bias and players choosing to submit specific stats to prove a point - not that I'm actually suspecting some kind of anti-Pig conspiracy here, but I'm not sure there's enough data there to draw any conclusions.

    Right, I'm not trying to draw a conclusion from it, but it is an indicator of something possibly going on which is why I was posting wondering on possible reasons for it.

  • @notdragonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130460#Comment_3130460

    if you are making that point, can’t you make the argument that well every killer has boosted kill rates? so then you are implying that no killer needs a buff, which actually would be extremely false considering there is killers like trapper, freddy and clown in the roster?

    so even if her kill rates are higher, that doesn’t necessarily insinuate that a buff wouldn’t be the right thing to go about.

    To clarify, Pig's kill rate was up almost 20% and the average was only 7% increase over all the killers. So her boost was significantly higher than average. (She has about a 70% kill rate currently.)

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129943#Comment_3129943

    Don't mess with Hexes builds are fun. When I feel like meming around with them I also like Thrill of the Hunt or Pentimento, Haunted Grounds, Undying and Retribution. If the survivors don't touch a Hex I'm essentially perkless but, if they do, I'm a complete pain.

    For sure, it’s funny because all the survivors have to do is totally ignore hexes and that build is like having nothing at all, but that never happens in practice. 😄

  • Ironically I just posted a thread asking if Pig was somehow benefiting from the rework because she saw a very large kill rate boost on the aggregate site I follow (her rate jumped almost 20% since the patch while the average went up 6-7%.) So despite appearances I’m not even sure Pig actually needs a buff at the moment.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129630#Comment_3129630

    In some contexts, the bubble is actually useful, which is why I don't necessarily want it gone, just for Kindred be visible through it.

    Case in point : when I run Hex : Third Seal, pretty much all survivors are blind, which means that they don't see the aura of the survivor being downed or hanging on hook. So without the bubble, they wouldn't know at all to which part of the map they should go to unhook, which is extremely harsh on them (especially solo queue). The bubble offers a few seconds during which survivors can memorise the general direction in which their teammate was hooked, and still go for the rescue, even if they will likely be less efficient with it.

    I could see an indicator being needed in case of Blindness. The one they have is pretty obnoxious though if that’s its only real purpose.

  • @Laluzi said:

    Pig's antiloop and stealth are still pretty bad, but her slowdown is much more reliable now that they changed it away from pure RNG. As long as she doesn't take so long to get her first few downs that all the gens are done, she's got a decent amount going for her - and M1 killer gameplay was very much improved in the 6.1 patch, so it's not quite as painful as it was before.

    Right but that change to the boxes was a while ago. The 19% jump I was talking about was just over the last two weeks.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129967#Comment_3129967

    So those stats are just players on PC that are using Steam and who also opted in? Seems like too small a sample size to me.

    Size is ok, I think it’s still thousands of games per period based on how low the percentages go on some things.

    It’s still skewed by being voluntary, though, so only players interested in the game enough to find the stat tracker are uploading results, but that should skew it more toward the above average end of playtime than the lower end. Also the relative shifts up or down should typically be roughly the ones you see in the overall data, as in when the average kill rate goes up for this group of players there’s probably a correlation where the kill rate across all games also goes up in an on par way.

  • Anyways, if you dont have like 5k hrs teammates you lose.

    That’s not true unless you are facing killer players on par with that. The top streamers for instance still have decent escape and win rates in solo queue because they are much better than the average killer.

    But you are correct that there is a balance gap between solo and swf survivors, so in your case when you played a ton of swf games and then switched suddenly to try solo queue you were facing the same caliber of killers as before but lost the swf edge. And the devs have said a few times they recognize that solo survivors escape less often than swf survivors, and presented some new HUD options in January for instance, but unfortunately that got put on hold temporarily to make way for all the other stuff they were doing this year like the huge rework and bots and streamer mode, etc. They will get back to it, I’m sure, but we probably won’t hear anything new on it until at least the end of the year at the earliest is my guess and maybe not until the fiscal 2022 roadmap is over.

    Regardless I agree that finding ways to buff solo survivors a bit with information they could get if they were on comms is the way to go. Then after you do that, if it looks kill rates have dropped and are too low they can do an overall slight buff for the killer side to even it back out.

  • You can’t even see your MMR so why worry about it? Just play the game normally and know that on average if you are losing you’ll get easier opponents and vice versa if your are winning.

