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  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108212#Comment_3108212

    Then we can safely say it wasn't enough, hell it literally did jackshit to survivors.

    I can't speak to that but I can say I got a massive windfall from the new system. I went from having every killer with 30-40 perk levels to every killer having every single teachable perk at level 3 the instant the patch hit. And it'll cost me waaaay less on future killers adding their perks to the other killers and vice versa.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108148#Comment_3108148

    All the more reason to have a double blood point event for the next month until the incentives are reactivated. They literally said that the whole reason for removing the bonus blood points from perks is because it won't be needed due to the reduced grind on top of the matchmaking incentives. But if the matchmaking incentives aren't active, then they need to do something to make up for that.

    That's not actually what they said. Here's the quote from the BBQ and Chili section of the June update.

    We do not want Bloodpoints to be the driving factor behind perk choices, so we will be removing the Bloodpoint bonus [from BBQ and Chili]. While we understand this change may seem shocking, please keep in mind that this update reduces the grind by about 75%, with matchmaking incentives providing an additional avenue for Bloodpoints.

    So no, the reason they removed the blood point bonus from the perks is because they don't want people picking perks based on bloodpoints, presumably because bloodpoints have no effect on the match for instance. And they were comfortable removing the bonuses because they felt with the Prestige rework people would need a lot less bloodpoints than before in the first place. The matchmaking incentives also help in that regard but they're supplemental, not the reason the bonuses on BBQ and WGLF were removed.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108140#Comment_3108140

    It IS useful but nowhere close to OP or even calling "abusable".

    Oh sure, I'm not aware of anything actually broken about it.

  • @328 said:

    The Thanatophobia change is egregious. People were complaining about Legion and Plague taking advantage of it since it synergizes with their powers, and they'll be only ones still able to use it after the nerf; it'll be utterly useless on every other killer, since very, very few of them can keep 4 survivors injured for longer than a few seconds.

    Thus, the answer is simple: just nerf Thana back to 5% per survivor, to a maximum of 20%. If everyone is so mad about its previous buff, just revert it and give us the old Thana that nobody had any issue with.

    The Mettle of Man change is just... no. Do not. It was already bad and this just makes it worse.

    Dead Man's Switch is a niche pick that isn't very good on most killers, why on earth would you nerf it? Because of Pain Resonance? ######### that, just keep the PR nerf that caused it to not cause generators to explode. The Merciless Storm interaction is so rare that it doesn't even matter, especially since failing the skillcheck only causes it to be blocked for 20 seconds. It's not the end of the world.

    A technical point, but actually because the gens now take 90 seconds to complete if you wanted to revert full 4 token Thanatophobia to make gens take the same amount of time solo now as they did prepatch (i.e. 100 seconds) if I get gen calculation right you would have to make the maximum Thanatophobia penalty be 10% (i.e. 90/(1-0.1) = 100 seconds = 80/(1-0.2))

  • @SweetTerror said:

    In the developer update it was revealed that they won't be coming back for a while, so why not revert BBQ and WGLF in the meantime? Or better yet, why not revert those perks anyway? Without the additional blood points, it's becoming a worse grind than it was before.

    "For a while" is in about four or five weeks when the next chapter hits (presumably the Project W one). Even if they wanted to temporarily revert BBQ and WGLF the next opportunity to do it would probably be that next chapter patch anyway.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108099#Comment_3108099

    Uh... it's just two seconds, it's not like aura perks will be game changer unless it's nurse.

    It is useful though. For instance, I played a match the other day with Oni with Lethal Pursuer plus his red add-on that shows survivor auras when they touch a blood orb. Normally that aura is only 2 seconds but with Lethal Pursuer it's 4 seconds, twice as long, which is a nice buff to it. I don't remember the other things I ran off-hand but I definitely got value out of that combo (including getting an early chase and hit because of Lethal Pursuer.)

  • I actually don’t mind The Game, I tend to do ok on it. Yeah it has a bunch of pallets but once you know the layout you can get around it relatively quickly as a killer so the patrol times seem shorter than some other maps. So even though you are breaking a lot of pallets you’re also getting back into new chases afterward relatively handily.

