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dugman

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  • @BBQnDemogorgon said:

    I can't believe we still don't have more info & a solid release date.

    They’re doing a big Behaviour chat next week so it’ll probably be talked about in that.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103977#Comment_3103977

    I heard it was more like %15+ . Where did you get the 2-3% rate? I thought Devs kept those stats under lock and key most likely because they know the difference is significant.

    It was from a while ago, they posted a bar chart that showed kill rates by number of people in a swf, it ranged from something like 3% for 2 people, 6% for 3, and 11% for 4 (I think? It’s been a long time.) And the percentages of groups of those sizes were about half of swfs had 2 people, like 35-40% were 3 people and 10-15% were 4 people, so the weighted average is between 2 and 3.

    It’s definitely possible that since then the 4 person swf escape rate difference went up to 15%, in which case it would be more like a 5% difference per person.

  • Sadako obviously works best if you have a good macro game and are good at stealth. Not just her Undetectability and on-and-off invisibility but also her short height mean she’s good at using line of sight blockers to get near survivors unseen. (Her lullaby hurts somewhat but isn’t a deal breaker.) Couple that with good map mobility and you can do a hit and run strat with slugging for additional pressure and it works pretty well. One of my favorite builds with her is Jolt plus slugging with her Green add-on that gives survivors additional Condemned stacks when they heal or revive another survivor, It makes it so if you slug a survivor and they get revived and then healed to full the rescuer gains two additional Condemned stacks just from that which really ramps up how quickly they build. If you use that combo and focus your hooks on just one or two survivors and slug the others for pressure they end up having to run around dealing with the tapes and healing each more often and thus stay off the gens a lot more. It’s not even all that Uncommon to get a Condemned kill out of it in the chaos.

    I do agree that Dredge is more effective overall, it’s teleport is a little more reliable and, even though his stealth isn’t as frequent, it’s good enough during Nightfall to do some damage. His anti-loop is pretty mild but still better than nothing. Sadako’s main weakness is once she’s in a chase all she has is partial invisibility immediately after Manifesting, which can make a difference sometimes but it’s kind of niche. Even so, though, Sadako plays differently enough from Dredge and is fun in her own right. 🙂 Yeah, I wouldn’t turn down buffing her a bit, but I have a good time playing her regardless.

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103746#Comment_3103746

    Keeep looking at those numbers all you like, it will not change how people are feeling playing this game. That is what matters.

    There is an enormous gap between people on coms and solo q. Too big. What this patch did was stomping on the casual player-base which makes up the biggest portion. And thus there will be angry people speaking up.

    I can’t help how people feel, but I can try and give some objective context for the scale of what actually changed versus what some people might be exagerating.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103218#Comment_3103218

    Does this site track where all the extra Kills, and the kills in general are coming from?

    Because I highly doubt they're coming from SWF's. I think the majority of kills come from Solo Q, which means Solo Q (as always) has a disporportionately lower survival rate that was just exacerbated by all the Killer buffs in the patch. I don't see too many 4 man SWF's complaining.

    So if the pool of survivors who already had the lowest % of escape, now has an even lower rate of escape, while the other pool's escape rate only dropped by a bit, there's a problem. An overall stat is meaningless unless you analyze where the stat is coming from and why.

    Historically if I remember right escape rates go up about 2-3% per person in a swf. So if you figure the average swf size is about 2.5 or so then you’re looking at around a 6% difference between solo and swf typically.

  • Circle of Healing is a good perk but it’s not broken, it doesn’t need to be deleted. The nerfs to its healing speed definitely made it weaker. I’ve for sure had matches where the survivors lost because they kept trying to reset Circle of Healing multiple times after I snuffed the Boon rather than just spending that time on the gens.

    I think the only time Circle of Healing is a bit problematic is on multilevel map totem spawns where you can have a Boon that is in a super awkward location to snuff it (e.g. RPD, the totem spot at the top of the ramps in Ironworks). In those cases survivors can place it once and get the benefit from it but it takes the killer so long to walk all the way around and up to the totem to snuff it that doing so can be a losing proposition, making the Boon effectively permanent in that location once placed. Fortunately most maps don’t have this issue so it’s more a case of maybe tweaking totem spawns on certain maps or tweaking how ranges work on multilevel maps than needing to get rid of Circle of Healing altogether. (Note that killers don’t get the same benefit from multilevel totems with Hexes since the Hexes are all map-wide effects anyway, for Hexes what matters is how well hidden the totem is versus how long it takes to reach it.)