  • It’s not required, but it’s certainly an excellent perk. 🙂

  • They turned it off on live because it was accidentally permanently stuck on giving the bonus only for playing survivor, so tons of people were overloading the survivor queue to get the bonus. Fortunately like you said they fixed it on the PTB so when the new chapter goes live the incentives will be back. 🙂

  • @Chilli_man2400 said:

    Same with dredge it seems nobody has mentioned him anymore. I don’t understand why none talks about dredge he’s even more forgotten then Artist.

    Dredge is probably my favorite killer at the moment. 🙂

  • Statistically Trickster seems to have the lowest kill rate right now since the big rework on the site I follow. And historically he’s not rated very highly on popular tier lists, usually average or below average. And I don’t think most people consider him as good as Huntress or Deathslinger since his ability takes longer to actually damage someone. So I don’t know if he’s the worst but he’s apparently down there.

    Trapper would have been my pick prior to the rework, but the change to Dead Hard where now you can’t jump over traps made Basement Trapper in particular really vicious. If he gets someone in the basement and traps the entrances it’s very, VERY hard to save the person without getting downed and the person still getting caught again in the process. Even the new Endurance after an unhook doesn’t help because traps still immobilize the survivor for an easy down. I still don’t think he’s great but I do think he’s enjoying more kills now!

    Aside from those two, I might go with Meyers? 🤷‍♂️ Meyers has the most fun add-ons in the game, but ultimately his problems are he has a pretty slow startup time (unless of course you use the Mirror add-ons which are fun to play) and no way to get around the map quickly. So if the survivors are spreading out and holding W and looping well when running forward doesn’t work it’s going to take him time to actually catch up and get the down. And yes, he can use Tombstone for instant kills, but that makes his setup time even longer which isn’t ideal. If you can weather the first half of the match and build up zones with destroyed pallets though then he becomes better by the late game and if the survivors mess up and get too close together he can get multiple downs in a row and that could be game over. Generally speaking though the only thing going for him in his base kit is instant downs and simple controls, but Bubba for instance can get instant downs too and his power is available from the very start of the match and he has built in pallet shredding to boot.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130001#Comment_3130001

    I am seeing a lot infinite or tombstone Myers lately. And all of them are getting one or two kills at best.

    So it is understandable why his killrates are dropped so much.

    Could be. I like Infinite and Tombstone as much as the next person but I definitely think some people underestimate how much that initial charge time hurts him.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129967#Comment_3129967

    Could you do me a favor and take a peek and let me know how my boy Mikey is doing since the patch please?

    Michael is 52% kill rate the last two weeks versus 51% the prior period. So no real change.

    Average over all killers is 55% the last two weeks versus 48% the prior period.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/340925/pig-doing-much-better-now

    I can't claim it to be a factor, but I played a Pig game where I realized after the fact that smacking a Survivor fresh off the hook might have gotten me a head pop due to that survivor not being able to both mend and get the trap off in time.

    Maybe some Pig players picked up on that and ate using it as an actual strategy? I was using Ruleset No. 2 and Face Mask, I can imagine someone using tempered timer or similar.

    Hmm, that’s an interesting point! That time you need to mend would really cut into the time you have to remove a trap.

    On a tangent, ironically my match last night was using her red addon that reduces her traps to only 2 but she sees auras while crouched so the mend and trap time didn’t come into play. I love combining that with her brown crouch speed movement add-on and going for ambushes. 😄 And it really caught the survivors off guard last night, after my first down I crouched and saw two of the, hiding nearby getting ready for a save or bodyblock or to get back on a gen or whatever and got a second down straight away from that. I don’t think they realized what was happening until I was literally Ambushing them out of the blue from around corners that without the aura I would have had no idea they were there.

  • @Dwight_Fairfield said:

    There's an aggreate site for kill rates on each killer?

    Yeah, the mods asked us not to post links to it though since it uses Steam API to grab endgame data from players who opt into that and DbD doesn’t officially support Steam API. They don’t seem to mind me posting statistics from it though. 🙂

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128222#Comment_3128222

    there are way too many pallets that chain easily into another, the strange tiles are probably just a matter of learning but generally this map has only a few dangerous zones for survivors where gens spawn at the edge. The main building is ridiculous, saloon is weaker for me because it only has few options for the survivors that can be made weaker with wallbreaking. It's still annoying but i would say DD is generally slightly killer sided because of how small it is and you have great 3 gen potential. GoJ is very big and you can easily hold W straight to main and chain with the pallets outside. It will probably get easier once i played this more often but they need to change the windows in main and reduce the save pallets.