    Plus one of my favorite builds at the moment is the Juggernaut loadout of Brutal Strength, Endurance, Fire Up and Bamboozle and shredding pallets with that build on The Game is honestly a lot of fun. 😄

  • This is a tough call because I think it depends on how often you slug. If you slug for pressure than Jolt can be better than Pain Resonance because it gives free regression with no additional actions needed on your part other than downing. Scourge Hook requires you to hook, obviously, which sometimes hooking immediately isn’t the best play, and sometimes the Scourge Hooks aren’t close so you either can’t get to them or it will take you extra time to get to them which cuts into the benefit it gives. (If it takes you 6 extra seconds to reach a Scourge Hook compared to one that was next to you that’s cutting into the 15% regression it gives.) Not to mention there are corner cases like Pyramid Head who might prefer to use Cages over hooks in a lot of instances.

  • Thana is definitely super weak now outside of Legion and Plague. And even on those killers they will feel the nerf. For example, once one survivor dies the new version’s penalty cap will collapse from 20% to 6%. And even though Legion and Plague have an easier time keeping four survivors injured than other killers do it’s still not trivial. All it takes is one person healing and until that survivor is injured again the penalty is at 6%. So there will be significant portions of matches with Legion/Plague plus Thana where three survivors are injured instead of four, and the relative penalty will be 6% instead of 16.5% like it is now.

  • @Milo said:

    I don't see how this patch in particular is that good? (You're talking about 6.1.2 right?)

    6.1.2 looks like a mixed bag

    Good

    • Clown is back
    • Fixed a glitch with Pain Resonance and Merciless Storm
    • Changing the Orange Glyph challenges that were making people queasy (I didn’t have that problem personally but I’m glad they’re paying attention to people talking about that.)
    • They tracked down the bug that was messing up the Matchmaking Incentives

    Bad

    • Thanatophobia is probably useless on anybody but Legion or Plague. (It’s also nerfed on them too but still good enough those killers will still use it I think.)
    • Mettle of Man change sounds like it’ll kind of kill the perk.
    • Maybe reintroduced the Pain Resonance plus Dead Man’s Switch combo meta? (Hard to be 100% sure since the duration of DMS is nerfed but I’m positive people will give it the old college try!)
    • The fix for the matchmaking incentives apparently was too complicated for 6.1.2 so we have to wait a few more weeks.


  • Do you think this is gonna stop those two from using it? No. Legion can use Legion Pin and break you, and Plague is Plague. You're eating that 20%. The change does nothing to the two killers people ACTUALLY hate it on

    This new version is definitely also weaker on Legion and Plague

    • In the late game, after a survivor is eliminated and they're in a 3v1, Thana's new penalty cap drops from 20% to 6%. Compare that to the current version which goes from 22% to 16.5%. This will make pushing through to finish the last gen in a 3v1 against Legion/Plague with Thana noticeably less onerous.
    • While Legion and Plague can pretty easily keep 3 people injured while all four are alive, keeping 4 people injured isn't as easy as some people think. What happens more often is, for instance, Legion fluctuates between have 4 survivors injured and 3 injured in the early and midgame, simply by virtue of someone probably being out of Legion's terror radius during a given Frenzy and having a chance to heal. And if even one survivor is healed that shreds the penalty from 20% to 6% (compared to the 22% to 16.5% range it currently experiences). Plague probably keeps all four injured longer, but even she has periods where eventually someone Cleanses and then that Thana penalty will shoot down.

    So while Legion and Plague players will probably still use Thana, there's still no doubt that this is nerfing them.

  • Legion and Plague are taking a hit with Thana.

    • Once a survivor dies the penalty in the new version is capped at 6% versus the current cap of 16.5%. That a significant boost for trying to push through to finish the last gen in a 3v1 scenario against Legion or Plague with Thana.
    • Legion has an easy time keeping 3 people injured but not necessarily 4 people injured in the early and midgame. All it takes is one survivor outside Legion’s terror radius to heal and it slashes Thana’s bonus from 20% to 6%. That’s not to say Legion can’t have all four survivors injured simultaneously, but it’s not as trivial as some people seem to think.
    • Plague probably has an easier time keeping everybody injured mainly because survivors tend to be reluctant to use the fountains early on. But even against Plague eventually survivors will probably cleanse if she’s using Thanatophobia and at that point its bonus goes to at most 6%.

