dugman
dugman
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3121539#Comment_3121539
Also yeah
Again no reason it shouldn't be a toggle option
People use crosshairs anyway so why not just add it, I'm sure it wouldn't be that hard
I’m ok with it being a toggle, but if for some reason toggle isn’t a possibility I’d rather have it in the game than not.
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@Brokenbones said:
In a perfect world, training wheels addons would not be addons
There would be a setting that let you toggle such things as accessibility features
Only in DbD are crosshairs and aiming reticles considered “training wheels”. I can’t think of any other first person shooters where you don’t have something showing where you are aiming.
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@GrimoireWeiss said:
I'd personally find it very distracting and actually harmful for people who are already used to her muscle memory. It could be an accessibility feature that you can turn on if you want to.
Yeah, I’d like it to be base kit personally but I agree that the indicator should be made less conspicuous, it’s way too big and bright in some situations. But if they made it less obtrusive it would be a nice base kit touch for new players.
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I like it, not the most reliable perk but it works often enough.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3121286#Comment_3121286
Killer streamers have over 90% 4k for sure
Kill streamers had an extremely high win rate prepatch. I think Otz was 80% or something for example. That’s understandable because top players don’t exclusively face top opponents, there’s only so many top players total to go around so people like Otz have to face above average and average players a lot or they’d never get to play at all.
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Personally I’m for the game having an internal timer where if no new scoring events happen for 5 minutes than the game goes into endgame collapse or a sudden death timer which can simply end the game in a draw. That would address the bodyblocking thing and also the scenario of the last two survivors both hiding and moving slowly hoping the other is found first and the killer can’t find either of them.
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If I’m not in a chase and I see a gate at 99% complete I open it. I get 500 bloodpoints for it, the survivors get none, and it starts the clock on the endgame collapse that they wanted to avoid. Plus I think it scares some survivors into thinking I have Blood Warden which is fun. (I never do, but they don’t know that! 😄)
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3117447#Comment_3117447
Nurse has a low skill FLOOR. Her skill ceiling is nearly infinite. Same for Blight and Huntress. You never stop getting better when playing those killers. Survivor is the same way. You can ALWAYS improve.
Survivors die to Nurse because of one or both of two things:
1- They don't know how to play against Nurse because the majority are bad and don't give any practice
2- They're worse than the Nurse player
Nurse has the highest skill floor of all the killers for two main reasons
- Her ability requires fairly precise timing and has no easy feedback as you use it, you just have to learn to feel it out over time.
- She is the only killer that can't chase survivors at all normally. Every other killer has the option to, if you are having trouble using their special ability, at least chase survivors on foot with basic attacks. Even Huntress and other 110% killers can get downs on foot if they have to. Nurse though moves slower than survivors so has to get virtually all of her hits using her blinks. So until you actually build up the muscle memory to get those blink hits reliably you can't do well with her at all.
The above is why Nurse has such a low kill rate when viewed across all matches over all MMR but has a fairly high kill rate among above average players. It takes time to get to the point you can hit consistently with blinks and you have no other options until that happens.
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I just ignore it, Prestige numbers are pretty meaningless.
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The flavor of the week looks like you can try running Bite the Bullet plus Lucky Break with a medkit or maybe Self Care. Distortion is useful too. As soon as you get injured run off to a hiding spot and start healing immediately. Lucky Break will hide your scratch marks and blood trail, Distortion hides your aura in case they have Nurse’s Calling, and Bite the Bullet makes you completely silent while healing. So unless a killer has Killer Instinct it’s going to be really tricky for them to find you if they weren’t able to watch exactly where you ran to.
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I only play once or twice or maybe three times a night so I never get that far on the Rifts. 🤷♂️
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@Roaroftime said:
Player count disagrees
The game is doing exceptionally well for a video game that came out 6 years ago.
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@Config said:
https://forum.deadbydaylight.com/en/discussion/comment/3120788#Comment_3120788
The "buff" is not because it's much faster, it's 0.15 or 0.3 if I'm not mistaken. People are using it much more because u can fell the perks effect much earlier, since u have a baseline 2 stack, so if u chase ur obsession (what sometimes u need to) u would have 4 stacks + 2 basekit, with makes the perk more viable that's what meta shakeup means btw.