    Yeah, I wouldn’t be totally shocked if GoJ is slightly more survivor sided than Dead Dawg for those reasons. The strategy I use is basically the same on both maps though as a killer.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118980#Comment_3118980

    Whenever I put up Devour Hope I throw in both Undying and Haunted Grounds. Quite often it's 'Aha I found the Devour... nope, it was Haunted Grounds' and then 'Finally found the Dev... what the? Haunted Grounds again!!!'. It's humorous, well, for me anyway. Probably not so much for the person who just triggered two Haunted Grounds thanks to Undying.

    Coincidentally I actually played my Don’t Mess With Hexes build on Demo last night and it worked great, got a 4k with it and the team had a pretty good looper too. I used his Purple Addon that passively gives you pings when someone is near an activated portal and put them down near various hexes in addition to a few key generators. They destroyed three of the hexes in the course of the first half of the game but I replace them all with Pentimento relatively soon after they were destroyed and had its slowdown for at least half the match or more. (I didn’t spot them placing any Boons so no Shattered Hope value this time but I didn’t need it this match so that’s fine. 🙂)

  • I never played the game so have no opinion. I also never played Silent Hill or Resident Evil and I like those killers so if the killer from a FNAF chapter is fun to play that’s all that matters in the end to me. 🙂

  • For sure there are rift challenges and daily rituals that work against you trying to win. I never go that far out of my way to do the rift challenges but if I’m doing a glyph one and I see a glyph I use it.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129704#Comment_3129704

    I wouldn't want dead hard to be as good as it was. Overall dead hard now better counter the stronger killers, your huntress, tricksters, blights etc. But makes a lot of normal m1 killers much harder to counter.

    Dead hard is in a good spot now. I have concerns that it may just have made better player's even better but as long as it is nowhere as pronounced as before i consider the changes to be a success.

    I agree, I think the new version of Dead Hard is in a much better spot than the old one.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129685#Comment_3129685

    Yea that's kinda what I meant, it requires the survivors to almost allow it to happen, I would compare it to onryo's condemn getting full, sure it can happen and you get that free kill but how likely is it to happen consistently? If wesker could get some of the collision reworked, allow his ability to break pallets base kit, and adjust to give him a hair better mobility he would be A tier without a doubt in my mind at base but theres a few small changes I personally would like to see before he goes to live.

    Wesker getting fully infection happens a lot more frequently than Sadako’s Condemned getting to full status. Which is fine, obviously, since the stakes are also much higher if you lose track of Condemned versus Wesker’s Infection. Also note that even if survivors are using sprays to get rid of infections that’s still a plus for Wesker because it’s giving him additional slowdown in the process.

    in Wesker Comment by dugman
  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129730#Comment_3129730

    In other words, it requires more skill than the old version. But gives more distance if triggered in the right moment.

    Mendslinger also isn´t A tier. If a meta perk is weaker against C tier killers. Then thats a welcome change, don´t you think?

    When did I say the perk being weaker or requiring more skill was bad?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129704#Comment_3129704

    Only thing where its worse is that its useless against Trappers traps. Since he isn´t exactly A tier, thats just an inconvenience.

    It’s worse in lots of other scenarios. The big advantage of the old version was that you could use it prior to the killer even being in range to 100% safely get to a vault that you wouldn’t reach otherwise. The new one isn’t like that, if you trigger it and the killer doesn’t swing then you gain no distance, lose your ability and are locked out of vaulting or dropping pallets while you “dab”. It’s a lot less safe in that regard. And even if you do block a hit, if you don’t have a straight away path from the killer to take advantage of the distance it still won’t give you more extra distance than the old version gave you when you dodged a hit with it.

    Also on a minor note you forgot Deathslinger, the old version could dodge the spear but the new one can’t. (Technically it’s also true for Doctor and Plague but those are even more minor.)

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129690#Comment_3129690

    Yea the only issue I had with your suggestion is that perhaps the hooked survivor may not notice the prompt, especially if they are about to die with the very small skill checks as they'd have to concentrate on hitting those.

