dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
The report button works, people do get banned.
-
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3128191#Comment_3128191
Okay, then what about slippery meat? Would that also be exempt based on your arbitrary logic?
Personally I’ve never been a huge fan of the 4% escape thing in general. I’d almost rather have it be something like
- If it is your first hook then barring any perks or effects you can’t get off right away by yourself, but when the first stage timer runs out you automatically pull yourself off at that point.
- Certain perks like Deliverance allow you to pull yourself off the first hook earlier than that normally 60 second time.
- Luck effects give you the chance to pull yourself off earlier than 60 seconds but if those attempts fail you still have to wait the full time to get off if nobody rescues you.
This would get rid of both the oddball swinginess of 4% escapes, keep people who are trying to suicide on hook from doing so for at least 60 seconds (time enough to maybe cool their jets and play if they get rescued) and would still allow for perks that help you escape by yourself to be useful. It would also weaken camping since the killer would have to redown someone who pulls themselves off the hook at 60 seconds, and would help survivors out who are in solo queue but nobody is coming to rescue them.
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3128073#Comment_3128073
No, but the upvotes kinda do.
They kinda don’t.
-
The main building is strong for survivors but I’m not sure if the map overall is, the outside feels kind of weak. It’s a bit like Dead Dawg Saloon where if you mostly ignore the main building as killer and focus on protecting the outside it seems to go a lot better.
-
@Guest said:
For $15.
That would be the whole chapter. Individual characters are typically cheaper.
-
I played as Demogorgon a couple of days ago, had a good game too. 🙂
As to how often it’s played in general, keep in mind Demogorgon isn’t for sale any more so over time the number of people who regularly play it will go down.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3128130#Comment_3128130
the problem with it is, like usual, it has a disproportionate effect once coordination comes into play. if you have two survivors with the perk on comms, they can keep alternating within range to trigger it to force the killer to hit one of them, giving the other enough time to make a save while easily denying a hook trade. Its ability to stall the game has far too few limitations, especially considering its potential to force lose/lose situations. The idea is there, but they always overlook too many variables and people find those variables every time. That said, any time a perk forces a lose/lose decision on the other side and stalls them in the process until they commit is an extremely bad idea design wise. We already have enough instances of that in the game, and they're even trying to reduce some of them apparently (like the conspicuous action and EGC activation changes to some perks, stuff like ruin/corrupt deactivating early automatically, etc.)
For sure swfs will make better use of it, that’s nothing new. I don’t think it’ll be “easy” to avoid a trade though if the killer is right there, if a survivor takes a hit not much is necessarily preventing the killer from just following up and downing that survivor afterward if they want. And if two survivors are bouncing around the hook they both get injured and then one gets followed up on and downed and meanwhile the survivors only have one person on gens the entire time this is happening. Plus the two survivors doing this presumably both have Reassurance as a perk which means they don’t have something else so it’s not entirely a free benefit either.
Don’t get me wrong, this perk sounds solid, I’m betting it’ll be a new meta perk. But I don’t see it really hurting me personally, for instance.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3127998#Comment_3127998
Your tip is just "Go against bad Survivors".
There's a 0% chance good Survivors will drop all Pallets before all 5 Generators are done
I tend to do ok on The Game actually despite all the pallets. The reason is the map has a few features that help the killer too
- Once you know the layout it’s one of the quicker maps to navigate. The floor areas are small and there are nice conveniently place stairs and drops you can use to go up and down as needed. So patrolling the map is faster and getting in range of a gen in progress to start a chase is faster than a lot of other maps.
- There are a whole lot of pallets but only a couple of windows. This is particularly good if you happen to be playing a killer or loadout that is good at breaking pallets but not good at dealing with windows.
- The map has a lot of walls and line of sight blockers to help block survivors seeing you coming in, but on the flip side there are no bushes and such to hide in so if a killer has a line of sight on you they will very likely see you. This makes the map pretty nice if you play a stealthy style of killer because you get the benefits for your stealth without a lot of the stationary hiding spots some other maps have.