That difference is actually noticeable, it means about 1 meter less distance in a chase and also greatly increases the relative window to get two hits on a row during a hook save versus just getting one hit.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3120795#Comment_3120795
That's one of the four and Huntress had 0k as the most common result as of a couple days ago. Still, 26.6% is high and Huntresses that 0k are running basic attack perks and Huntress Lullaby. Those players are not sharing their data on game-related sites. Experienced players are. The latest official numbers were from Dec-Jan. The kill rate was around 55%. Killers have been buffed since. It's said that it's to make basic attack killers viable, but it makes strong killers stronger and even OP. How are such killers having their kill rate drop, then?
Huntress’ kill rate on the site went up from 46.5% to about 53% post patch. (The current 30 day figure is about 50% so when you approximately weight the results over the last three weeks it’s slightly higher.) Note that kill rates at above average MMRs were lower than the kill rates across all matches since typically in the low level matches the survivors have a slightly harder time escaping due to misplays. That’s why I think the aggregate site is a bit lower on the average kill rates than the stats across all matches in the entire player pool.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3120783#Comment_3120783
If it's the site I'm thinking of, the most common match outcome for Artist, Huntress, Twins, and Demogorgon is a 0k. If one is sharing game-related stats on site, that player is invested in the game and not new. How are such players getting 0k's with A-tier killers? There's an obvious bias to those statistics, but I'm guessing some users are just rigging the stats.
I’m looking at the stats and Huntress’ breakdown is
- 0 kills 26.6%
- 1 kill 17.5%
- 2 kills 11.5%
- 3 kills 16.8%
- 4 kills 27.6%
Which is a pretty standard distribution.
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@Config said:
Tell me u are bad without telling me ur bad:
I’m a killer main and I agree that STBFL is probably overtuned now, there’s a reason it shot up in popularity. They could hypothetically tweak it so it caps out at the same fastest net recovery speed it had pre-patch and it would be just as good a perk as it was (which was a good perk, I used it quite a lot pre-patch. Now it’s verging on being a little too fast at 8 tokens.)
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On the aggregate site I follow the kill rate is up from about 49% pre-patch to about 56% post patch.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3119998#Comment_3119998
That’s not what ends up happening though. There are many games, that when 1 hook is gone, there aren’t any other hooks in range, and some survivors will purposely run to this area if they are about to get knocked down, because they know the killer can’t hook them.
That obviously happens, I’m just guessing why the devs put it in place. 🤷♂️
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Yeah, I agree 3 seconds does seem a bit short, especially when you consider the first part of those 3 seconds is the animation of the survivor escaping the killer’s grasp. They could probably up it to 4 seconds which would be a compromise between where it is now and where it was.
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One quick minor note, it’s actually two words - Kill Switch.
The Kill Switch is a recent feature added to Dead by Daylight. It gives us the ability to temporarily switch off any items/offerings/maps/cosmetics/characters that are causing game breaking issues in the game, to ensure continued enjoyment. When the Kill Switch is used, the item/offering/cosmetic/character will not able to… -
@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3120044#Comment_3120044
No. That's a stupid mischaracterization of my post. Can you repeat to me what I said the problem is? Hint, it's not killswitching.
https://forum.deadbydaylight.com/en/discussion/comment/3120045#Comment_3120045
Dead Dawg Saloon. Totem issue.
Yam Estate. Totem issue.
Memorial Institute. Totem issue.
The Game. Totem issue.
Nurse. stun lock yourself.
Feng Min Goddess of War outfit. Crashes.
These are just a couple within the last few months. Keep in mind the kill switch has been out for less than a year.
Ah yeah I forgot about the totem issues when Boons were first released. To be fair those first four are all the same problem basically (untargetable Boon snuff spots they found after Boons went live.)
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3120033#Comment_3120033
I really like Plaything since if they go out of their way to break the hexes they are wasting time doing 4 totems and if they don't, you're basically Ghostface for the rest of the match. Blood Favor, Thrill of the Hunt, and Retribution normally get less value than Plaything from my experience. Undying usually isn't good unless you're using Devour Hope and Haunted Grounds need to have a really good timing to be useful.
Shattered Hope should be basekit.