    Either way worst case Circle of Healing is annoying on certain maps but definitely still beatable.

  • I don’t play Hag much and haven’t played her so far post-patch so have nothing to say on if she’s lagging or whatever.

    I will say though that the stats post patch are killers have around a 7% or so kill rate increase overall, which is a buff but definitely not an automatic win against solo players. There’s a balance gap between solo and survivors with 2-4 person swfs included but it’s something like a 59% kill rate against pure solo teams and a 53% kill rate against teams that are entirely solo. (The average post patch seems to be about 56% and I think the swf vs solo gap is about a 6% difference.) So it’s noticeable but not to the extent that solo teams can’t win. If they actually try to win and don’t flip the table after the first couple of downs they can still get the gates open, especially if the killer makes mistakes of their own.

  • @Roaroftime said:

    If you're not getting 4k's after the patch then it's a skill issue as the kills are being handed on a silver plate.

    The kill rate on the aggregate site I’m following is about 56% up from 49%. It’s an increase but it’s far from a guaranteed 4k, you still need to outplay the survivors. (And that’s also been true in my games. When I play better than the survivors I typically win, when I whiff attacks or fail to find survivors who are hiding I tend to lose. Misplays have always been the most important factor in determining the winner.)

  • @MikaelaWantsYourBoon said:

    Yeah, BHVR. Please don't listen this man/woman.

    I'd uninstall game after these changes. Because my game crashed, now i have to wait 20 minutes for new game. No, thanks. This pal has no idea about game.

    I agree the 5 min start is fine. However I’m not against increasing the penalties for repeated disconnects in a short time frame. If your router goes out once a month, no big deal. If you’re disconnecting once a day, though, you’re creating problems for a lot more players.

  • I know the original post is being sarcastic but I’ve been running loadouts with no slowdown and I can definitely feel the difference. Yeah you can also run slowdown still obviously, but if you feel like running all chase perks or whatever you can and as long as you actually play well you’ll do ok.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103462#Comment_3103462

    I agree 😂

    People need to at least try. DCing is never acceptable unless there's a hacker

    Hackers are definitely the worst. It says something that hackers are so terrible they make ragequitters look good.

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103218#Comment_3103218

    Aggregate stats can be very misleading. If you do a case study of 100 players, and look at their experience across 10 matches, and 50 of the players have all 10 matches be 4-kill matches, while the other 50 players have all 10 be 0-kill matches, the average will be 2 kills per match...but there is still a massive problem. There are so many different playstyles, different skill levels, different mixes of SWF groups vs solo, different types of players (both within survivor players and killer players), that looking at a single average across the board is very likely to lead to a misguided view on where things stand. Maybe factors in my situation make me more likely to run into trouble, I don't know... but the average alone doesn't mean a whole lot, and even so... a 7-point jump up to 56% is problematic, especially if it really was already at around 50-50.

    For reference, the site does track percentages for each kill bracket as well (0, 1, 2, 3 and 4) and the spread is about 23% 0 kills, 19% 1 kill, 14% 2 kills, 15% 3 kills and 29% 4 kills. So just about half the matches eiher everybody escapes or everybody dies, and the rest are a mix of escapes and deaths. It tends to the extremes but not nearly as much as being all or nothing 50% no kills and 50% no escapes.

    And a 7% increase isn’t problematic assuming the devs are aiming for 56% kill rate and not 49% kill rate overall. They said a few times they felt the kill rate was too low and one of the goals of the patch was to raise it. Going from being slightly survivor sided in their opinion to slightly killer sided is totally fine.