- The breakable walls are actually not bad to destroy because they open up additional paths of approach which is generally a good thing for killer. I appreciate that compared to a few of the walls on other maps that seem like they’re just cosmetic.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3128085#Comment_3128085
Most survivors beg to differ. They will accuse you of face camping all day if you are camping and your face can see the hooked survivor's face. Many would argue the nuance of the situation, while many will bemoan it. That said, if you limit the scope of facecamping to just ignoring the entire match except the person on the hook, that would generally be a bad strategy with how bad being entirely on what the other survivors do to capitalize on that. If none of them work on gens or commit to the save, it ends up being an extremely good strategy, even if technically by accident. More often its smarter to proxy camp the hook and then return as soon as you know someone is going to attempt the save, or if the hook timer is about to switch stages. Still camping and still not fair to the hooked survivor, but the longer there are 4 survivors in the game, the more damage each second wasted can do.
Sore losing survivors say all sorts of dumb things after a match. I had one complain I was “tunneling and camping” in a pre-buffed Legion game where I had 12 hooks and 32,000 points. I also had someone complain one time I was “camping the generators” (even the other survivors called that guy an idiot.)
And yeah, being on a hook all game or being eliminated early sucks, I agree. That’s part and parcel with this game having mid-match player elimination which is generally speaking not a mechanism I’m fond of. The DbD official boardgame for example did away with that by having the killer collect ritual tokens whenever they hook a survivor and whenever a survivor is left unrescued too long and then the killer wins if they collect 8 tokens. If the video game worked that way you would have basically zero complaints about camping and tunneling because there would be no real incentive at all to do either. Unfortunately that ship sailed a long, long time ago so we’re kind of stuck with what we’ve got.
Reassurance probably will put a dent in hard core camping, I don’t think it will make as much a difference for simple zone defense though and it won’t stop trolls who don’t care if they lose from camping hooks either. I think aside from needing a minor tweak to mitigate abuse it’s a decent perk, and actually similar to a suggestion I made for base kit a while back of slowing or stopping the timer when the killer is in range of a hooked target.
-
Hag doesn’t need a buff, she’s actually one of the stronger killers in terms of kill rate on the aggregate site I follow. People can debate whether she’s fun to play as or against (similar to how I hate playing as Nurse but also don’t think she needs a buff), but either way her performance is fine and doesn’t need to be more powerful.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3127506#Comment_3127506
MYC only incentivizes leaving the hook, it also incentivizes returning the second someone gets unhooked, and even then its effectiveness depends heavily on the mobility of the killer. Most killers who use it either have some type of teleport or movement ability, or hover just outside of its range limit until it procs. Devour hope is similar, except it doesn't necessarily require a similar immediate return to the hook.... but it can also last random number of seconds/minutes so its not even guaranteed to get any value before being cleansed. Not only that, but a lot of perks that incentivized leaving the hook asap by giving you actual direction on where to go.... keep getting nerfed. Or have massive counterplay like bbq. Things like points don't matter in regards to getting the first out, minimizing early game pressure is far more important due to the efficiency cap scale.
Just remember, every time people complained "the killer keeps finding me because of pain resonance" or "flat 25% regression was too oppressive, even with a shorter time limit" or even the classic "how is BBQ allowed to be so OP?" they were asking for exactly this. The numbers game tremendously rewards getting one out asap, and survivors will always start very strong and over time end up very weak. because they will never address the efficiency cap, so early game for killer will continue to be damage controlling until the speed of the match is in their favor. The only incentive that will disrupt camping and tunnelling is if the killer's pressure for not doing so is as strong as it is to force the efficiency cap as soon as possible. And the only way to balance that is to tighten the gap between survivor efficiency caps with each death. Anything less will have zero universal effect on the situation.
Also, facecamping can be suboptimal. But in situations like, for example if 2-3 people are hovering around the hook not doing gens, its literally the only thing to do. Sometimes survivors aren't as sneaky as they think, or they just assume the killer will ignore them and wander to the other side of the map. Its all the more reason Kindred puts in so much work in solo. If the killer knows you're there and you're just crouching around a corner hoping they'll leave, you're creating the situation even more than they are.
