dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3099632#Comment_3099632
Well, then maybe I've played against you.
I hope you haven't tunneled me or my friends out at 5 gens but who knows these days lol
Lol, maybe? 😄 My MMRs on my killers are definitely a spread, I’m a really lousy shot with Twins and Huntress and Trickster and such for instance but I’m a lot better with the basic attack killers. And as much as I like the game I only play a few matches a night so my technical skills at looping are quite as honed as you guys with thousands and thousands of hours. I have my moments though I think!
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3099623#Comment_3099623
Soloq has been ok for me as long as I'm getting teams that are working together. Before if you had people not pulling their weight making a lot of mistakes it was easier to get out, now it's more of a challenge. Unfortunately if you say this there are certain people who will say, you are lying and play mostly SWF, are a killer main or you are not good (or something like that). I don't even understand the last claim because if you aren't very good you'd think you will be mostly matched with low skill players too and would be getting destroyed.
As an aside I hardly ever play survivor but the last couple of days I went ahead and played Ace for a daily mission and a couple of Rift challenges for the heck of it. I am NOT a good survivor. 😄 I obviously understand overall strategy but I still have trouble hitting skill checks unless I’m really focussing on it and am not all that used to running chases in third person perspective so mess up my timing sometimes. So my MMR as survivor is definitely below average and the other players are likewise in that ballpark I think. Even so, out of five matches I had nobody ragequit and the survivors won 2 of them (4k one match, 3k the other with the three escapees all being Aces by sheer coincidence.) And it’s not like the killers gave up or were afk, they were patrolling around and getting some hooks, just not enough to stop the gens in the end.
So I have a sneaking suspicion that at the low end of the pool the games are kind of close because there are honestly so many mistakes on both sides that it evens out everything. It’s only once you get into probably above average play that balance issues between perks and stats and specific builds become more relatively important since players make fewer strategic and tactical mistakes.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3099526#Comment_3099526
what's overtuned? you can still unhook. if you want adjust to old time in regards to camping, you can just decrease unhook time to 1.4 or 1.35....
Like I said, it’s slightly overtuned probably, not a ton.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3099634#Comment_3099634
Arent those 2 killer mains?
They play both sides and when they play survivor its solo queue. Coconuts even had a video if I remember right after the patch showing off escapes since so many people were commenting that it was impossible to get out in solo queue. (I don’t watch him a ton though. 🤷♂️)
And yeah, I don’t always agree with Scott on everything he says but in this case I think he’s probably right. (And that’s not because he’s a bad player, he’s solid. I just don’t agree with anybody all the time, even myself! 😄) Also the statistics I’m seeing on an aggregate site I’m following of player submitted matches are showing the kill rate went up but is settling in at a more modest amount like 5-10% range increase (on that site it’s going from about 49% kill rate to looking to be around 57% I think when it stabilizes.)
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3099623#Comment_3099623
Which really good ones solo q players have said it is fine?
I mentioned Scott Jund and Coconuts for instance above.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3099608#Comment_3099608
Most of the Killers we've played with will ignore other injured Survivors who are literally throwing themselves in the way in order to tunnel one person out.
Oh, I’ll often ignore survivors who seem to intentionally want to get hit! After all, if someone is following me around while I’m chasing someone else then I’m keeping two people off the gens for the price of one chase. 🙂 At the same time though if I think a bodyblock is slowing me down I’ll just hit them and make them mend or down them in followup, I’m not averse to making someone go and mend,
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3099612#Comment_3099612
I'm sticking it out, in fact I'm already on page 8 of the rift, that's how much I have been playing. It's still not ok and only people who dont play solo q say it is ok.
Again, I’ve seen solo queue survivors who comment it is ok including really good ones. It’s not universal.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3099574#Comment_3099574
Solo Q is def not ok.
Solo queue was having problems last week mainly because of solo queue survivors quitting on a moment’s notice. That seems to be calming down finally though and survivors who bother to stick it out are doing ok.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3099586#Comment_3099586
Yeah, they were around. Almost every Killer we play against (save for the Nurses) plays like that though.
Relentlessly tunnel off of first hook and facecamp the 2nd person because there is no way we can finish the rest of the gens in time.
I made the mistake of thinking that most Killers thought the way I do. That they only tunneled and camped because it was necessary at times for the win, that they didn't enjoy it and wouldn't do it if it wasn't necessary. I was wrong, it isn't necessary now, it's just the easiest way to win.
I don’t know about other killers, personally I don’t bother facecamping because it’s generally inefficient. I don’t have a problem with downing someone multiple times though, ala tunneling, that just makes sense. I’m not standing around the hook waiting for people to come to me but if you unhook right in front of me I’ll definitely take the guaranteed trade and if the unhooked person is still easy to down I’ll do that too.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3099571#Comment_3099571
Rage quit how about the ones sabotaging survivor games by actively seeking out the killer, not doing gens, or just saying "Take me now Entity" and letting themselves die on hook
Last week out of the 75 rescues I attempted to do 68 just let themselves die on hook. Most of the time I was the only one doing any gens.