    Of course in a game like this there are all sorts of things that come into play, including specific killers used and loadouts and maps and swfs and backfills creating MmR mismatches, etc. But I’m fairly sure their plan is put in the broadscale changes in this patch to shift the overall stats to where they want them, let it settle a bit, then fine tune the specific cases that are a bit out of whack. So get all the killers boosted a bit then pare back things like STBFL or Legion + Thana, etc, as needed.

  • The average kill rate since the patch went up 12 days ago is about 7% higher than it was prepatch on the aggregate site I'm following (it was about 49% pre-patch and I'm estimating it's been 56% post-patch). So the average kill rate definitely isn't 75% or whatever.

  • @Ghouled_Mojo said:

    I think it had something to do with a bug pertaining to his yellow bottles I think. Might be wrong. I don’t pay attention like I should anymore.

    Right, I think the original poster was asking though why they can't just keep you from hitting Ready with Clown to start a match so that you can still buy bloodwebs on him in order to unlock his perks on other characters.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103033#Comment_3103033

    I am always for the carrot over the stick solutions. Making campaign unattractive by slowing, but not entirely stopping, the hook timer if the killer lingers too close out of chase sounds good, but I would also love a juicy incentive to actually leave the hook when not running any perks.

    My favorite idea is a sorta BBQ light: after hooking show the killer the aura of the farthest survivor who is minimum 24m away and give the killer a 10s +15% movement speed if they move away from the hook and are out of chase.

    Well, you could do a carrot and stick timer - something like have it go 1/2 speed while the killer is within 24 meters and 2x speed while the killer is further away than that. On most killers that's probably fine, the hitch maybe being the ones that can teleport back quickly.

  • The replies are confusing me:

    • When did they "already test this on the PTB"? I don't remember the hook timer ever being paused when the killer was close.
    • Some people are saying it's "abusable because survivors could bait the killer at the hook", but why wouldn't the killer simply down those survivors and get a hook trade?
    • Also note that the idea of pausing or slowing the hook timer when the killer is at least, say, 20 meters from the hook is directly in line with perks such as Devour Hope, Make Your Choice and the new Monstrous Shrine, all of which directly benefit the killer for being far enough away to make a hook rescue safer. I've run all those perks on all sorts of killers and never had an issue with them, why would it be a bad idea to make the base game use a similar system?


  • My favorites are Pyramid Head and Legion (particularly the ones which include Joey's tabe in the mix)

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101852#Comment_3101852

    "but certainly at the high MMR brackets the map layout itself can have a big impact on which side wins. At average and above average brackets, though, player skill trumps the map layout"

    That's completely false. I'm not an amazing looper and I would probably last maybe a minute against Otz or less. The other day while playing on Azarov's I saw the most broken layout I have ever seen since that map got reworked. In the middle of the map there was an L/T wall with a connecting parallel vault and another L/T wall. The terrain forced the M1 killer chasing me to get bloodlust level III both times to get a hit. That level of RNG allowed to be a thing is completely unfair and it happens all the time.

    Some of the maps are literally built with a get out of jail free card.

    "Unfortunately as far as maps go adjusting maps to be balanced at expert level of play is probably extremely difficult"

    The problem with looping in DBD is that you need to make it so that low/middle skill players can do it but high skill players can't loop for an extra one to two minutes. There's a very simple solution that nerfs the Highest level of players the most without really affecting low/middle skill players much :Change the survivor movement model to take up as much space when moving as the killer.

    Note this is not to be confused with damge hitbox model. This change would "delete" the mechanic of running around a pallet more than twice on any pallet loop. This would also greatly reduce the ability to chain "resources" without getting hit.

    This would have some interesting interactions:

    1) No more "fat shaming" the killer

    2) Playing killer and survivor would be more seamless as both now "loop" the same and there is no muscle memory difference.

    3) You could make loops more favorable for low/middle skill players and at the same time you are hard limiting how well the very best players can move. All loops could be hard limited to favor low players and still be servicable by veterans.

    4) It would shift skill as survivor into forced reading of how the killer is doing mind games and away from : how much better can you hug terrain walls than the killer.

    5) Most importantly you can "normalize" chase times.

    You're underestimating your own ability. The fact that you even talk about specific layouts involving three tiles and how they connect already puts you at least above the average DbD player.