Just to clarify a couple of things:
- Plaything makes survivors Oblivious is decent but not quite as good as being Undetectable because it doesn't remove the red stain. Plus Playing only affects survivors you've hooked, everybody else can still hear you coming, so it really isn't the same as Ghost Face.
- I've gotten solid value out of Blood Favour most of the time I've run it. I think that perk is a little underrated.
- I don't normally run Thrill of the Hunt. However, given how much time it adds to creating Boons, I think it's worth me taking another look at it since most matches I'm in have at least one Boon creator.
- Undying by itself isn't great, but paired with any other decent Hex it's pretty solid. Not just because it acts as insurance to make sure the other Hex stays up, but also because its auras are actually not too bad. I've definitely had matches with Undying where the auras gave me pretty decent info.
- Haunted Grounds is another one I've normally gotten value out of when I run it. 60 seconds is plenty of time to get one or two downs.
- The Hexes I tend to avoid would be Huntress Lullaby (terrible perk), Third Seal (I'll use it sometimes but its effect is kind of spotty), and after the rework Ruin (its just a little too slow now)
- NOED is obviously a good Hex too, but it doesn't exactly fit the theme of a "don't touch my totems!" type gimmick so I probably wouldn't use it for that.
- Plaything is a good perk, but like I said survivors are tending to expect it now and I think Devour Hope is a stronger effect so I'm looking to build around that.
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3119981#Comment_3119981
Numerous addons have been killswitched like that OOO bug that would cause people to disconnect when used with other perks.
Clown got killswitched.
Midwich (the map not just the offering) got killswitched.
CoH got killswitched.
Lots of things other than map offerings get killswitched. This happens all the time.
I can't find a list of things that have been historically kill switched in the game, what are these "numerous add-ons" and "lots of things" you're talking about other than the four you mentioned?
In fact, here's two more for the list:
- Matchmaking incentives are actually on the official Kill Switch Master List, so they do count.
- Haddonfield was kill switched while they were doing the rework on it.
That's everything I can think of off-hand, what am I forgetting?
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@GlamourousLeviathan said:
I used to use Pentimento + Plaything combo before. Then survivors started to get smart and only destroy the Playthings with boons and I started getting 0 value out of it. I decided to change the build since it wasn't worth it anymore.
Yeah, I've been meaning to do a Don't Mess with Hexes build:
- Shattered Hope - permanently destroy Boons and see survivor auras nearby
- Hex: Devour Hope - if left undestroyed builds up to Exposed hits and kills
- Hex: Pentimento - Replace destroyed totems with Pentimento. (You only really need to get 1 or 2 or 3 to get good value, getting 5 is just a rare fun luxury but not the goal.)
- A third Hex, whatever seems the most fun. Some possibilities
- Undying would protect Devour Hope or Pentimento and also show auras of survivors.
- Haunted Ground puts out more hex spots initially which might entice survivors to cleanse one.
- Blood Favour is a fun one that can give good value in chases
- Retribution gives aura info throughout the match as they destroy totems.
- Thrill of the Hunt makes cleansing or booning the totems take much longer.
Basically Plaything is ok but I kind of prefer other hex effects to the Plaything one and you don't really need literally all five totems to be Hexes for Pentimento to get value.
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I'm not sure exactly, but it probably has to do with trying to have something in the game that kind of forces people to move around more? 🤷♂️ For instance if you have a hook right in the middle of a 3 gen, and just keep hooking over and over on that one specific hook, it might be beneficial to have that hook wear out eventually and force you to hook a little farther away to give the survivors a little more breathing room. That's just a guess though.
And on a tangent don't forget the basement hooks are indestructible. So whatever the reason there must be one, otherwise they'd have just had all hooks work the same way.
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I mainly play killer, but I think the killers I get the most compliments on are the ones that are good at doing jump scares. Just the other week someone told me after the match I jump scared them a bunch with Dredge which is kind of cool feedback to get. 🙂
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3118991#Comment_3118991
There's some kind of solution somewhere. Stacking slowdown on killers with natural slowdown makes games pretty unpleasantly long at times, so it's either do something about natural slowdown or do something about stacking slowdown.
https://forum.deadbydaylight.com/en/discussion/comment/3119018#Comment_3119018
https://forum.deadbydaylight.com/en/discussion/comment/3119154#Comment_3119154
I agree, add-ons and Legion's chain hit speed boost would be an issue. I like the idea of making the 5th hit easier, since going on a chase where you are getting hit multiple times by a fast killer is more exciting than a chase where you get hit and the killer runs off. More "high octane" gameplay and less "mending simulator" gameplay.
https://forum.deadbydaylight.com/en/discussion/comment/3119155#Comment_3119155
That's reasonable. At least with this change only two survivors would be mending at the absolute most, instead of frequently 3 survivors.