Reacting to two people hovering around the hook isn’t “face camping”. Face camping is standing at the hook even when nobody is coming to it. And I would argue that actual face camping (which isn’t simply being at the hook when survivors happen to be there) is often a bad strategy, not just a “sometimes” bad strategy.
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3127521#Comment_3127521
It seems the community does not think it that way.
You don’t speak for the community actually.
-
If there are reasonable complaints it could be
- If too many players feel Reassurance is “necessary” to run then we just end up with a perk that is way too popular which is not ideal. If that turns out to be the case then the devs will eventually end up probably wanting to just bake it in somehow to the base kit and adjust killers to compensate like they did with Borrowed Time
- The perk currently has a small loophole that can allow malicious actors who are ok with throwing a game to troll someone to keep a solo survivor on a hook involuntarily the entire game without ever rescuing them. They probably should tweak it so the effect is something the hooked survivor triggers when the perk user is in range to make it an opt-in effect.
-
@GeneralV said:
I disagree with a lot of your points here, but I do agree with the main argument.
If Hexes are gone forever once they are destroyed, so should Boons.
It is only fair.
I disagree with this premise, there’s no reason Hexes and Boons need to use the same systems. They just need to make sure Boons are balanced with the idea of being resettable in mind and Hexes are balanced with the idea they can be permanently destroyed in mind. And generally speaking that’s already the case with Boons, most of the Boons are perfectly fine as is. Likewise most of the Hexes get enough value before they’re taken out to be worthwhile, or in the case of Devour Hope are high risk high reward perks that carry such large value if left unchecked they are still worth running.
-
There actually already are carrots in the game not to facecamp
- Generally speaking literal face camping is a suboptimal strategy, the better strategy is to more proactively find and chase and pressure other survivors while you have someone else hooked or slugged. That forces survivors into the position of having only one person at most on the generators at a time which significantly slows their progress and gives you that much more time to focus on getting three hooks on one or two specific targets to get into the 3v1 scenario with more time left on the gens when it happens.
- Also note that there are three killer perks that further reward being 24 meters from a hook (Devour Hope, Make Your Choice and Monstrous Shrine). So killers who want an additional reward for not being near the hooked survivors can supplement their game with those.
-
Those stats are across literally all matches but the devs understandably look at more precise metrics involving like kills by MMR brackets. They’ve talked for example about how certain killers like Nurse and Twins have very different kill rates at low or average MMR than they do at high MMR and they take that into account when they make balancing decisions. So when the devs say they felt the kill rates were low they’re not necessarily talking about the chart you posted, they could be talking more specifically about the kill rates among more seasoned players for instance, or the ratio of games where all survivors escape versus at least one survivor dies, etc.
-
In terms of effectiveness I put
- Sadako at 2 out of 5 on par with Wraith. Sadako has good map mobility and good stealth, similar to Wraith in that respect. She also has some innate slowdown from Condemned. However she’s a bit weak in loops, again similar to Wraith, and for some reason is the only Stealth killer that has a lullaby. Wraith’s stealth is better but Sadako’s slowdown and long range teleportation make it a wash.
- Dredge at 4 out of 5 because of his great map mobility and lengthy periods of Undetectability combined with lower vision range for the survivors. The only thing holding it back from being 5/5 is it is slightly weak is chases, but it can get into new chases so quickly and easily after every attempt that makes it really solid overall.
- Artist is maybe a 3.5 out of 5? She has the best anti-loop of the three killers in question here, and her crows also can provide decent tracking information and a little pressure on long range generators. However regular survivors seem to have gotten the hang of knowing when to let go of generators to avoid being hit by crows, and also are aware that if you chain two or three tiles together in a large loop it mitigates some of the strength of her crows to zone them away from vaults. I might be underestimating her a bit but I do see her current kill rate on the aggregate site I track is below average so maybe not. 🤷♂️
-
I don’t record my games so even if I hypothetically spotted a blatant cheater I wouldn’t have the video evidence required for the ticket.