    So yes, this perk is even weaker for all the other killers, but it’s still a noticeable nerf for Legion and Plague too.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107119#Comment_3107119

    we love them nerfing it on everyone except the 2 killers it was actually becoming problematic on

    They did nerf it on Plague and Legion too, just not as much. It's definitely a nerf for them as well, though, no question.

    • Plague has a bit of an easier time keeping all four survivors injured compared to Legion, so Legion will probably spend relatively more time at the 6% speed than 20% versus how often Plague can maintain 20%.
    • In the later game, once one survivor is dead, the perk caps at 6% penalty versus currently capping at 16.5% penalty. That makes a survivor comeback in a 3v1 significantly more likely relatively speaking.

    Don't get me wrong, I don't doubt the perk will still be used by Legion and Plague. It's definitely taking a hit though.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107280#Comment_3107280

    Plague doesnt let you heal, Legion can do the same and its by far too easy to run around hitting those non-injured and returning to the hook. do you even play this game?

    Do YOU even play this game? If Legion is running around hitting all those non-injured people they're not actually tunneling the person you're saying they're tunneling. And if they DO hard tunnel a survivor they're not stopping the other survivors from having at least one of them be healed. (And it only takes one survivor to heal to slash the penalty from 20% to 6%.)

    Also Plague doesn't stop people from healing, they can use the fountains hypothetically any time. You just have to be a little careful on the timing of when you use the fountain.

  • @ShinobuSK said:

    Yea like 5 more weeks and we can have BP bonus back

    On the bright side when it was up briefly it definitely seemed to be influencing which side players played. There were apparently a ton of extra people playing survivor when the matchmaking was stuck giving incentives only for survivors. So hopefully once it’s back on and not just stuck on the one side it will actually help even out queues.

  • @Pepsidot said:

    Nice!

    Facecamping Bubbas have never had it easier. Now they can use Deadlock, DMS + PR + No Way Out/Fearmonger and remember + 10 seconds to gens. Now just 1 survivor forgetting to let go of a gen INCASE the Bubba has PR + DMS will result in giving the Bubba more time to facecamp and win the game without him having to move.

    Nurses will now go back to their good old Agi + Starstruck + DMS + PR and 10 secs added to gens.

    I can't help but feel that they reversed the DMS + PR change instead of fixing a bugged combo as it was the easiest thing to do. And now the strongest killers and boring (yet effective) playstyles have been buffed because of it.

    Yeah, I think the best suggestion I’ve heard for facecamping Bubbas is slow or stall the hook timer if you are within 20-24 meters of the hook, similar to how things like Devour Hope and Make Your Choice and Monstrous Shrine work. That way if a Bubba does just hang around a hook the other survivors will have plenty of time to just push through the gens. Someone has also recommended a carrot and stick approach where it’s something like 1/2 speed timer while the killer is within 24 meters and 2x speed when they’re farther away so on average if a killer tends to leave hook to chase elsewhere the net average hook time stays about the same as the current 60 seconds per stage. Really the only hitch I can think of is with killers like Hag or Dredge who have high map mobility, they’d obviously be getting a bit of a buff with that system.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107033#Comment_3107033

    So you get a 20% slowsown while tunneling one survivor out to get the most easy situaton a 3vs1. Pretty good job so far.

    How are you keeping all four survivors injured while you hard tunnel someone?

  • Decisive Strike: Should be a 5 second stun and deactivate once the gates are powered.

    I’d lean toward 4 seconds, a compromise between the old and new versions. As to why they didn’t mention it, it may simply be a matter of them picking a few things they feel they have better data on. 🤷‍♂️

    Iron Will: If a survivor with Iron Will is in a locker or crouching they should be silent.

    I disagree, the 75% sound reduction on Iron Will is fine, including if someone is in a locker. I’ve seen plenty of instances of survivors on streams successfully hiding with the new 75% sound as the killer walked by. If the perk is too weak they should just take off the restriction of it not working while Exhausted.

    Hex: Ruin: Having it deactivate once a survivor is dead was enough. It should have kept its 100/150/200% regression because its a Hex that can be gone 20 seconds into the match.

    Yeah, I think Ruin could be at 150% to 200% cap instead of 100%. As is it’s a pretty weak perk, especially for a Hex.

    Eruption: SoloQs have to suffer incapacitation repeatedly with this perk while SWFs easily counter it. At least reduce the incapacitated time.