Reducing mending time is also a simpler and less potentially messy solution.
Well the devs did apparently consider the Legion plus Thana combo to be oppressively long which is why Thana got nerfed to be much weaker unless everybody is alive and injured. That does in particular help against Legion with Thana once it's in a 3v1 situation since they can only get 6% penalty at most out of the perk at that point. So I wouldn't be surprised if the devs are still monitoring Legion with slowdown in case they want to make any other tweaks.
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@Hawk81584 said:
they arent capable of doing said things op.....sorry
They're capable, it's just probably not a good idea. Way too complicated for whatever benefit it might have to make every perk work differently for every killer. Not only does that mean going through and tweaking all the perks for all 30 or so existing killers but it also means every time they add a new killer they have to go through and adjust every already existing perks' parameters specifically for that new killer. And to what end exactly, to make certain things slightly less or more powerful on specific characters?
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@maximo99ac said:
The last time you released stats was in jan since then we had new killers and the perk overhaul. its time to show us the change in perk pick rates and kill rates stats
They had stats in their June and July blogs.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3118952#Comment_3118952
The forum website for this game is also buggy. Certain features don't work well on certain browsers. What browser are you using? If it's Safari, switch to Chrome and see if it works that way.
I hope that isn't an omen for the game lol
And I hope you heat back from them.
I tried Safari on my iPad and Chrome on my PC, same issue on both.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3118917#Comment_3118917
I don't experience normal chases with Legion all that much. Legion players will pretty commonly Frenzy and then run away even if you are already injured (which makes me want to claw my eyes out as someone that enjoys playing Legion aggressively).
They really only commit to chase if it's a free down (e.g. I can't find something to loop in time). This means a lot of games I play against Legion is just the killer running around making everyone mend over and over until he finds someone in a dead zone. Matches take forever, even though the survivors typically win against this playstyle if no one dc's or commits #########.
My point is that Legion's power encourages dull gameplay. It might just be my personal experience, but most people hate Legion even though it's often an easy W.
Don't hit me with "lol mmr issue" becuase I can't just flick a switch and be max mmr. I would if I could, I prefer playing against good players.
Don’t worry, I’m the last person to insult someone for not being high MMR. I’ve never claimed to be a top tier player. 😄
Also just to clarify I do agree with you about there possibly being an issue where Legion matches can drag on a long time, especially with regression and action speed penalty perks. But I wouldn’t say the problem is a lack of interaction, it’s more the game length overall and the sense of getting very little progress at a time toward escaping. On top of which players who enjoy being stealthy against killers versus being chased pretty much are out of luck against Legion since it’s really hard to remain hidden from them.
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On a tangent I’ve been meaning to run a Don’t Mess with Hexes build that includes Shattered Hope but haven’t gotten around to it.
Lol, I still see Boons, especially when there’s a Mikaela in the match since Boons are her jam.
- Shattered Hope - Destroy boon totems and see aura of nearby survivors
- Hex: Pentimento - Large penalties on gens and other actions per destroyed totem you reignite
- Hex: Devour Hope - If left uncleansed will give you unlimited Exposed hits and eventually kills
- Hex: Undying or Hex: Haunted Ground or any other Hex of your choice - Either protection for other Hexes plus auras or traps that give Exposed hits when triggered or whatever other Hex you think is fun here if left uncleansed.
I know a lot of people like Plaything with Pentimento, but I like Devour Hope better in terms of a Hex effect and it’s also a lot more threatening if ignored than the Obliviousness from Plaything. Of course this build won’t get you literally 5 Pentimento totems, but that’s totally fine since all you really need is to get one or two of them and you’ve already gotten some decent value.