  • @ThatOneDemoPlayer said:

    It's still the best Exhaustion Perk in the game, so the devs failed at removing it from the meta, but succeeded at making it less game-breaking, as it's now balanced

    The goal wasn't to "remove" Dead Hard, it was to make it not be used in almost half the matches. Which has happened, Dead Hard is still used by some people but it's not nearly as popular as it was.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/338086/what-is-so-bad-about-the-patch

    The question is: what did they even made better with this patch? Basically every change they did had a negative impact on something that was fine before.

    • Dead Hard was far too powerful and popular. It being used less often is a big plus.
    • The buffs to some of the perks plus the extra gen times have made builds with little or no slowdown feel more effective. I've been running all sorts of chase related builds with no slow down for instance and it's great!
    • The prestige rework was a huge windfall for me. I went from all my killers having 30-40 perks each to all of them having essentially every perk at level 3 instantly.
    • Endurance after an unhook is a great idea. You can argue that maybe it should last a few seconds longer but it's definitely an improvement over not being in the game at all.
  • @Pulsar said:

    Tunneling and camping have become more commonplace and less able to be countered. Yes, OTR is good but the DS nerf means it's worth it to tunnel.

    Longer gens buffs camping.

    Very annoying and tedious builds. Forever Legion, for example. Strong? Not necessarily. Tedious and boring? Absolutely.

    Killer chase potential was buffed and Survivor chase potential was massively nerfed.

    • Killers being buffed in chase and survivors being nerfed in chase isn't actually a downside. Survivors were probably a bit overtuned in chase.
    • The only tedious build related to the patch I see commonly complained about is Legion with Thana.
    • There's nothing wrong with tunneling. Face camping has always been a problem, player elimination brings up complaints about being booted early, and survivors generally have a lot of downtime which I don't like. But "tunneling" is literally just downing someone twice in a row, there's nothing wrong with it.
  • Ah yeah, you're right, I had the category confused. Griefing is the one for players helping the opponents.

  • Last night I played what I think is my new favorite loadout for Meyers - Backpacking with Scratched Mirror. It's the "Jump Scare" Scratched Mirror add-on plus Agitation, Mad Grit, Forced Penance and Scourge Hook Pain Resonance. Basically you sneak around and ambush people like normal with Scratched Mirror, but then once you down them you immediately pick them up and carry them and go straight for other survivors. With Agitation you move 108.5% survivor speed versus the 105% speed you usually move with Scratched Mirror, so you're actually faster in a chase while carrying them! And you're still Undetectable the entire time, so even though you've got someone thrashing around on your shoulders you can still get the drop on other survivors.

    Anyway, that being the preamble, it was hilarious running this build yesterday. My last game of it ended with a 4k where the last two survivors were working on the same gen. I snuck around, got the gen grab on one of them before they reacted, and immediately chased the other one who panicked and tried to run off but was still close enough for me to down them as well. I can only imagine what that looked like from their point of view, frantically working on the gen when out of the blue Meyers just appears, picks one of them up and carries them around like a sack of potatoes while stabbing at the other one with a knife! 😄


    I also had a game the other night with Dredge where afterward one of the survivors talked about how often I jumped scared them. Jump scares are probably some of the most fun moments in the game both as killer as survivor in my opinion.

  • Sounds like you could use a break. Just intentionally don't play for a week, play other games. Either you'll come back later and feel better about it or you'll extend your break because you found a game you're enjoying more.

  • @Tsela said:

    You can report it, just like people report anything they dislike. Even if it's not against the rules. But nothing will happen. Plus it's impossible for you to prove that they do it on purpose. Simple as that

    It's not literally impossible to show enough evidence that someone is intentionally throwing every single skill check. But it would for sure have to be recorded and happen so often and so frequently that any rational person would come to the conclusion that it wasn't just fat fingers or whatever.

  • Yes, if you record people who are obviously intentionally missing every skill check that is reportable as Unsportsmanlike Behavior. You would definitely have to have recorded the match though and it would have to be really blatant so there's no doubt it wasn't just them accidentally messing up.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101928#Comment_3101928

    They have a fixed amount of usage. If you think this usage is too long that a completely different topic. There is nothing that can be abused about a fixed usage.

