dugman
dugman
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It’s used a lot less, the aggregate site I follow has it at 9% usage down from around 17% before the patch.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3117024#Comment_3117024
It's not just fig whisperers. That's the problem.
Right, that’s why I mentioned the thing about maybe making a white list for specific other non-Fog Whisperer streamers.
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Turning off DC penalties across the board always causes major problems which is why they’re probably trying to be selective in it. They know Fog Whisperers are a group that’s being specifically targeted by hackers, and also it’s very easy for the game to recognize an account as belonging to a Fog Whisperer, so it’s pretty straightforward to have the game simply not apply DC penalties to that type of account. Hypothetically they could manually manufacture a separate white list of specific player accounts that include popular streamers who aren’t Fog Whisperers but who are also impacted by being held hostage, but that is a more complicated and longer process so even if it’s a good idea it might take time to implement.
The fact is though the great majority of players don’t need DC penalties turned off. Most people rarely see hackers if ever let alone get held hostage by one, so they’re maybe once in a blue moon going to get a five minute penalty. But turning off DC penalties entirely does have a significant negative impact on lots of matches across the board so that would be a solution that could be worse for many people than the problem it’s trying to solve.
Of course ultimately the best solution is put something in place to force matches to end no matter what after a certain amount of time. But in the meantime allowing the Fog Whisperers DC amnesty and maybe setting up a white list for particularly impacted other streamers seems like a reasonable way to go.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3116976#Comment_3116976
And i blame BHVR for that. It is their game and if there is issue, they need to fix it.
"Hey cheaters, do not touch my fog whisperers but you can target anyone else!" is not solution. It is double standard.
It’s not a double standard because players aren’t the same so don’t have to all be treated exactly the same. Certain players are targeted more heavily and them being unable to work for the company has bigger repercussions for the business.
And Behaviour has historically occasionally turned off disconnect penalties across the board when hackers were causing issues and every time they did the disconnects in normal matches skyrocketed. So it’s totally understandable why they might want to surgically limit turning off DC penalties for specific players and not everybody.
Should Tru still be a fog whisperer? I don’t know, maybe? 🤷♂️ I’m not sure why he got booted from the program so have no opinion on it.
Should they extend the DC amnesty to include a list of other high profile streamers who don’t happen to be Fog Whisperers? Possibly, obviously that involves them looking at accounts on a case by case basis though so is a more involved, longer process compared to simply flipping a switch that says “turn it off for Fog Whisperers who we already know are heavily impacted.”
Should they turn it off for everybody? Not necessarily, the great majority of people see hackers very rarely let alone ones that keep them in a position where they have to actually disconnect so worst case the average player may on very rare occasion have to leave a match and get a five minute penalty. It’s not nearly as big an issue for them while the “remedy” of turning off DC penalties for everybody does cause noticeable problems for everybody in the game.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3116936#Comment_3116936
So if you are not fog whisperer, cheaters can target you and force you to dc? So you will have long penalty times but it is okay because you are not fog whisperer?
Nice logic dude.
I am watching Tru3 and he has 15 minutes penalty right now. Because cheaters are targeting him. But it is fine because Tru3 is not fog whisperer.
That’s right, and I blame the cheaters for it, not Behaviour.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3116943#Comment_3116943
It also helps it's not on every single survivor back to back now.
Old dead hard didn't really bother me until I started seeing it on every survivor which then became really grating to play against.
Plus inflicting deep wound is a still something even if they don't go down.
For sure, it was WAY overused before. I didn’t even really realize just how overused it was against me until after the change and I started to see a lot of times when I would get a hit right before someone reached a pallet or window and think “huh, if they had the old Dead Hard they would have reached that.” I mean, that happens in most of my matches, it just shows how often survivors were Dead Hard lunging for distance before, to the point it was second nature to see it.
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@Mat_Sella said:
Gens are the primary and only objective in the game, if you think gens are boring...play a different game?!
If gens are boring at 90 seconds, they were still boring to you at 80 seconds.
None of your reasons indicate on a BALANCE level that they should revert back to 80, just because you as an individual do not like doing gens does not mean that the game as a whole needs 3 gens being completed before the killer gets their first hook.
You are obsoletely correct, 10 seconds is not a trivial difference, because gens were absolutely and unequivocally being done far too quickly before this update.