    I have no opinion on Eruption at the moment. As above, it might be just a matter of them waiting for more data if they even are seeing it causing issues at all.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106920#Comment_3106920

    I was in low mmr. I never escaped against fair killers with 0k, so I died a lot. I will wait for a camping/tunneling nerf, probably in 2024

    I’m bad but I think my escape rate is about 40% maybe? I think I’m only that high because I know things as a killer that I should hypothetically be doing as a survivor. I mainly get in trouble because I still do klutzy stuff like miss skill checks and I can’t steer myself as well in third person as first person when I’m trying to look behind me. But assuming I hit my skill checks I typically get a gen or two done and a rescue and/or couple of heals so I never feel like I’m being totally unhelpful at least. 🤷‍♂️ And even though my looping as a survivor is weaker than as a killer I can still hold forward and try and chain vaults together which helps.


    As far as camping goes, I’m still partial to the idea of slowing hook timers when the killer is within 20-25 meters. That would basically be putting the base game in line with perks like Devour Hope, Make Your Choice and the new Monstrous Shrine in a killer having a mechanical effect in game that is a reason to leave a hook. They could even make it something like 1/2 speed while within 24 meters and 2x speed outside that, for instance, to keep the average time on hook about the same as it is now but still have a carrot and stick push to leave the area. That’s all kind of a tangent for another topic though.

  • @Tiufal said:

    The Thana change is more fake than aynthing else. On Plague survivors are forced to choose between two disadvantages: cleanse and give her a lethal power, or dont and play this game for 20 min. On any other killer youre basically forced to run healing perks, but hey, self-care got trashed. And a legion just laughs at any healing action. On most other killers thana is hopefully quite dead, which is a good thing gameplay-wise. On those two killer its still the most oppressive thing. -> Nothing achieved in regards of Legion and Plague. Another prime example on how BHVR claims to address issues while not addressing those issues.

    MoM ... nothing to be said. Its HILARIOUS. How to make a already dead perk becoming a myth to be ever used.

    And hey. BHVR logic again: "We want to change the meta" ... this obviously just works for survivors if killer even get their stupid DMS/PR combination back instead of FIXING whats wrong with their new "unforeseen combination".

    It’s not fake. On top of the cap being 20% instead of 22%, also notice how the 12% bonus doesn’t apply with “dead” survivors. So once a survivor is dead Thana is capped at 6% penalty. That should make 3v1 situations versus Legion and Plague easier.

  • @ThiccBudhha said:

    Dying Light is low-key the better perk now. You heard it here first... Maybe. I do not know, I just assume most killers forget this one exists.

    The biggest problem with Dying Light is how it gives the Obsession a buff at the start. For the first couple of minutes of play you’re actually better off having no perk at all than Dying Light because of that buff. If you can stall the survivors initially so they don’t get much done for the first four or five hooks then Dying Light starts paying off as a later game perk, but I do kind of wish they’d get rid of that Obsession buff, it would make the perk a lot better.

  • @Kira4Evr said:

    Thana nerf: It was needed, but not that much.

    Mettle nerf: Do I need to say anything?

    Pain Res + DMS is back: I don't really care.

    Clown is back: Terrible

    Orange Glyph gone: Fantastic

    Matchmaking Incentives still gone: Cool

    Why is Clown coming back “terrible” and Matchmaking Incentives being turned off “cool”?

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106876#Comment_3106876

    I was facecamped in the 3 matches I played since the patch. I have no doubt, but I didn’t play since then , and I’m not going to do it

    I don’t know, I actually played survivor a bit this last week and wasn’t facecamped once in about eight matches. Then again my survivor MMR is definitely lower than my killer MMR so maybe it’s mostly just a higher MMR occurrence?

  • @KnotEnthusiast said:

    Wow, these changes are just...terrible. I know everyone memes about how out of touch the devs are, but I genuinely cannot understand how they though any of these changes were good. Nerfed Thano..except in the case of the two killers that people were complaining most about. They couldn't figure out how to stop a niche and incredibly rare perk interaction, so they just bring back one of the most busted pre-patch regression combos. MoM gets nerfed for some godforsaken reason. Why give killers a tell that a player has it, then make it be disabled if they do anything to progress the match? They've made an already niche and weak perk completely useless. Plus no MM incentive fix, no CoB/OC bug fix despite it being literally gamebreaking, no DS stun nerf revert (I play mostly killer and still think this change was completely unnecessary and unhealthy)

    What are the devs doing??