    First off, an individual tile can have a fixed usage in that a specific vault eventually can get blocked, but two or three tiles also can be chained together to form loops with unlimited usage. And some very large loops are also unlimited usage because they can potentially break line of sight long enough for the killer to lose chase.

    Secondly, there have been historically documented literally infinitely loopable tiles. They do sometimes crop up.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101150#Comment_3101150

    You were never completely silent during chases. You still hear footsteps, breathing, vaults--like the ONLY thing you dont hear is "OOOOOH AH.... nnnnnn!....OOOOHHH" There are dozens of different noises in this game to let you know a survivor is nearby. There were already perks in game to counter Iron Will like Whispers and Stridor. You also have scratch marks to literally HIGHLIGHT where we were, Not to mention all the aura perks killers already have to literally just SEE the survivor's outline almost at all times. I'm All Ears is a great perk to just 100% negate ANY stealth like QQ, Lithe, and Iron Will.

    Iron Will was LITERALLY you're ONLY shot at being able to HIDE while injured. Not all of us are good at looping and so our only choice is to hide--now it's completely gone.

    The sound reduction on the new version of Iron Will is actually still effective. I was watching a survivor streamed game just last night for example where they were running Iron Will and intentionally hiding in bushes while injured while killers just walked right past them.

  • Map tiles can very much be abused. Unless you think a potential tile layout that it is literally impossible for a killer to hit a survivor for upwards of 1 to 2 minutes isn't abusable?

  • @Tiufal said:

    What can survivor abuse thats not tied to some addon or perk? Nothing. Killers get carried by those gameflaws.

    One thing might be specific map tiles that are too strong. There are certain specific loops in the game that are a bit too good, not necessarily infinite but that do take upwards of 60 seconds or more for the killer to catch up if the survivor runs them correctly. Whether or not a survivor is on a map that has such a layout is luck of the draw (unless they use an offering of course, and I do think map offerings should be removed entirely but that’s just my opinion), but when such a map is in play it’s pretty common for savvy survivors to take full advantage of them.

  • Just FYI the devs have an RPD rework on their roadmap for 2022 fiscal year. I don’t know what they’re specifically planning for it but the current version of RPD isn’t going to be around all that much longer.

  • While I could see Clown getting a permanent small movement speed buff (say 5%) being an interesting boost the bug was giving him permanent yellow gas which is a massive increase, way overpowered.

  • @Marigoria said:

    Dead Hard this and Dead Hard that... what about the ones of us who didn't use Dead Hard?

    I was already using the same build I'm using now (Just changed inner strength for prove thyself), so what was carrying me to a MMR where I did not belong? Kindred? Bond? Lithe? My build was not nerfed in any way.

    It's not about Dead Hard. It's about increased gen times (80 to 90) and killers still stacking slowdowns, plus chases being nerfed (breaking pallets faster, 2 stacks of STBL basekit, survivors speed boost after hit reduced, bloodlust 2 and 3 buffed.

    All those things by themselves don't seem like a lot, but them changing all of that at the same time in a single update, it does stack and made things worse.

    Solo Q was in a already not great spot, and now it's even worse.

    To clarify, the killer buffs don’t make the game “worse”, they make it a bit harder to escape. Being somewhat harder to win doesn’t mean the game is “worse” if it was presumably a bit too easy to win previously.

    That’s not to say there are very specific things in the patch that probably won’t need a small adjustment. Decisive Strike could stand to be 4 seconds stun I think, for instance, and STBFL might need to be tweaked back down to the fastest recovery speed it had pre-patch. But on the whole the changes are positive for the game.

    Also note that solo survivors having a balance gap against swf players has always been a thing and wasn’t something meant to be specifically addressed in this patch. The devs did announce a separate initiative in January to make HUD changes to help survivors but that got put on hold to make way for everything else this year, so hopefully that will eventually get back in the pipeline. But I don’t think the patch specifically made solo harder as much as it made winning as survivors a bit harder across the board, it’s just that solo survivors are still at the bottom of that stack in terms of escape rates.