    That’s true, opting out errs on the side of them staying on the hook versus not.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129627#Comment_3129627

    No, thats the tricky part of it. Old version, survivor would get a small push, to reach a pallet. While this isn´t possible anymore, the new version allows a hit survivor to gain much more distance than what was possible with the old version.

    Right, I just said the extra distance on the hit is the one aspect where it’s better. But that doesn’t quite make up for all the other ways its worse.

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129666#Comment_3129666

    I was going to say the simplest way to fix this is to add skillchecks, just at a slower rate. So they can still miss them and die on hook. But I believe teammates can actually keep spamming and cancelling the unhook action to prevent these appearing. So scrap that idea.

    I'd say the next best way is to allow the hooked survivor to cancel the effect by pressing the active ability button, e.g., E.

    Either opting out or opting in is fine by me, they’re basically equivalent.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129606#Comment_3129606

    Don't get me wrong I don't think he's bad but he's lacking, I can count on one hand how many times I've died to wesker since the ptb started and they may be people not understanding the power or just a mismatched MMR lobby, he just seems really predictable and in order for him to be a solid A tier I have to include his add ons plus build options available that synergize, but base kit alone he just doesn't seem like much or a threat, billy and Oni can instadown in a dash while wesker cant without having something else , so with add ons and build options I agree hes A tier but with base kit im on the fence its like i can compare him to a few other killers that people consider B tier and you cant definitively say that hes better but you cant say hes worse really either, i think he needs a few small qol changes to bring him to where hes more viable against really good teams

    Wesker can instant down in a Bound with no add-ons. (Unless you mean it doesn’t happen all the time, which is true, the survivor has to be fully infected.)

    in Wesker Comment by dugman
  • I don’t want the perk “nerfed” because of trolls but I do think it would be a good idea to make it so instead of the perk owner triggering it the hooked survivor gets a prompt to trigger it. That way the effect is opt-in instead of involuntary for the hooked survivor.

  • Or even better, get rid of that annoying black bubble altogether. Not being able to see this swatch of the screen because of that black blotch is kind of annoying honestly. I’m not even sure why it’s there, other than maybe to give survivors in that vicinity more of a chance to run? But that wouldn’t explain why you need the bubble when a survivor is hooked or dies on hook.

  • @Tsulan said:

    It requires a bit more skill to use but is also stronger than before.

    I think the new version is mostly weaker than the old one since I often am chasing a survivor, get a hit, and think to myself “if that player had the old Dead Hard they would have reached the vault/pallet” but it’s still quite a good perk. (The only way the new version is stronger is if you block you get a bit of extra distance compared to the old version since it’s a short sprint burst instead of a flat 2-4 meter straight line lunge. But it’s definitely weaker or even totally ineffective in a lot of places the old version was strong.)

  • @Jarky said:

    "I was thinking about the issues lobby dodging causes for matchmaking (i.e. increased queue times and forcing the algorithm to ignore ratings to fill gaps)"

    I was under the impression that it doesn't do this anymore and they changed it so that it still attempted to bring in someone who was within the MMR range it was looking for?

    Regardless, I don't think 60-90 seconds is a good idea for this. Sometimes you get matched into a dedicated server that is yellow/red ping and it's perfectly reasonable for a person to want to back out of that lobby. A minute and a half isn't a long time when that happens once but if the matchmaker decides to do that 2-3 times in a row (which has happened to me), that just causes frustration.

    I understand wanting to mitigate lobby dodging but honestly getting replacement survivors/killers has never felt that long if someone does decide to dodge.

    I can’t speak to ever having to back out of a lobby because of ping since I’ve never done it.

    It doesn’t take long to get replacement survivors and killers after a dodge because the system prioritizes filling those gaps so that the four people still in the lobby don’t have to wait for a whole new queue. I think they tweaked around the edges of that so it doesn’t pick a totally random player for backfill who had been in the queue the longest but it’s still filling that gap at a higher priority than a lobby that hasn’t technically been completed yet.

  • @Tactrix said:

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

    It won't help, we don't care about incentives. As long as the game remains in its current state the que times are going to be long, because the population of people who still wants to play will be lower than usual. The average for this game sits around 50k, however after this patch the population sits between 27k/34k that drop off will only change when wesker comes out for about 1 week. And then as soon as the hype train leaves it'll drop right back down and then stay there.