    FYI Thana did get nerfed for Legion and Plague here. At best it’s 20% now instead of 22% and that’s assuming all survivors are injured the entire match which isn’t likely even for Legion and Plague. And on top of that the new description didn’t include “dead” survivors, so once one survivor is dead it sounds like Thana is capping at 6%.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106765#Comment_3106765

    Well, what about..

    we have seen an increase and camping and tunneling and were looking into it

    That sounds better?

    They could say something like that I suppose, although they already have camping and tunneling as things on their long term issues list so that’s not really news. 🤷‍♂️

    Plus who knows if there is even an increase in camping and tunneling post patch? Nobody even agrees on the definitions let alone how to objectively measure them to see if they happen more often.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106729#Comment_3106729

    Basekit bt increased to 10 secs. I don’t think it’s so difficult

    I’m really skeptical simply increasing the during of the base game Endurance and speed boost after an unhook would make much difference to how many people complain about “camping and tunneling”.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106687#Comment_3106687

    Yes you are technically correct that it does not add 30 seconds of gen time. However, I was saying it will take 129 seconds to complete a gen that has PR and DMS activated on it at a bare minimum. Also PR and DMS is going to activate on multiple gens throughout the game. Either forcing you to start new ones or work on others. So to say its not a slowdown is really accurate on your part either.

    https://forum.deadbydaylight.com/en/discussion/comment/3106677#Comment_3106677

    My issue with these changes has nothing to do with the ability to avoid the perks activation. It has everything to do with what I perceive as a lazy way to fix an issue. They already admitted that PR and DMS was a strong and overly used combo and fixed it. However when there was an issue with another Perk combo, instead of fixing that issue. BHVR tucked their tails between their legs and brought it back. It was lazy and there is no other word for it.

    I didn’t say “it’s not a slowdown”, I just said it’s not literally a 30 second slowdown per trigger.

  • @dictep said:

    And no word about camping and tunneling, as expected

    This is a small patch to tweak specific things from the rework. “Camping and tunneling” are really broad topics, I’m not sure why you’d expect a tweak patch to try and deal with them.

  • It’s not 12%, it’s an extra 12% bonus on top of the 8% if all four are injured, dying or hooked. So 20% if everybody is hurt, 2-6% if only 1-3 people are.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106636#Comment_3106636

    https://forum.deadbydaylight.com/en/discussion/comment/3106626#Comment_3106626

    PR and DMS is way to strong of a combination. Even when shrunk down to 30 seconds. That means most gens are going to take 129 seconds.

    Base 90 Seconds. DMS adds 30 seconds in which the gen can't be touched and PR reduces your progress by 9 seconds. This also excludes any other perks or events in the game that prevent the survivor from working on a gen. Such as Thanta, Dying Light, etc.

    To be honest, I just think this was a bad call as others have pointed out. The issue was between PR and Merciless Storm... So why not fix one of those perks. For example, just add a time limit to Merciless Storm. The perk already only triggers once per gen anyway, so the effect would be the same.

    Just for clarification, Dead Man’s Switch doesn’t actually add 30 seconds per gen. It does block a gen for up to 30 seconds, particularly if someone was on the gen and a Pain Resonance explosion kicks them off, but that doesn’t mean the net total completion time of the gens increases by 30 seconds for a couple of reasons. First, the survivors on the blocked gen can spend a few seconds going to a different gen instead in which case they may only lose however much that travel time is. Second, if another generator was also very close to being finished, and that will be the last generator finished, then blocking the one gen for 30 seconds will have no effect because the other generator will be completed and open the Exits without ever needing to finish the blocked one at all.

    Mind you, Pain Resonance plus Dead Man’s Switch is still sounding like a good combo, I’m just point out it’s not necessarily literally 30 seconds of slowdown.

  • @Gamall said:

    Do you have a link for these update notes?

    Earlier this month, we launched our largest balance patch to date, making changes to 40 perks- including the meta- and various base game mechanics. With such a major shake-up, we have been keeping an extra close eye on feedback and performance since the update released to ensure that nothing gets out of hand. Now that…

    Here you go.