    Finally note that the aggregate site kill rates have leveled off from the increases they spiked to in the first couple of days following the patch. They’re looking like they’re going to end up around something like 5-9% higher than they were prepatch versus the much larger 15-19% they briefly had when the patch first hit. That short term brief difference has to do with survivors getting used to the new system, a lot of survivors switching from using Dead Hard every game to other perks, and with a rash of people rage quitting on early downs which thankfully seems to be abating now that people’s tempers seem to be cooling off. It’ll still be a more killer friendly environment in the end but definitely not one where survivors who play well don’t do well on average.

  • I agree that problems in specific layouts are a persistent thorn for DbD. Not to the extent that the game is totally broken or anything that extreme, but certainly at the high MMR brackets the map layout itself can have a big impact on which side wins. At average and above average brackets, though, player skill trumps the map layout. If I outplay the survivors I’ll normally win regardless of the map and vice versa, good strategy and macro play and not making tactical missteps are the single biggest factors of winning or losing, it’s only when the players are all playing with only minor missteps that things like the maps and perk loadouts become the true deciding factors.

    Unfortunately as far as maps go adjusting maps to be balanced at expert level of play is probably extremely difficult. Not only is it something that is I’m guessing exceedingly hard to actually test internally but even if you find something you want to change it requires a bit of effort on the programming side to shift map assets around because of the additional QA testing that they presumably have to do on the new versions of the tiles to make sure there are no places players can get stuck, for instance. To the devs credit they do make map adjustments over time, removing apparent infinite loops and brightening spots that were too dark and such, so they’re not ignoring them. But there’s probably only so much map revamping that can fit in the developmental pipeline and a ton of maps and tiles in the game to consider.

    All that said, while I think maps will always be a nagging issue, there is one thing the devs could hypothetically do literally today if they wanted that would at least mitigate the impact of the worst map imbalances - they could entirely remove map offerings from the game. Map offerings are terrible on this respect because they allow players who want to abuse a potentially broken map to force matches onto it. For instance, when we had issues with Boil Over squads using RPD so they could be unhookable in the library there, it was the fact that they could use an RPD offering to force the game onto that map that allowed them to know it would work. And in a similar lesser vein at high MMR you see players often forcing the game onto specific maps they feel are biased toward their side which lowers the map variety a bit you get to experience overall. Whatever benefits of map offerings might exist seem extremely minor compared to the downsides of the issues they cause, particularly when it comes to players abusing maps with potentially busted set ups.

  • I vaguely remember the devs saying VPN itself isn’t against the rules particularly since it is something people use for internet security. That said Lag Switching is explicitly listed as a bannable offense. So whether or not an internet tool like VPN is bannable has to do with how its used, not simply if its used.

  • @Dwight_Fairfield said:

    This sounds like fun. I'll have to give it a try. I do love doing the mirror builds.

    Yeah, Vanity Mirror is fun too for sure! 🙂 The only problem I run into with the mirrors is they do make it harder to finish Meyer's daily ritual to level up Evil 4 times.

  • @EvilTwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100963#Comment_3100963

    I’m not sayong those were easy things to implement. My point is bhvr making announcements waaay before we’ll see them go live, if we even see them go live. It’s their priorities and lack ot transparency I have a problem with.

    I genuinely hope you’re right about this and I’m wrong. But no matter how simple of a change it is, I doubt we’ll see it happening anytime soon. I’m aware of how pessimistic I come across but just don’t have any trust in them when it comes to to these kinda things.

    I still absolutely love the game and will continue to play it

    Oh totally, they do announce things sometimes that either never happen or take forever. The most recent example is they announced those HUD changes in January to show survivors what everybody is doing to help solo players. It got put on hold though to make room for all the other stuff they're doing this fiscal year so we probably won't see that until sometime in 2023 unless we're lucky.

    I'm more optimistic about this prestige rarity change though because it was kind of announced as a package deal in the July blog. So between that and it being a numerical-only change that should require less development time hopefully I'm hoping it's already in the pipeline.

  • @EvilTwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100884#Comment_3100884

    Just like they announced cross progression was coming to switch in the fall... That was like 2 years ago

    Or how they said people who prestige will be rewarded.. Took like 3 years and look at the rewards we got.