    No, you and I don’t care about the incentives, but lots and lots of other players definitely do care about them. This was very clearly demonstrated when the bonuses were available briefly and survivor queues skyrocketed because the incentives were accidentally stuck to only reward the survivor players. Tons of people were literally going out of their way to play the side that had insanely long queue times just to get the extra bloodpoints, that’s why they had to killswitch it to stop the survivor queues from being so lopsided.

  • He’s basically an objectively better Demogorgon in various respects and a weaker Nurse in others, so A tier. Specifically

    • His Bound is better in various ways than Demo’s Pounce. Because he can Bound twice in a row he can hit survivors from around corners and positions that Demo literally can’t hit. He has instant downs that Demo doesn’t. Demo breaks pallets, which is nice, but it also gives the survivor more time to run to a new tile than leaping it does in the case of really strong tiles so they’re on par in that regard. And Wesker can use his Bound to catch back up to a fleeing survivor a bit like Blight can use a Rush to do that whereas is Demo tries to Pounce after a fleeing survivor his miss cooldown is so long it’s not worth it. And lastly his Bounds can hinder survivors movement speed by 8% which is a significant slowdown.
    • He has good map mobility with his Bounds. Demogorgon can teleport longer distances but only can teleport to fixed preset portals while Wesker can use the Bound pretty much at will to quickly get across about 21 meters or so at a pop. So it’s not as big a distance but it’s a lot more flexible.
    • The only thing I can think of that Demo is clearly better at is his Killer Instinct gives better actionable tracking information than Wesker’s Instinct when a survivor uses a spray.

    So assuming they iron out the rough edges of Wesker’s collisions I’d put him squarely in a range between Demo but below Nurse and Blight. I put Demo at high B or low A tier so Wesker could be mid A tier is my guess if those minor issues are addressed.

    in Wesker Comment by dugman
  • I don’t know why they bothered showing Prestige since it’s meaningless to anybody other than yourself but I don’t care much either way. 🤷‍♂️ If they remove it I’m ok with that, if not I ignore the number anyway.

  • Fortunately matchmaking incentives will be back on live with the Wesker update so that should help even out the times a bit. (It’s on the PTB already but for obvious reasons has no real impact in that setting.)

    One other thing that could help matchmaking and queue times is if they made it so if you leave a lobby it times you out for, say, 60 or 90 seconds from entering again. That would discourage people lobby dodging on a whim because “four Claudettes / obviously a swf / default skin so must be a n00b” or whatever. You could still leave a lobby obviously but a slight timer before trying again would make people think twice about it before they click Cancel.

  • I agree that Boons working through floors is problematic on certain spots in certain maps. Ideally the range to the Boon so be path driven, not a cylinder or sphere (whichever it is), to take account for oddities like that. However since that’s probably too difficult to code for the benefit, the next best solution might be to simply move or delete the specific totem spawns on those specific maps that are most problematic (e.g. that second story totem spot on top of Ironworks which takes a ridiculously long time to reach if you actually want to snuff it but covers maybe the entire center building give or take.)

    At some point the devs might want to consider doing a pass on any totem spot in any multilevel building or map, time how long it takes to reach it from outside, and if its beyond a certain threshold move or delete it.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/340888/why-only-killers-have-unique-chapter-menu-theme

    Let's be honest, killers are the only unique characters in the game.

    Playing their menu theme is just a way to get you to play the killer for example. "I like this theme, imma try this killer." Where was for survivors, theirs nothing unique about survivors.

    You’re not wrong, but to be fair if the survivors has unique music it would be a nice touch. I can get why they might not want to bother devoting the effort to doing it though.

  • My advice is play Garden of Joy the same way you would play Dead Dawg because both maps are fairly similar in how they have an easy to reach really strong central building but are generally weaker outside. So in my opinion the best strategy is focus on patrolling the outside, mostly let the survivors have that main building, and in chases try to zone them out away from it as much as possible.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129528#Comment_3129528

    Isnt the main here significantly stronger than main at dawg

    Not really, the Saloon if you run it right has extremely strong loops. As a killer I mostly try and ignore the main building for that reason.

    If Garden of Joy as a map is safer for survivors it’s not because of the main building, it’s because of the variance in the layout on the outside that some other people pointed out above where sometimes you can have two outdoor tiles chain together in a particularly bad way. Dead Dawg is more static so it’s more consistent in that regard.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128222#Comment_3128222

    But you can make it to main from basically anywhere on map in a few seconds.

    That’s true on Dead Dawg too but that doesn’t mean Dead Dawg is out of balance because of it.