  • @Chilli_man2400 said:

    Also they buffed mettle of man and nerfed Dead man’s switch. Pain resonance was buffed

    They nerfed Mettle of Man, the buff was to make up for the nerf.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106626#Comment_3106626

    We can see but I'm not hopeful what so ever.

    30 seconds seems like enough time for the killer to do what they need to do.

    Yeah, could be, who knows? Maybe they should have considered adjusting how Merciless Storm works instead of how Pain Resonance and Dead Man’s Switch worked? Guess we’ll find out soon enough. 🤷‍♂️

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/338491/august-developer-update-thoughts

    I still don’t get how this is a buff for pain res. Am I the only person that used to let go of generators shortly after seeing a survivor aura getting lifted into the air, when I know the killer has pain res?

    You’re not the only one but there are a ton of players who don’t bother doing that.

  • Not seeing the blocked generator only matters in the specific Dead Man’s Switch combo. The lack of an explosion impacts all other users of Pain Resonance, it wasn’t just used with that combo so that’s why they kept that limitation on the perk.

  • @dspaceman20 said:

    I love how we are going back on out plan to change things up. People are going to go back to running dms and pr again

    Which is why they nerfed the duration of DMS. Time will tell if it ends up being just as popular as before.

  • Right, the 6.2.0 patch is the second full chapter patch of the 6th fiscal year.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106482#Comment_3106482

    Interesting. Never tried it. I just don't like sadako at all to even try.

    Yeah, Redsgaminggears runs that build a lot if you want to see it in action. Basically the idea is simply that if someone is slugged they normally need another player to revive them, and when that happens the rescuer gains at least one stack of Condemned plus if they also heal the person to full that’s another stack on top of it. And because slugging shaves off 10 seconds on getting into a new chase over carrying while that rescue is going on Sadako is already chasing and downing someone else. So she focuses hooks on just one or two survivors, slugs the others, and keep at most one person on gens at a time that way. In all that confusion she either eventually gets three hooks in a row on one survivor, which is obviously the main goal, or as a side benefit someone loses track of their stacks and she gets a Condemned kill, which doesn’t happen all the time but happens a surprising amount with this particular add-on and tactic.

    The main thing you have to be careful about doing this is keeping the pressure up and juggling survivors. You can’t get lured into long chases and have to have a good macro game where you can juggle the survivors of the gens a lot to give yourself time to get rid of pallets and make that later game more in your favor. Jolt works well with this build, since it provides regression without needing hooks or special actions.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106460#Comment_3106460

    Trapper is laughably bad. I only put him ahead of sadako and Freddy. Because you can at least play basement trapper. With starting with all traps and honing stone. Set up a maze in and around shack, and have a snowball opportunity. Neither Freddy or sadako are very capable of that.

    Sadako played for slugging for pressure using her Green add-on that inflicts Condemned when a survivor revives or heals someone is actually not bad.

  • You obviously cut off the months before August 2021

    image.png


    Notice how both that loss and the June loss were preceded by very large gains. Basically they’re both just examples of regressing to the mean after a big short term boost.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/338474/opinions-on-sadako-and-dredge

    Dredge is probably low A-tier. Sadako is probably with Freddy for worst killer in the game now

    Sadako’s map mobility alone makes her better than, say, Trapper. I put her on par with Wraith in terms of effectiveness, about 2/5 stars.

    Dredge is more effective than Sadako, I’d say he’s 4/5 stars. The main thing keeping him out of the top tier is his anti-loop is a bit mild and his teleportation is slightly map dependent so he can sometimes get into situations where he’s more or less just a basic attack killer in long chases. Fortunately it’s not that often though which is why I put him at 4.

  • @I_CAME said:

    Why do people use streamers as an example as if they represent the average player. A popular streamer usually has 8-10 thousand hours in DBD. They are far better and far more experienced than the average solo queue player. It's ridiculous to say "if they can escape then so can randoms". Just play DBD for 8 hours a day EZ.

    It’s not ridiculous to say that if you play well you have a decent chance of winning. People point to streamers simply because they happen to be the ones who publicly post a lot of matches as examples of how to play well. But you don’t need to be an Otz to play well enough to win.