Boredom is not a balance factor, and saying you're bored in 4 different ways is not a multifaceted reason as to why they should go back to 80 seconds.
CIV is a fun game, It's true i've played it! Maybe that's more your speed.
To be fair, just because finishing generators is the main objective doesn’t make them exciting. Personally I play very little survivor mainly because it has so much downtime between doing generators, being on a hook and dying on the ground. Killer is much more consistently active role (unless you’re one of those players who likes to stand at a hook at Bubba for two minutes maybe? I don’t bother doing that though.)
I do agree that balance wise the 10 seconds made a noticeable difference in the kill rates and I don’t have a problem with that, especially as a killer main. 🙂 On the other hand I do get where the original poster is coming from in saying he would have preferred if the devs had come up with a way to achieve a similar kill rate by, say, increasing killer’s movement speeds by 5% across the board so they could get into chases and get downs more quickly. That kind of a change hypothetically would put more pressure on survivors doing the gens but do it in a way that their total time spent actually staring at a generator didn’t increase. Instead it would be an increase in the proportion of time you directly interact with the killer versus the time you spend on a gen not interacting with them.
It’s all academic though, 90 seconds is what we have, and it seems to be mostly balanced (the game went from being slightly survivor sided to slightly killer sided but still balanced in my opinion) so it’s not going to get reverted. Dong gens isn’t really my jam personally but obviously other people like it well enough so more power to them!
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Not me.
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Someone can correct me if I’m wrong but I think that’s how DbD Mobile works if I remember right. The bloodpoint store, so to speak, has a mix of add-ons for random killers in it all at once, so you’ll see Doctor add-ons alongside Trapper and Hag addons all on the same grid. So you buy whatever you want, the offerings are in a generic inventory used by all characters, killer add-ons are only accessible in their character loadout screens, and tools are available for all survivors. (You don’t buy perks with bloodpoints in the mobile version, you just get them automatically over time as you level up.)
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/339479/i-was-wrong-about-dead-hard
Ye I think the new dead hard is great now that people have learnt to use and time it well including myself, not long now and killers will start saying it's broken again and want another nerf lmao
The killer reaction seems to be the opposite. So far the killer comments appear to be leaning toward saying things like “I’m actually impressed when someone uses Dead Hard now.” Or at worst they say the new version doesn’t bother them. I don’t think there’s been any serious complaints about it being broken.
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@Grandpa_Crack_Pipe said:
I have no idea.
I haven't seen anyone use it, killer queues are nightmarish enough to keep me in Survivor, and I never ran Dead Hard even before its nerf.
Dead Hard is still looking to be in the top 10 most used survivor perks on the aggregate site I follow, it’s at about 16% usage. For context it’s directly between Unbreakable at 11% and Off the Record at 17%. So you probably have been in matches with people who have it but just didn’t spot it in the loadouts.
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Thank you for treating all your players equally!!!
Why should they literally always treat all players equally? If a specific easily identifiable group of players is being heavily targeted by hackers and needs to temporarily have their disconnect penalties adjusted or turned off then why should they be handled exactly the same as other players who don’t have that problem? On top of which fog whisperers have specific duties for Behaviour and if the dc penalties are interfering with those then it becomes a work issue for the company.
So yeah, not all players need to be treated exactly the same because they’re not actually the same.
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@Phantom_ said:
What would be interesting about this, IF it's actually true and not just hearsay, is that it implies that the system they have can distinguish that it's a diff type of player therefore the DC penalty should not apply. If it can do that, then why not try to apply the same to people that get disconnected due to game/server errors and those who just simply leave the match for w/e reason? Penalise the latter and not the former, considering people have 0 control over that.
I have no idea if it’s true or not but the system can definitely recognize if someone’s account is a Fog Whisperer or not.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3116040#Comment_3116040
He will be D tier like the last few killers. I just know it, because it is obvious. If he has anti loop, there will be a group that calls him A tier, but it will be obvious to everyone else that, "nah."
Dredge is definitely not D tier.
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/3115761#Comment_3115761
I dont mean their efffects. I mean the totems and their mechanic in general.
I use the Hag as my main hex killer, and 9/10 games it's basically playing her with no perks because they get turned off way too easily...