And yes, this is a serious issue, not having the game automatically generate the file customer service actually needs for review and relying solely on the players to have the technical knowledge and forethought to record their own games on the off-chance someone cheats and then figure out the process of submitting that recording on their customer service site definitely hampers Behaviour’s ability to get actionable tickets. Unfortunately the devs have said that it isn’t currently feasible for them to introduce an automated replay system for tickets so they’re stuck with the system they’ve got.
-
I find it hard to believe anybody intentionally checks profiles just to pick who they think might be the weakest player to target beforehand. If a survivor is actually significantly weaker than all the others it will be immediately obvious almost as soon as you get in a chase with them, there’s no reason to bother trying to guess that’s the case beforehand.
Now that said I wouldn’t be surprised if there are some killers who look at profiles to, for instance, see if the survivor has a lot of complaints about them in their profile or whatever and maybe dodges lobbies in that case? I’ve never looked at a profile personally though so that’s just speculation.
-
@Cameragosha said:
Hoping wesker will get buffed.
He looked like demogorgon 2.0 but weak than demo.
Now wesker is B tier.
Wesker is objectively better than Demogorgon in almost all respects.
- Wesker can get instant downs, Demo can’t
- Wesker’s infection causes Hindered status, Demo has no innate slowdown.
- I think there is no position where Demo could hit a Pounce that Wesker can’t hit a Bound, but there are positions where Wesker can land a Bound where Demo can’t.
- Wesker and Demo are actually pretty close on map mobility. Demo can tunnel farther than Wesker can Bound, but the Bound’s movement speed is much faster than Demo’s typical tunneling speed and Wesker can use his Bound for map traversal essentially at will to go anywhere he wants while Demo is limited to only going to previously set locations and when it tunnels to visible portals the survivors can see it happening and run.
- Both Wesker and Demo has indirect slowdown in their kits by enticing survivors to spend time either rummaging around and using first aid sprays or digging and destroying tunnels. I’m not sure who gets better slowdown in this case, could be a wash but it’s hard to tell.
- Demo breaks pallets automatically on a Shred, which is useful, but Wesker being able to automatically quickly Bound over pallets and windows is also useful. I can’t say for sure which is better overall since they’re both good in specific situations. Demo breaking pallets is good at short pallet loops, Wesker vaulting is great at stronger tiles where simply breaking won’t score a hit.
- The only thing I can think of that Demo is unquestionably better at is its killer instinct from portals gives better information than Wesker’s killer instinct from sprays.
And I say all this as someone who really enjoys playing as Demo, I think it’s solid. But assuming they iron out Wesker’s collisions like they did after Blight’s PTB then Wesker will I think definitely be the better killer overall.
-
@akanadi said:
https://forum.deadbydaylight.com/en/discussion/comment/3126429#Comment_3126429
most players dont find it fun
I would argue what most people don’t find fun is being eliminated early, not actually “tunneling”. When I see someone complain about me tunneling them after a game it’s always because I just happened to see and down them a couple times in a row. I’ve never seen anybody complain that I tunneled them if they escaped.
-
I like Clown, he's a lot of fun. I don't think he's S Tier though, mainly because of his lack of mobility. Yeah, he's good in chases, but that's pretty much all he has. His yellow bottles only marginally help him with map mobility, he has virtually no tracking ability (unless you count throwing a pink bottle where you think someone is hiding and seeing if they scream), and he has no slowdown built into his kit. The only thing he can do is he's more efficient than average at chases.
Which is fine! I like that! 😄 But the killers I put in the top 5 out of 5 stars have more than that. For example, Nurse isn't exactly high mobility either but her time efficiency in chases is insane, even compared to Clown! And Blight has decent chase efficiency and can catch up to fleeing survivors as well as or better than Clown, but on top of that he also has excellent map mobility too.