  • My top picks for licenses are probably (in no particular order)

    • Supernatural chapter (Winchsters and probably a Demon who can posses survivors briefly as the killer)
    • The Thing - Arctic base as the map, McReady as the survivor, and The Thing as the shapeshifting killer. (Probably would have two forms, one an Undetectable human form that moves like a survivor and can maybe sabotage generators and props, and a tentacled monster when directly chasing and attacking)
    • It - Pennywise and the Derry sewers as the map, or part of the town itself at night. There have been some near concept pieces for Pennywise in DbD so this one could be great if it ever happens. 🙂
    • Phantasm - The Tall Man, aka the Pinball Wizard, as the killer and his mortuary as the map. Not as well known as some others but a real underdog classic horror movie with a killer that would definitely fit the game to a tee!
    • Jaws or Tremors - I know, Jaws is the joke entry, but I would unironically buy that chapter instantly if it meant jump out from the water or ground to snap at survivors. 😄 Or if you want a “landshark” version go with Tremors
    • Final Destination - This one is my pipedream entry that’ll never happen. You would play as an invisible avatar of Death and manipulate the environment and props to damage and kill the survivors. Mechanically it would be a nightmare to develop but, man, if they figured out how to do it I could imagine that sort of things being really fun and unique.
    • The Shining - More as a map pack than for the killer (Jack’s just a guy with an axe). But the hotel and topiary maze could make for really cool maps!
    • Event Horizon - One of my favorite horror movies of all time, the ship could be a really cool map.
    • Alien - Nuff said, lots of people would go wild for an Alien chapter if it ever happened.
    • American Horror Story - It feels like there should be something from this series that fits the game, but since every season is very different it’s hard to narrow down what specifically should be in the chapter, other than maybe The Gimp being the killer since he’s in I think all the seasons? 🤷‍♂️
    • Scarecrow - Of all the comic book characters Scarecrow from Batman is the one I think would be the most fun who also really fits the horror motif. I can picture his ability basically being kind of like a cross between Clown and Doctor where he gasses survivors and they have bizarre hallucinations. It could even have fun bits where certain parts of the environment change or illusions are added based on the realm, like evil Scarecrows hanging in the cornfields. I suspect thought his is a video game license that’s almost impossible to get for DbD so oh well, can’t have everything!
    • It Follows - Part of me thinks it would be terrible as a video game, but part of me hopes it would be really interesting if they could figure out a way to make a slow moving but very hard to detect killer fun to play. Scratched Mirror Meyers is already one of my favorites, this would be a bit like that but even slower and more invisible.
  • This is one reason I think the game should have an internal timer where if no scoring events happen for, say, five minutes then the game goes into endgame collapse or sudden death where if nothing continues happening it ends immediately in a draw (or whatever the equivalent of a draw is in this game.) Five minutes of literally nothing happening on either side is plenty of time to just call it a stalemate and have the game force things to move along.

  • I don’t main any killer, I just see what my new daily ritual is each night and if it’s a killer I play that one (except Nurse who I actively dislike playing.)

    I don’t play survivor very often, but when I do I play Plunderer Ace. 👉🧢 👉📦

  • Why wouldn't she be? Mikaela's three perks all have to do with totems, two of which are Boons. I'm surprised when I see a Mikaela and they DON'T have a Boon perk!

  • @jamally093 said:

    Simple do people even report other people for stuff like greifing,Tunneling and all that I'll put aside because hacking since that is well cheating and such.

    Tunneling is explicitly listed as something that's not bannable. Here's the list of things from the support site that they'll ignore reports about

    Camping*

    Slugging

    Tunneling

    Stream sniping

    Teabagging

    Body blocking*

    Looping

    *Camping/face-camping can be reported under specific circumstances. If a Survivor is being targeted by the same Killer and face-camped repeatedly for multiple games, then this falls under "Griefing" and is a reportable offense (reporting via in-game and support ticket required).

    *Body blocking that results in holding the game hostage is reportable and falls under the Griefing category (reporting via in-game and support ticket required).

    https://support.deadbydaylight.com/hc/en-us/articles/4408586353940-Invalid-report-reasons


    P.S. In case someone is curious, the reason "Stream Sniping" isn't reportable to Behaviour is they don't manage the streaming sites. You could, though, report someone to Twitch for stream sniping on their platform for instance.

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