Even NOED has a purple aura when active, (something i found out yesterday playing as survivor), making it EXTREMELY easy to just turn those things off...
Like I said, some hexes are fine as is under the current system. So buffing hexes across the board probably isn’t a good idea, just tweak the parameters of the specific hexes that seem to be underperforming.
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Spirit doesn't get Lightburned though does she? It destroys her husk but otherwise doesn't stun her any more than any other killer (as far as I know?)
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Yeah, I was running into tiny shrubs yesterday with Bubba. This is why I hate being outside! 😡
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3115831#Comment_3115831
Awww ... I got a fuzzy feeling in my belly. This feels different from the usual bloodlust. Whats going on?
If the symptoms persist for more than a few hours consult a Doctor.
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Actually BBQ is still popular, just not to the extent it was pre-patch. Below are the top 9 killer patches from the aggregate site I'm following over the last two weeks
In the prior weeks before the update BBQ was even more popular at 36-42% usage, so it's definitely seen a drop. But even despite some people not using BBQ now it's still the top killer perk on the site.
The reason is pretty simple - some people like BBQ's aura and that's why they used it before the patch, the bloodpoint bonus was just an extra. Plus on top of that Lethal Pursuer actually synergizes a bit with BBQ and Chili now by extending its duration so that probably helps too. (In fact I hardly ever used BBQ before the patch, but I actually use it sometimes now in combination with Lethal Pursuer so I'm using the perk now more than I did before!)
Beyond that the top perks above probably mostly match what you expect, with Thanatophobia, Jolt and STBFL in the top three spots. I'm honestly not surprised Corrupt Intervention is still on the list too, its core function of delaying the start of gens in the early game is still there, especially for killers that have slow setups like Trapper and Hag and sometimes Meyers. Pain Resonance gives even more net regression than it used to (it's not 15% of 90 seconds instead of 80) so I still use that one when I use Scourge Hooks, and Pop is also still a decent regression perk assuming you don't waste it on gens with low progress. In fact the only perk I'm surprised isn't on the list above is Call of Brine, I figured that would be more popular than Overcharge, but it's at 10.6% so just missed the cut. (The number 10 perk not shown is Discordance, which I think is making a comeback because it helps counter Prove Thyself.)
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@IWantCandys said:
https://forum.deadbydaylight.com/en/discussion/comment/3115746#Comment_3115746
Thank you, finally someone explained it good enough, I have to admit, after they changed the system I was very confused.
Do you know how long it will take to get the tier 2 and 3 perks in the bloodwebs ? Has BHVR reduced the chance of getting those perk tiers faster because they want players to prestige or is it still the same as it used to be?
If you already have all the other perks on that character at level 3 then the new ones that are level 1 should appear right away since the bloodwebs always show a perk you don’t have maxed out if there are any.
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I think you have to look at the Hexes individually. I think Devour Hope for instance is fine as is, it doesn’t need a buff. On the other hand I think Huntress’ Lullaby is quite weak and could use a buff.
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- Sadako is on par with Wraith, I put them both at 2/5 stars. I don’t think she or Wraith are top tier but I also think there are some worse killers than both of them.
- The midchapter rework buffed killers obviously, but not nearly enough to make winning “impossible” for solo survivors like some people seem to claim. In reality it’s looking like the kill rates went up probably 7-8%, so it’s noticeable but definitely still winnable, assuming people aren’t flipping the table and leaving after the first couple of downs.
- There’s nothing unsportsmanlike or toxic about “tunneling” someone, which is mainly another way to say “downed them two or three times in a row”. The game is built around eliminating players mid-match so unless the killer is getting a bit unlucky they are going to be trying to get three hooks on someone to get them out of play. Hypothetically the devs try to discourage hitting someone literally right after they got unhooked to try and spread the damage out a bit, but that doesn’t make downing someone who got unhooked in your face toxic. Nor is it wrong to continue chasing someone you just injured, or to down someone who is injured versus hitting a healthy survivor. Complaints about all these things really stem from players who are eliminated early being frustrated they can’t keep playing, which is a downside of elimination mid-match. But if you want to blame anything blame the game for having that elimination baked into it, don’t blame the killers who are just trying to kill the survivors off.