The killers in the third or fourth spot kind of shift around but they're not Clown. Clown's probably around 3 out of 5 stars, he's better than most of the killers that have no real chase ability at all but not as good as the ones that have both something that helps in chase and also helps them strategically outside that.
-
What's wrong with tunneling?
-
@Grum said:
I mean, she's still a bad idea for a killer.
I don’t think she’s a bad idea, but I don’t like some parts of the execution.
Basically Wesker looks to be “Nurse done better” in some sense. He’s easier to pick up and use right away, has a similar type of one-two instant lunging mechanism, and is still looking to be a strong killer without being overpowered but also without that staring at the ground balancing mechanism. I honestly think if Nurse worked a touch more like Wesker but with an appropriate timer on the blink to compensate for the changes she’d still be a powerful killer but more manageable for new players and also not necessarily as overpowered at high level.
-
I’m with most of the posts here. I don’t care if someone kills themselves on hook when they were obviously about to die on hook anyway. But killing yourself on hook when it’s the first hook or when it’s the second hook but someone is on the way to rescue you is pretty weak sauce. Imagine if football players just went home after they got tackled or baseball players left after they struck out, it’s just really disrespectful to all the other players in the game.
-
Annoying to play against or play as?
-
@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/3124451#Comment_3124451
Because old Dead Hard didn't give you a massive speed boost after being hit. You dodged it, but still were stuck in your old position. Now you get a 150% speed boost for 3s. That's the same as Sprint Burst or Lithe.
To be fair, you weren’t “stuck in your old position”, you did actually rush forward a few meters. Not as much as the speed boost after a hit but it wasn’t negligible either. In fact that extra distance rushed was exactly what a lot of survivors specifically used the perk for.
-
@Pulsar said:
It's a shame because I really enjoyed Evil Dead.
Yeah, Evil Dead has potential to be a game I might like but I played it a couple times and didn’t really get into it. 🤷♂️ It’s a shame it hasn’t found a way to catch on so far.
VHS didn’t interest me though, it looks more like an Overwatch style game than a DbD type. Not that Overwatch is a bad game but if I want to play that type of action shooter I’d still be playing Overwatch.
-
The good news is custom matches against bots are slated for the current fiscal year. I wouldn’t even be shocked if they’re far enough along at this point that we possibly hear about them for the next mid-chapter. (I’m guessing the bots will be a midchapter update versus a full chapter one since the full chapters tend to have a lot more of the pipeline devoted to the new characters and map.) So once that happens you’ll actually be able to play on the future PTBs against bot survivors with the new killers.
-
I don’t think killers need more bloodpoints than survivors simply because they have less downtime and have a lot of maneuvering around the map to do during play. It really comes down to what you actually need to spend bloodpoints on in the first place.
Killers buy perks, add-ons and offerings, that’s it, and once you’ve bought a perk it’s locked in forever. So once you have the perks you really want the only thing you’re buying are add-ons and offerings, and honestly unless you are really, really fishing for some specific add-on you can basically just use what you find in one bloodweb per match and do just fine.
Survivors end up grinding a bit more in comparison because not only do they buy perks and offerings like killers but they also buy equipment and add-ons that are specific to specific pieces of equipment. So if you like using a toolbox each match for instance, you not only need to potentially find a new tools in the bloodweb after each match (depending on if you lose it) but you also will want to find add-ons that are specifically Tool add-ons versus the add-ons for flashlights or maps or keys or whatever. That makes the survivor bloodwebs effectively filled with a lot more “junk” you probably aren’t interested in so you may have to comb through two or three bloodwebs between matches just to get a new set of two add-ons plus maybe a new item that you actually like.
So even if you assume it costs the same amount of bloodpoints for survivors to get all the perks and offerings they want, there is still a difference in cost when it comes to the rest of the loadout. I wouldn’t be all that surprised if survivors tend to grind bloodwebs maybe twice as much as killers when it comes to replacing their add-ons and equipment.
-
Just for reference the playerbase count is mostly stable at the moment. There was a massive spike at the combination of the anniversary event and Dredge coming out as usual (biggest spike in a while, I think partly because Dredge is such a fun unusual looking killer) and then as expected the people that came in just for the anniversary event left again and the game is roughly back where it was. Steam Charts over the last 30 days is essentially flat (-0.14%).