    I have zero hope for their promises. If they make food on their word I’ll be happy happy as hell but I’ve learned the hard way that it’s best to not stay optimistic about their announcements.

    It's not "just like cross progression", that's obviously something that is WAAAAAAY more complicated to program than changing the rarities of nodes on the bloodweb.

    And it's also not "just like prestige rewards", the bloodweb rarity adjustment is a very specific, numerical change that is clearly defined versus a vague statement about maybe giving some sort of reward for having certain prestige levels. There's not a ton to really discuss on the rarities, they're already in the game the devs know they want to match those level 50 numbers. It's basically just a matter of typing it in and double checking it to make sure something didn't break.

  • It could be recentism but I'm tempted to say Dredge is one of the best killers they've made. It's fun to play and also seems to be popular to play against with a really unique aesthetic. Dredge also seems to have a good kill rate but isn't overpowered, and has just a touch of anti-loop ability but no so much that looping would feel pointless. It's not as powerful as Nurse or Blight, for example, but is good enough to win when you play well and rewards good macro play which is a big plus in my book!

    Blight is also up there for similar reasons. His power feels unique, he has a touch of anti-loop but it's not so much that looping is impossible. He also has a fun theme and aesthetic and survivors seem to like going against him, other than for the fact that he's also maybe a bit too popular as a killer and has a bit too high of a kill rate at high ranks (I think?) He and Dredge do share some broad positive traits so it's a pretty close pairing for me which one is "better designed", but I'd probably lean toward Dredge by a hair.

  • Got to try it out a couple of times with Oni today. It was ok, I messed up my chases though so some survivors escaped (my Oni charges need work). 🤷‍♂️ I swapped out Agitation for Lethal Pursuer and used his red add-on that makes survivor auras appear when they step on blood and combined with the other auras it was a lot of information the whole match. 🙂

    Hangman's Trick was really the only disappointing entry, I'm not sure I got much info from it while carrying anybody. That 6 meter radius just seems like it's too small to get pings unless you get a little lucky. I mean, it's kind of comparable to Dredge's new Darkness Revealed perk in the sense of it gives auras near random locations scattered across the entire map (Hangman's trick has a 6m radius while Darkness Revealed has an 8m radius, but there are a lot more hooks than lockers on a map so it's a bit of a wash in terms of total area covered.) But since you can activate Darkness Revealed up to once every 30 seconds at will but can only activate Hangman's Trick while carrying someone you potentially can get a lot more activations of the former compared to the latter.

    I wish Hangman's Trick was either activated automatically every 20-30 seconds or it had a larger radius (or both). As is it's a perk that seems like it would have potential with better parameters but feels like a waste of a slot a lot of the time. 😔


    Anyway, Hangman's Trick being kind of meh aside, the loadout seems ok! I just need to play better next time I use it. 😄

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100558#Comment_3100558

    Alright, didn't know that. Thanks for the info! Might happen in the next few years. Until then I am grinding I guess.

    It should happen before then, it's just numeric changes and they already announced it's in the pipeline.

  • Just FYI the devs said in their update blog that they are working on changing the rarities of the post-prestige bloodweb nodes so that you get rare stuff at the same rate as when you were level 50. No word on when that will be updated but hopefully not TOO long since it’s already in the works. Until then, though, unfortunately those early webs after a Prestige won’t have very many of the purples or reds you’re asking about.

  • It was for sure overpowered and deserved a nerf. And post-patch I have frequently been in chases where I got a hit before a survivor reached a vault and thought to myself how if they had Dead Hard in that chase they’d have lunged for the distance and got it. Honestly as a killer you realize how often that sort of thing happened before the patch simply by how often you notice the situations where it doesn’t happen now.

    Sprint Burst seems to be taking the place of top Exhaustion perk now, but that one has never bothered me much. Yeah, the survivor gets extra distance at the start of the chase, but at least I see it happen right off the bat and can react accordingly. Dead Hard’s use could come anytime in any chase so it was way more flexible and persistently used.