- Facecamping isn’t necessarily toxic, but it’s also not a great strategy typically. You’re better off being more proactive in chasing someone else while a person is hooked than standing around doing nothing waiting for a survivor. I think a zone defense where you patrol a section of three or four generators and try and hook people in that area is a better strategy overall than literal facecamping.
- I don’t like playing as Nurse, staring at the ground half the match sucks. If they ever revamp her so she kept her head up to be able to see while in blink stun I’d play her, even if they decided that if they did that they needed to slightly increase the refresh time on the blinks to compensate. Also I think Nurse’s Plaid Flannel where she can she where she’s blinking to should be base kit to make her more new player friendly, although if they do that I think they should make the glowing marker a bit smaller and less intrusive (on some screens and in close range that marker can be kind of obnoxiously large and glaring.)
- Huntress and Trickster should have a small crosshair reticle showing where they’re aiming. (Deathslinger already has his gunsights.) DbD is strangely the only first person shooter I can think of with no aiming reticle for ranged attacks and it’s kind of annoying. Sure, you can get used to it if you play them a lot, but why should it be that way in the first place? There’s a reason every other shooting has a crosshair, I don’t get why DbD felt the need to buck that trend.
- MMR is actually pretty accurate in so far as, when players are close in MMR to each other, the match is normally relatively close assuming everybody plays to their skill level. Where matchmaking breaks down isn’t how the ratings are calculated or go up and down, it’s mostly to do with things out the rating system like players leaving lobbies and being replaced by last second backfills and swfs where players are often wildly different MMRs and sometimes just a big skew in survivor numbers versus killers in the queues. Those sorts of things cause mismatches even if the MMR itself for individual players is completely accurate.
- Player mistakes outweigh loadouts and builds. Someone messing up makes way more difference to the outcome of a game than what perks they brought or who the killer is. That’s why top streamers, for example, can have very high win rates both as killers and as survivors regardless of what they play, these are players who generally make very few mistakes and play a solid macro level strategy on either side of the fence. It’s only when the opposing sides are both playing well and not making misplays that their builds really become deciding factors. Error free Omega Nurses will get more kills on average than error free perkless Trappers, but both will win most games against survivors who make misplays.
- I said from the beginning of when they announced the 10 second base generator time increase that it would make a noticeable difference in the overall kill rates. At the time I got a bit of flak but now I think the consensus is slowly shifting toward my opinion on that. So file that under “opinion used to be more unpopular but is becoming more common.”
- I recently commented elsewhere that Collateral is my favorite Tom Cruise movie, but I realize I was forgetting Rain Man so I’ll change my statement to it’s my favorite Tom Cruise action movie.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3115420#Comment_3115420
You go from good sized blood webs that may have what you need to the useless baby blood webs. So I'd argue you do lose something.
They actually changed the rarities of add-ons in the last patch of the lower level bloodwebs so presumably you do get the rare and ultra rare things in them now.
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I probably wouldn’t use it personally but I can see how some people would.
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i was upgrading my perks while on level 50, trying to get enduring to purple, and now i cant and im forced to restart and prestige????
You don’t lose anything now when you Prestige. If your Enduring was green then it will still be green after you Prestige and will still show up in the bloodwebs to get it to purple.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3115321#Comment_3115321
Well, it's just how I took it
Next time stay on topic and misleading mistakes won't happen
I was staying on topic. The topic was survivors hanging around for no reason when they can just leave. I gave an example I had of someone who did this with hatch last night. Perfectly on topic, why you think it’s not I have no idea. 🤷♂️
And why you’re blaming me for you misreading something I said I also don’t get but whatever, I’m done replying.
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Like someone above said I’m All Ears is good because it can allow you to hit someone through a wall after a vault.
Personally I also tend to avoid any perks that require me to hook survivors with Pyramid Head since I like to use the Cages to save time and get myself back in chases more quickly. So I skip all the Scourge Hook perks and Pop Goes the Weasel, etc.
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Oni is way easier to control and get hits with during Demon Dash than Hillbilly. He doesn’t go into tantrums when he touches an object, has better steering, and even if he’s not dashing his normal lunge in Demon form still does instant downs. Also on top of that he doesn’t have that really loud chainsaw noise in your ear during Demon form, and the blood orbs can even be used to help track injured survivors.