So while I’m sure a handful of people actually did leave the game because they didn’t like something in the patch, it doesn’t look like it had much impact either way in terms of the overall total player counts. The only thing it did seem to noticeably alter is the ratio of killers to survivors. Killer queues appear to have gotten slightly longer since the rework, which makes sense since the rework was intentionally meant to increase kill rates which the devs perceived as being too low. Therefore anybody who was on the fence between which side they like better now has more incentive to play killer more often.
The matchmaking incentive is coming back with this Wesker chapter so that should help even out the queues again. It definitely had an impact while it was up briefly with tons of people waiting in really long survivor queues while the bonuses were accidentally stuck on survivor all the time. So with the bug fixed and the bonus pointing toward the side that actually needs more players it should be helpful.
-
Yeah Low Profile looks pretty bad, it seems like you would almost always be better off having a perk that helps you AND the rest of the survivors get out compared to one that only helps you if everybody else is already dead.
I guess if I were hypothetically going to play a survivor with Low Profile, I’d probably go all in on stealth, maybe even bring a key? Yeah it’s terrible but may as well lean into the gimmick of making your that if the survivors lose you are the last one left and have an easy escape. (Then again I hardly play survivor and when I do I like Ace with a Plunder build so what do I know? 🤷♂️)
-
@ReverseVelocity said:
It's currently turned off in the Live Build, but it'll show an icon next to the "Play as Survivor" or "Play as Killer" buttons in the main menu when it's reenabled in 6.2.0 (hopefully).
Mandy posted a few hours ago it's enabled on the PTB.
-
@TDtheDoc said:
https://forum.deadbydaylight.com/en/discussion/comment/3119998#Comment_3119998
Why should survivors get breathing room if they three gen themselves?
I'm just guessing what their reasoning is. Maybe they felt situations like the one I described are too hard to come back from, who knows? 🤷♂️
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3122630#Comment_3122630
Extremely often and I'm a survivor main who plays killer maybe 3 times per dbd session
Call me skeptical, I can count on maybe one hand the times I've been bodyblocked in a doorway let alone had it happen right after an unhook.
-
@TardisBlueGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3123012#Comment_3123012
Earlier I edited Carry On so when preforming an action you gain a token. For Baby's Mechanic I would say a 30 percent chance to get a great skill check (like you said) . Hunters Will I would say would only be for about a minute (which is fairly short).
Thank you for your feedback. I'll also get to work on Chuck's ability 😅😅
No problem!
On a tangent when I suggested a Supernatural DLC a while back I also said the killer could be a Demon that can briefly possess survivors to control them and who can move around the map as black smoke.
Also as one of Dean's perks I liked this one:
Angel Blade - Angel Blade begins the game with 1/2/3 tokens and is active while it has a token and you have not Run in the last 2 seconds. Press the Activate Ability button while within 1 meter of the killer to Stun the killer for 5 seconds and lose 1 token from the ability.
The principle is simply that you can directly stun the killer, but only if you take the time to actually Walk or Crouch toward them since Running disables it. Note that a killer carrying a survivor moves much faster than a walking survivor, so in order to stun a killer to save a carried victim with this you have to get quite close while moving more slowly than them and activate it, leaving you open to probably taking a hit. It's a risky move with limited uses but one that has a nice payoff.
And for Sam:
Reading Up - At the start of the match, icons for 2/3/4 of the killer's perks and add-ons are displayed on your HUD for 15 seconds
Fairly straightforward, this allows the survivor with Reading Up to get a heads up on exactly what the loadout is they're up against that match. This could be quite useful, especially if the killer has "gotcha" things like Devour Hope or No Way Out or NOED or Starstruck, etc.
-
Also you forgot to say what Chuck's killer ability would be?
-
I've been saying for a really long time I'd love to see a Supernatural chapter. 😄 I don't know we'll ever see one since it feels like if there was ever going to be one they'd have done it by now but it would be fun if we did.