    Interestingly though, despite people who think Dead Hard is “dead”, the stats I saw for the perk show there are still a lot of people using it. It’s not a top 5 perk or anything but it’s seeing at least average amounts of use. I think its because the people who can time it well to block attacks are still getting good value from it. If you can consistently block one incoming attack per chase with that perk that’s a pretty solid effect! The trick is of course it’s not trivial to time it right. But hey, kudos to the survivors who can do it!

  • Just for reference, the 55% kill rate also may not have been the stats they were going by. It’s likely they’re looking at various kill rates by MMR brackets, not just the single overall kill rate across all matches, and also it’s possible the kill rate shifted over time to be a bit lower than that as well. The aggregate site I’ve been following had it at 49% overall for instance, so it could be when you filter out the truly new players from the data and only include ones that have a reasonable amount of play time the kill rate was lower than 55%.

  • @P3ToxicLaurie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099714#Comment_3099714

    Also my names ironic, from an era of dbd when you probably had no clue the game existed lmao.

    I don’t think your name is as ironic as you think it is. 🙄

  • @P3ToxicLaurie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099714#Comment_3099714

    No. People dc because they havent been able to freely dc in a while, thats why they dc. If it was like that all the time, then it would be less people dcing. Also, I never said they had to remove it. They could just cap it at 5-15 mins. Nobody in their right mind is dcing up until 24 hours, so it only affects people with bad internet. Also, I already said that "stop playing the game" isnt a valid excuse. Also I dont "ruin" the SINGULAR match i dc from. If you care about dc's that much its on you. All the other games I play are fine. It is that one singular match I load into, where my internet randomly decides to go out. I am not purposely "joining and disconnecting" so thats not a valid excuse. Hit me with something thats actually valid and not you just talking out ya ass.

    And, you didnt read my post, unless you think im just intentionally dcing when I stated multiple times its my internet at fault not me. One disconnect a day is not enough for me to stop playing. If it was more times a day, sure. Its literally a singular match. If you take dcs that seriously, thats on you.

    People don’t intentionally disconnect and rage quit frequently enough for big penalties because they’re “in their right mind”, they do it because they have issues with impulse control or anger management.

    And yes, I’m telling you that if you are disconnecting once a day because of your router you should stop playing until you get that resolved. You’re ruining those games.

  • @[Deleted User] said:

    Just wild speculation but because killers are stacking slowdown perks, survivors are countering with PT and speed toolboxes. Becomes a cycle and ends up bad for players who don't load up on gen defense.

    It’s actually not necessarily that bad for killers because if the survivors stack up on gen speed they’re trading off medkits and chase related or stealth perks to do it. So if a killer can play a solid macro game where they can maintain gen pressure to keep only one survivor at a time on a gen in the early and midgame they’re in a better position for the later game to get a win since the survivors will have more trouble keeping up in the chases and avoiding the killer by hiding. You just have to keep in mind as a killer the first 2 or 3 gens matter a lot less and are a lot easier to finish than the later ones and don’t panic when gens fly early on.

  • Just FYI they already said they’re adjusting the rarities in the post-prestige bloodwebs to match the level 50 rarities to address this issue of not having access to the rare an ultra rare ones for a while. Hopefully it won’t take them TOO long to do since it’s already planned and presumably just numeric tweaks.

  • @P3ToxicLaurie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099704#Comment_3099704

    Please learn to read. I clearly said its my internet disconnecting, which makes me leave the game. Either read the whole discussion or dont comment. Simple as that. Done replying to these idiots lmao

    I did read, you also said

    DBD isn't even competitive. Makes no sense. If someone wants to DC, they are going to DC whether they have a penalty or not. Or, they will just kill themself on hook.

    Which is a big part of the problem and why this penalty exists. Every time they’ve temporarily turned the penalties off the DCs skyrocket, it’s noticeably worse.

    And yes, if you know you are having connection problems but are stubbornly playing over and over to the point you get disconnected once a day then that’s basically on you. You’re ruining the games you’re joining and disconnecting from but don’t seem to care.

    Name checks out though. 🙄

  • If you DC “once a day” then you’re the problem, not the game. Stop leaving midgame or play something else.

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