  • @ChiSoxFan11 said:

    Huntress here as well. If I remember correctly, the last time the devs released pick rates, she was at the top (or near it) of the list, so that shouldn't be a surprise.

    Yeah, Huntress is always the top picked overall killer I think, probably in large part because she comes with the game on top of being a good killer. Blight is usually the most picked DLC character, although at the moment Legion is almost as popular as them as well because a lot of people are doing that flavor of the month Legion Thana build.

  • @Grigerbest said:

    Thats right @PapaQuintus.

    For fellow killer mains: I don't see survivors crying over DH really... So don't you dare guys. xD

    I don’t see people complaining about it, but I do often have situations in my own matches where I get a hit on a survivor before they reach a pallet and think “Huh, if they had the old Dead Hard I wouldn’t have been able to swing there”. So it definitely has impacted the chases.

  • It’s the new sensation around The Office. 🙂


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  • @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/338427/the-survivor-entitlement-is-simply-unreal

    It is a 5 person game. No matter how small the group, someone has to be the poop.

    On a tangent I’ve thought something similar for a long time. If you figure 5-10% of people as total ######### and you play with four random people per match then you should expect to encounter one of these jerkwads every three to five games or so, and assuming you win half the time and they get really angry when they lose you’ll get a bad outburst every six to ten games. So I’d be surprised if we didn’t see this type of negative behavior as often as we do.

    Of course, the flip side is 10% of people are super nice and chatty, so every few games you should encounter someone like that too. And in fact I do have good quick backs and forths with some people. But human nature being what it is you tend to remember getting really mad at someone insulting you more than you remember someone politely saying “Hi thanks for the game!” Also polite people don’t ruin games by ragequitting, so their impact of the match itself is also less directly noticeable.


    So I don’t know if DbD actually has worse people in chats than other competitive multiplayer games, it could just be some people are jerks and when you play against a bunch of them at a time you’ll run into them periodically. 🤷‍♂️

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106175#Comment_3106175

    Yeah, remove all those who DC/suicide a lot and game will be significantly healthier lol

    It unironically would.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106238#Comment_3106238

    It could mean that there's simply not enough data for it to be statistically significant. And it could indicate that the data that is there, is already skewed by the fact that it's only collected by enthusiasts.

    Your arguments are based on that data. So ...

    We do know that in terms of total numbers of players it’s large enough per month to have some significance. You don’t need millions of games to be in a rough estimate of the actual numbers, a thousand or two or even hundreds is enough. And the data being skewed toward players who play more regularly than average actually means the numbers are probably leaning toward what the snapshot looks like in higher MMR brackets versus an across the board overall number which is not necessarily a bad side effect.

  • @GrimReaperJr1232 said:

    Dying Light is a win more perk. If you win with it, you would've won without it.

    Thana on Plague is a bit... let's say controversial. She disables your ability to heal, true, but part of Plague is she needs to adapt to survivors playstyles. If you have survivors that mass cleanse, Thana does nothing.

    So, 2/4 perk slots are passive slowdown. She's gotta be lacking in some department.

    Does she's gave Corrupt and regression? Then she's lacking information. No Corrupt? Make her early game as painful as possible. No regression? You gotta power through before she can gain a foothold.

    Hypothetically Dying Light is more like a late game perk than a win more perk. Once you have four to six hooks it’s giving some ok value, and it’s quite possible to have not killed anyone by the time you have six to eight hooks. So if you are playing a slow build up strategy where you try and pressure and hook and destroy pallets in the early game in order to have a more oppressive mid and late game then something like Dying Light can pay off if you can play it right.

    The problem with Dying Light in my mind is it actually starts you off at a disadvantage in the early game compared to having no perk at all because the Obsession gets speed boosts. So your early game is even tougher to keep the pressure up than usual. I think if they got rid of that boost on the Obsession though it would definitely help the perk out without making it be overpowered.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103764#Comment_3103764

    If by "aggregrate site" you're referring to nightlight, then please be aware that this represents most likely only PC Players, and just a small part of them who participate voluntarily, which probably are DBD enthusiasts but not DBD casual players. Their Discord server has 147 members, which should give you a ballpark number of the nightlight community size.

    Sure, I’m aware that it’s a voluntary poll of players who are presumably already invested enough in the game to seek out a stat site. That doesn’t change anything I said.

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