I’m not that great with either Oni or Hillbilly honestly since I don’t play either of them that often, but Oni is definitely more user friendly.
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Yeah I don’t get it either. I had one last night that stood on the hatch and waited for me to see them leave and when I didn’t show up fast enough they fast vaulted to try and get me to come more quickly. Why they don’t just go down the hatch when they find it other than this obsessive need to have me watch them do it I have no idea. 🤷♂️
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I’ve never played Resident Evil so I’m not excited about the IP. I’ll buy Wesker though because I buy all the killers so hopefully he’ll be fun to play. 🙂
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3115211#Comment_3115211
Right here you said it
I said “there’s no countdown”, I didn’t say I want one added.
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3115184#Comment_3115184
Hi dugman how ya doing ?
Doing ok, thanks!
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3115284#Comment_3115284
I know what the trophy is you wanted a countdown (EGC) when the hatch spawns in
If you have a countdown (EGC) when hatch spawns in then it makes that trophy hard to get done. Especially lets just say it was a 1 min. instead of 2 min.
A killer stand on hatch and not closing it is the same as a survivor standing on hatch and not leaving.
This topic wasn't about the hatch it was about the exit gates.
😂 I said it's not a big deal pay attention just push them out!
I never said I wanted a countdown when the hatch appears. Where are you getting that from?
And why do you keep implying I said it’s a big deal? I already said it’s not, I just don’t get why survivors do it.
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These could be fun but honestly once they add custom matches with bots in a few months you’ll be able to mostly practice these sorts of things against the bots anyway. It’s not as unique as target practice or unlimited gen practice but for practical purposes you can pretty easily do those types of activities in a custom match against bots anyway which makes spending a ton of time developing all those minigames maybe not worth as much.
I wouldn’t turn down fun minigame type things though if they got added! 🙂
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3115211#Comment_3115211
What if the last survivor is trying to do Left For Dead trophy/achievement?
It's not that big of a deal just force them out it's no different if the killer found the hatch and just stood there waiting for the survivor and didn't close it.
That achievement requires you to activate the last generator and get out the gate as the last survivor. It has nothing to do with them standing on top of the hatch and not going down it until the killer sees it happen.
And I didn’t say it’s a “big deal”, I said it’s bizarre behavior.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3115184#Comment_3115184
But why?
Because there's no countdown for the hatch?
Right, there’s no countdown on the hatch so hypothetically if the survivor is stubborn and just stands on the hatch and you don’t force them out the game never ends.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3115176#Comment_3115176
But I wasn't talking about the hatch.
The hatch you have no choice but to push them out.
I know, that’s why I brought it up.
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@I_am_Negan said:
You don't have to stay after you open the gate leave roam the map.
Don't think or pay attention to them before you know it they left.
That doesn’t work when a survivor finds the hatch before you though. I had a match yesterday where I killed three survivors and went looking for the hatch. Check the shed, check the main building, no hatch. I hear explosions, which is the last survivor signaling “I found the hatch and I’m not going to leave until you come watch me do it!” I intentionally took a long way around the map to see if they would just leave but they just fast vaulted or whatever some more until I finally got in sight of them and then they hopped down the hole.
Yeah, I’ll never understand this psychological compulsion a lot of survivors have to not leave the match unless the killer sees them do it. Bizarre.
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Actually hard facecamping is usually not the optimal strategy. The longer you stand in place not chasing anybody the more time the other survivors not on the hook have to work on the gens. It’s actually more time efficient to pressure and down someone else while you have a person or two on a hook or slugged and then focus your hooks on one or two survivors to get them to three hooks more quickly while simultaneously keeping at most one survivor on the gens at a time.
That’s not to say zone defense on the whole is bad strategy where you mainly guard three or four gens somewhat close together and try and keep your hooks in that area. That’s basically what so called proxy camping is and that usually a solid tactic. But that’s more proactive and time efficient than actual face camping.
There are times when face camping can be useful, like if someone is already close to timing out on a hook and you want to scare away a possible rescuer, but overall as something to just do for no reason you’re better off keeping more active.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3115044#Comment_3115044
https://forum.deadbydaylight.com/en/discussion/comment/3115047#Comment_3115047
https://forum.deadbydaylight.com/en/discussion/comment/3115048#Comment_3115048
I'll try !! Going camping in the mountains and I'm really excited actually
Steer clear of the black fog.