A variant you can do instead of Devour Hope is Retribution plus Haunted Grounds. This one is purely a trap build, if the survivors don’t touch the totems at all they won’t trigger anything bad. But if they do cleanse one then it’ll probably trigger Haunted Ground plus Retribution which is a dirty combo! 😄 You just have to hope at least one of the survivors sees a Hex and instinctively cleanses it without considering the repercussions.
I could also see Hex: Thrill of the Hunt in the fourth slot making it take even longer to actually cleanse the totems at all. God help a survivor who has Calm Spirit and Circle of Healing trying to set that up on a Hex totem when Thrill is in play!
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Yeah, it reminds me of The Mighty Quest for Epic Loot where you built dungeons and people raided them. Not a bad type of game. 🙂
The only issue I’ve been having is for some reason I can’t sign in to the site to sign up for the Beta. Every time I try and log in with my User id and password nothing happens. (And not because the info is wrong, when its wrong the site gives an error message. I mean I click Sign In, it goes a second and then just stays on the screen with no error message. I emailed Behaviour but haven’t gotten a reply so… 🤷♂️)
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Nurse is the only killer I actively don’t play, I hate staring at the ground half the match. Such an annoying way to balance her power.
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@ColonGlock said:
As others have mentioned it will likely stay a Hex as it is one of Hag's perks. The effects can certainly be changed. It was a meta perk for a long time and I think this is just their way of encouraging you to try something else for now.
There are many alternatives that make generator repair take a very long time as is being demonstrated to me each match I load into.
This, if they tweak it I think they’d rather buff the regression to 150 to 200% and have it remain a Hex.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3118227#Comment_3118227
You know the 2nd one is a crazy huge buff right?
That’s why I said I’d be happy if they did it and compensated by, say, increasing the refresh time.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3118041#Comment_3118041
You are part of the problem
https://forum.deadbydaylight.com/en/discussion/comment/3118097#Comment_3118097
Yes, having the killer hit you and then run away while you stand still and mend for 12 seconds several times in a match is boring. I would rather get hard tunneled the whole game, because at least you get to go on full length chases. Legion is generally considered to be the most boring killer to play against for this reason.
By "engaging" I mean the player is interested in the game and not falling asleep at their keyboard. It's a buzzword people use to refer to how much attention people pay to a game while they're playing it. Legion is the least engaging killer to the point that if I'm in a Legion match, I open up Youtube and usually have time to watch a 30 minutes video since I don't really have to pay full attention to the game or don't want to.
...did you even read the post?
I did read the post, I’m just disagreeing that you don’t have normal chases with Legion because you’re ignoring all the chases where you are injured and they don’t use Frenzy against you. Aside from the corner case of a five chain hit Legion doesn’t down with Frenzy hits so all their downs are regular chases, and obviously you’re enagaging with them doing that, even by you personal definition of that word. I doubt you’re asleep at the keyboard while in a chase.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3118227#Comment_3118227
I disagree with both. Plaid Flannel is distracting, and a crutch. I don't even think it should exist, much less be basekit.
And Nurse's head goes down to make LOS breaks and stealth in chase more viable against her. Nurse would need a counter-nerf if that was removed.
- Note that I said Plaid Flannel base kit should also only be if they make the indicator less distracting. I agree it shouldn’t be base kit unless they change its visual.
- Being a “crutch” isn’t a reason to not have it be base kit.
- Also note that I said in my post I’d be happy if Nurse kept her head up but had, say, a longer refresh time to compensate. And on a side note someone else commented above it could be an add-on, which I’d be ok with too.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3118200#Comment_3118200
This is just the last game in the OP's run to Iri I. We have no idea what the survivors used for perks in all those games.
You keep going on and on in other threads how Nurse is hard, when clearly she isn't. I honestly think the kill rates have to be skewed by many players who play Nurse for less than 10 games get poor results and never play her again or players who play her just to get a ritual/challenge done. I never hear about a Nurses with any experience getting poor results match after match like a Clown.
https://forum.deadbydaylight.com/en/discussion/comment/3118227#Comment_3118227
Those changes would make her absurdly easy.
You underestimate the power of Plaid Flannel. If it was basekit then Nurses would much more rarely make comical mistakes like blinking into the basement or other vertical mistakes.
As for that head up idea, that's a good idea for an addon, probably green or purple. Being able to maintain line of sight on the survivor while in fatigue might even be strong enough to warrant a downside to the addon.