As far as the specific suggestions in the original post above
Carry On: When Dean is in the Dying State, he crawls faster and leaves no blood trail. Your location is marked to other survivors when near you. You can also recover yourself from dying to injured.
I think unlimited self-revival from dying with no preconditions is too powerful. That's like Unbreakable on steroids, way too good. Also the part about "Your location is marked to other survivors when near you" while dying isn't needed since survivors can already see other dying survivor auras.
Maybe no blood trail and no sound while dying plus faster revival time would be enough?
Baby's Mechanic: When repairing a generator, good skill checks have a chance to be great skill checks, giving you a bonus to repair generators 10/20/30 percent faster.
What exactly is 30% faster? Do you mean that Good checks have a 30% chance of being treated like Great checks?
Tried and True: When the hatch is available to escape or is open, you see it's aura. In turn, you become the obsession.
Not a great perk since it only triggers when all the other survivors are dead. You're better off using perks that help you AND the other survivors all escape than perks which only help you if the survivors have already lost the match and everybody else is dead. (This is also why the new Low Profile perk on the PTB is bad, same reasoning.)
Boon: Brotherly Bond: Blessing a Dull or Hex Totem provides you seeing the auras of all survivors when they are within range of the totem. 1 Totem can be blessed at a time.
Sounds interesting, although it has a somewhat limited range as a Boon so that might hamper it a bit.
Cursed Vessel: When you are the obsession, you see the aura of the killer while within 10/15/20 meters. You also repair, sabotage, heal faster while the killer is in range. You have a higher chance to being the obsession at the start of the trail
This is a pretty strong perk, constantly seeing the killer's aura during a chase makes mindgames almost impossible. I don't think this perk needs the extra action speed on top of the aura effect.
Hunter's Will: When put to the injured state, Sam leaves no traces or sounds for a short time. You can also heal yourself, this perk deactivates when you are healthy or in the dying state.
This perk sounds decent so long as "a short time" is actually short.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3122581#Comment_3122581
Correct. This also demonstrates that regression perks aren´t as scary as they sound on paper. If a killer would try to get full regression by patroling the gen, then other gens are completed much faster.
Right, if regression was anywhere close to being as fast as survivors fixed generators it would be busted, especially once one survivor is dead. It would be basically impossible for survivors to win once a survivor was dead if the killer could regress the gens as fast as the one still working on them was repairing them (since the other two are presumably being chased or rescuing each other or both.)
-
I played one match last night but it was fun, I was Demogorgon with a swing for the fences build (Save the Best for Last, Unrelenting, Jolt, Franklin’s Demise, and add-ons to lower Shred recoveries after a pallet break or miss) with the Red mori. Got 3 kills with the last kill right as the other survivor opened the gates on Dead Dawg, so a pretty close win. 🙂
-
How often are you near an unhook as a killer and the survivors both run through a doorway and the unhooked survivor stops to bodyblock you all within 5 seconds of the unhook? 🫤
-
Neither I guess? 🤷♂️ I normally just play the killer I have a daily ritual for that night.
That’s not to say I’m not better or worse with certain killers than others. Since I don’t regularly play any specific killer I’m best with the ones that are mostly basic attack chasers (e.g. Dredge, Sadako, Doctor, Clown, Pig, Freddy, etc) and worst with the ones who have a special ability that they need to get hits with (e.g. Huntress, Deathslinger, Hag, Trickster, Plague, Nurse, etc.)
-
I never played Resident Evil but I’m always up for trying new killers. 🙂
-
I buy all the killers. 🙂
-
On a tangent this reminds me of the recent Veritasium video that talks about the sorts of things you need in order to become a true expert in a field. Time spent doing something is a factor obviously, but even if you spend thousands of hours that alone doesn’t make you an expert. For example, almost everybody has driven cars for thousands and thousands of hours but that doesn’t make them experts. Another factor is you have to be constantly pushing yourself to practicing things that are difficult for you to accomplish. So expert driving practice requires driving in bad conditions or high speed or offroad, etc.