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Have a good trip!
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If you had perks at level 3 in some of your character inventories and they are gone you might want to post this under the Bugs section since that’s obviously not supposed to happen. Nothing should have been removed from your inventory at all.
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@dspaceman20 said:
To be honest this shouldn't even be happening.
Don't survivors get the hex notification for pentimento
It doesn’t happen very often specifically because survivors immediately know when a Pentimento is created. On top of which even if the survivors aren’t paying attention to the debuff icon on their screen, there’s a good possibility they can just randomly stumble on one of the Pentimento tokens and cleanse it just like they would any other Hex totem.
Fortunately for Pentimento you don’t actually need to get five of them for the perk to be useful. All you need is to have one or two lit and you’re already getting a lot of slowdown for however long the totems stay up. Getting five feels amazing obviously because it’s so rare and has such a neat final effect of locking all the totems down, but it’s really just a cherry on top of the sundae.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3114896#Comment_3114896
Self-Care was popular because it is new player friendly perk. And on high mmr, i really don't know why people are running it. I think they are not trusting to their teammates for heal.
At high MMR it’s the total flexibility of being able to decide when and where and how long to partially heal. There are a lot of moments in the game where you aren’t on a gen and aren’t in a chase, such as when you are briefly hiding behind an obstacle keeping an eye on a killer. At those moments you can partially heal yourself if injured, but only if your either have a medkit or are in range of a Circle of Healing Boon or have Self Care. Of the 3 possibilities Self Care is the only one that is guaranteed to be available the whole match no matter what else happens.
So even though Self Care is the slowest of all the ways to be healed, because it’s got the most flexibility of when you can use it it allows you to put in small amounts of healing here and there in gaps of the action that otherwise would go to waste. You’re turning idle time into something useful and in a way that it never expires or isn’t available.
As far as how popular it is now, it looks like the perk is still seeing about 11% usage on the aggregate site I follow compared to about 18% pre-rework. So the nerf did put a dent on how often it’s used but it’s still got its players who like it. I suspect the flexibility is still tempting for certain people, including ones at high MMR who get this notion of minimizing idle time.
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Favorite at the moment would be Dredge, not only is teleporting around the map fun but I get good jump scares out of it, especially during Nightfall. Sadako is a close second, her teleport is almost as good and her stealth is a bit more flexible so I like her for similar reasons. Dredge seems to be somewhat more effective overall, mainly because the teleportation is a little more useful that the Undetectability, and also because he does have a mild anti-loop ability in his remnant.
Least favorite is Nurse, she’s the only killer I actively don’t play. I can’t stand staring at the ground half the match.
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I’m undecided on this so far, mainly because I’m trying to figure out the situations where being able to walk through pallets while being unable to attack afterward would be useful. After all, say you’re a survivor and Sadako walks through a pallet toward you. What is stopping you from just vaulting to the other side? (Not even Dissolution works because she has no terror radius while doing this.) She does turn invisible on and off so maybe there’s a chance of doing it while invisible for a second then Manifesting quickly? But it seems likely a survivor would still have plenty of time to vault back over.
Windows are slightly different because survivors can’t use the same window over and over. So this would give her kind of a weak version of Bamboozle, sort of, maybe?
Now if she could walk through actual thin walls while Demanifested, sort of like a slow motion Nurse, THAT could be interesting when combined with her stealth to come at survivors from really unexpected directions. I’m not sure going through pallets and windows would do much though, other than looking cool on the screen of course.
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Probably RPD which is one reason why they're reworking it for the next chapter.
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I don't main any killer but I do like Dredge. 🙂 The aggregate stats I'm seeing are it's being picked about average, maybe a little above? (Dredge is 4% pick rate, average is 3.6%)
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Actually the data I'm seeing on the aggregate site I'm following is showing about a 56% kill rate or so, up from 49% pre-patch. So it's gone from slightly survivor sided to slightly killer sided. It's not nearly as statistically killer sided as some people seem to think.
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Nurse is the only killer I actively never play. I can't stand staring at the ground half the match. She's free though so nothing to refund, but if I could remove her from my ritual queue I would.