I want the Nurse to get these changes:
- Make any attack where she uses 2 or more blinks count as a special attack.
- Make her maximum teleport speed constant regardless of addons.
- Make it so if she blinks through a falling pallet she gets pallet stunned.
- Make it so that if she gets hit with a pallet during her fatigue the her fatigue gets interrupted and she gets pallet stunned.
If Plaid Flannel were as powerful as you claim it would be a popular add-on with veteran Nurse players. But it’s almost never used, so no I don’t think I’m underestimating it.
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Personally I’d like to see two quality of life changes to make Nurse more accessible to new players
- Make Plaid Flannel basekit but adjust its indicator to not be as large and obtrusive (it looks ridiculously big and bright at close range on some systems). It would help make her a little more playable right out of the box while not being a big buff to veteran Nurses who would mostly not need the indicator in the first place.
- Let Nurse keep her head up so she can see what’s going on during Blink stun. Staring at the ground half the match is one of the most annoying mechanics in the game, it’s the reason Nurse is the only killer I just refuse to play. I would happily even take her Blink stun lasting a tiny bit longer if I could keep her head up during it.
I’m not entirely convinced Nurse needs a nerf, but if they ever did want to nerf her it could be done without much programming by just adjusting her Blink refresh time or range. That change requires the least amount of programming since it’s just changing a parameter in a table. Like I said, though, I’m more interested in making her more new player approachable.
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Ranks (now called Grades) aren't used for matchmaking, and other players' ranks aren't even visible on the endgame screen any more so I'm not sure how you know what grades the other players are. What's visible now on the endgame scoring screen is Prestige levels which is kind of meaningless.
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Legion is boring to play against since it benefits the killer to hit and run
Today I learned killers doing "hit and run" is "boring". Does that mean I'm allowed to just tunnel one survivor to death then?
Also how exactly is Legion getting any downs if they're not "engaging" with the survivors?
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@Cybil said:
If you bought it on steam you can refund as long as you've played less than 1 hour.
It's actually two hours and you bought the game within 14 days
https://help.steampowered.com/en/faqs/view/5FDE-BA65-ACCE-A411#:~:text=What%20can%20I%20request%20a,offline%20and%20shared%20library%20playtime).What can I request a refund for?
Valve will, upon request via help.steampowered.com, issue a refund for any title that is requested within 14 days of purchase and has been played for less than 2 hours (this includes online, offline and shared library playtime). Even if you fall outside of the refund rules we've described, you can submit a request and we'll take a look at it.
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I don't know the percentages but ideally all 8 categories of score events should be possible to max out in a given match. It doesn't necessarily have to be easy to do but the ones that aren't currently possible should be buffed so that they are. The ones where it's already possible to reach 10k are probably ok as is.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3117540#Comment_3117540
That means dead hard was still essentially buffed when the survivor is against Blight and Nurse.
The timing to block a hit with the new Dead Hard is literally the same as the timing to dodge a hit with the old version, they're both 0.5 second windows. If someone could dodge a hit against Blight or Nurse before they can block it now, that didn't change or get buffed.
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Probably Dredge at the moment, I like its teleportation and Dredge is also great at jump scares. 😄
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3117157#Comment_3117157
I never play Trapper nor Deathslinger, so I honestly don't care if it's weaker against them. I mostly play Blight and Nurse, which means I very rarely ever saw dead hard for distance.
I haven't used dead hard since the perk rework. How is the dead hard on reaction to a killer lunge gone? Did BHVR add starting frames to dead hard when they shortened the animation?
I said "lunge for distance" is basically gone, I didn't say the "reaction to the killer lunging" is gone. By "lunge for distance" I mean preemptively using Dead Hard when the killer isn't actually in attack range to gain distance ahead of them so you're never in range of a swing at all.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3116943#Comment_3116943
Dead hard on reaction to a killer lunge got buffed from the perk rework. I think people are just complaining about it less, because they don't see it as often. It's still pressing E to erase a mistake, for the people with good reaction time.
It’s definitely weaker than the previous version. Yes it can block a hit but its use to lunge for distance preemptively is basically gone and it also doesn’t protect against things like Trapper’s traps and Deathslinger’s spear, etc. So it’s both used less and is only used with good timing.