Applying this to DbD then playing the game frequently alone won’t make you an expert, you need to be playing against opponents better than you and in games where you are at a disadvantageous setup or with survivor allies who are weaker than the killer you’re facing, etc. If you win every game because you’re mainly facing easy opponents you won’t improve much, most improvement comes from learning from your mistakes and losses.
So basically if you really want to be a top level expert DbD player you should be playing a lot AND playing a lot of “sweaty” matches where you felt like you had an uphill battle to win. If you’re just winning because the opponents are weaker than you then you aren’t improving much.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3121479#Comment_3121479
Is that the Project W ptb or what?
That’s right, Project W should be on the PTB later today.
-
@Tsulan said:
This explains it pretty well.
https://www.youtube.com/watch?v=BGtF_5jH8ww&t=6s&ab_channel=Choy
The interesting thing this video demonstrate is that Call of Brine has a 60 time limit after which it loses its 200% bonus on the regression, but Overcharge has no such time limit. So if a generator is left untouched for over about 80 seconds or so then Overcharge actually reduces progress more than Call of Brine.
In practice most gens you kick are probably touched again within that amount of time, but at least every now and then Overcharge beats Call of Brine in regression. (Of course if a survivor misses the Overcharge skill check that makes it worth it too, the issue being above average survivor tend not to miss that check very often unless the skill is maybe paired with Unnerving Presence.)
-
@Akumakaji said:
I haven't tried DH once since the update, but I play a lot of killer and survivors are using it quite after the initial wave of "its dead and murdered".
It's still the singular exhaustion perk that can be used on demand while out in the open or out of position. Its use is now quite tricky and skill, though, and is a mind game of its own.
A lot of survivors will try to bait you into wasting a swing by suddenly running into you or try to anticipate when you might swing at them.
It's pretty effective if it works, but if you use it once against me I'll try to remember and won't get baited so easily.
Yeah, I definitely think Dead Hard is in a healthier spot overall. It’s still seeing use but not the insanely high usage it was getting pre-patch.
-
@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3122060#Comment_3122060
I’m curious..
Has BHVR ever explained why they decided kills and escapes determine ”skill” (for the sake of MMR) rather than the other categories players can pip with?
Because the MMR rating is just a way to pair up people so the chance of escaping is hopefully around 50% or so. It’s not supposed to be a “measure of skill” any more than someone’s chess rating tells you everything about them as a player. And, unlike a lot of things that the emblem system tracks, kills and escapes are objectively actually the ultimate goals of the game. It doesn’t matter for MMR how players get them, what matters is whether or not they did.
And the MMR ratings are actually good indicators in that respect. You can tell for example because when they did a bunch of tests of various matchmaking routines the one that had the strictest criteria for keeping players as close as possible in MMR actually produced the “sweatiest” matches. They were much closer matches than normal. And when they had tests when the MMR was off the results were chaos in terms of balanced matchups. The test they did using the emblem system also didn’t fare well.
So there are mismatches but it’s not because the MMR is a bad rating, it’s because the matchmaking algorithm has to frequently ignore the rating and go with whoever happens to available to fill a slot and also because of swf players teaming up with much higher or much lower rated friends.
All that being said, the devs did mention a little while back that they were interested in tweaking how MMR goes up or down for survivors by treating the survivors as a group rather than individually. In other words, rather than your individual MMR going up if you escape and down if you die, it would go up if most of the survivors escape and down if most of them die. That way survivors who sacrifice themselves to help everybody else escape go up in rating, for example, and similarly a survivor who just hides all game and gets out the hatch but everybody else dies would go down. Hopefully they follow through on that since DbD not treating the survivors as an actual team with a clear goal they need to achieve is one of its main problems in my opinion.
-
I love getting five tokens on Devour Hope. Maybe the best feeling in the game. 🙂
And yeah, some salty survivors are kind of dumb. I had one complain in chat that I was “camping the gens”. Even the other survivors said he was an idiot.