I'll be seeing if the dust has settled a bit this weekend when I play....but my hopes are not very high
Yeah there were a lot of quitters last week. This week seems milder. I don’t even think I had a rage quit the last three days. (I only play a few matches a night though so it’s not statistically relevant, just an anecdotal observation.)
-
@Header said:
https://forum.deadbydaylight.com/en/discussion/comment/3099526#Comment_3099526
current attack cooldown is 2.7 seconds.
with 8 stacks of stbfl thats 2.7 * 0.6 = 1.62
Yeah, I used the wrong number. Still, the point stands that the small difference in hit recovery makes a big difference in the size of the margin of error on getting two hits during an unhook.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3099557#Comment_3099557
That's great and I'm glad that Scott is having a good time this patch.
I'm not Scott. I can't play Survivor that well, I do not have that many hours on it and I can't find any enjoyment in having the Killer follow me for 5 seconds after I get unhooked to slam me back on the ground. I can't find any enjoyment after seeing a facecamping Bubba after a Thana slowdown stacking Mending Simulator.
I think I've had maybe 5 good games on Survivor since the update dropped. The only reason I keep playing is because I can't very well play Killer with my friends AND those queues are insane.
Face camping Bubbas happened before the patch and were just as annoying, that’s not new to the patch.
And the queue times are likewise a short term issue. They’ve already begun to normalize a bit and in a week or so probably the matchmaking incentives will be back on and killer queue times should further improve based on how much it seemed to shift people to play survivor when it was on and stuck on survivor initially.
I don’t have a strong opinion on Thana Legion but I’m sure the devs are keeping an eye on that considering how often people saying those matches are too long. If I had to guess I think that and STBFL are two things that might get tuned a bit once they collect some data and feel the meta stabilized a bit.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3099557#Comment_3099557
Killers were also winning matches before the update, so I guess before the update killers were also fine.
Also Scott "tunneling is fine because I like being tunneled" Jund having an opinion on solo q being fine is kinda meh.
Killers were ok before the patch, now they’re slightly better but not overpowered. It’s working out to be something like a 7-9% kill rate increase.
-
@Veinslay said:
If you're playing against good survivors that are sticking on gens like they normally do, you won't even notice that the game was ever changed from how it was before. The gens get done just as fast. 2 to 3 gens done by 1 hook is pretty much the norm at high MMR
The kill rate is increased, I think it’ll end up being like a 7% increase or something when the dust settles, but I agree, people who say you can’t escape in solo queue are being hyperbolic. As long as you play well and don’t rage quit after the first couple of downs you have a good chance of 2-4 escapes at the end.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3098772#Comment_3098772
SWF players and Killer mains did yes.
I’ve seen solo players say they think the patch is good overall. And I’ve seen quite a few matches as solo queue survivors from streamers like Scott Jund and Coconuts where they are winning matches currently assuming the other survivors don’t flip out and rage quit on the first down or two. Scott for instance has said a few times that while certain specific things in the patch should be tweaked that overall he thinks this patch is a good one and people are being kind of hyperbolic over it, and he’s a solidly good solo queue survivor player.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3099526#Comment_3099526
I've never personally had an issue getting that second hit in, before or after the patch.
Well that’s because you have great timing probably. 🙂
-
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3099508#Comment_3099508
You are getting SO LITTLE value out of this perk that I would literally rather put every perk in the game on a piece of paper and draw one at random from a hat and run THAT perk instead of this one.
That’s a bit of an exaggeration, I can think of quite a few perks I like less than Dissolution. And in particular I think Dissolution is ok on killers that survivors tend to pre-drop pallets against and who can get back into chases quickly after a hit. So for instance I think Clown running this with STBFL works decently. (Ironically Dredge is a poor choice because the perk doesn’t mesh with being Undetectable. 😞)
-
@Seraphor said:
STBFL is 120 milliseconds faster at 8 stacks (0.12s).
For perspective, killer base speeds were buffed by 300 milliseconds.
While it can be oppressive if the killer is running all slowdown perks, I generally don't see this. Otherwise it just means you actually have to do gens. They were way too fast before.
"Chases are too short" is entirely a skill issue. You never needed DH to run a killer for ages. Git gud.
They are doing something to help with the item and add on grind, but the perk grind is much better now.
I know 0.12 seconds is a small number, but keep in mind it takes 1.5 seconds to do an unhook. So prepatch the hit recovery with full 8 token STBFL as 1.2 seconds, which meant there is a 0.3 second window to do a second hit in a row on someone trying an unhook next to you. While post-patch the recover is 1.08 seconds (that 0.12 seconds faster you mentioned) which means that window is now 0.42 seconds, a 40% increase. That means it’s relatively speaking a lot easier to get that second hit in because your margin of error is 40% larger.
So that 0.12 second change actually does make a noticeable difference in hook trades. In chases it’s not quite as noticeable, basically it’s a 0.5 meter less distance gained by the survivor, which can change the outcome in close chases but you wouldn’t necessarily realize it as it happened. It would be a statistically significant slight boost over the course of a lot of chases but small enough you’re not going to really see it and go WOW.
Personally I think mainly because of the hook trade difference they might end up tweaking STBFL so its total net recovery speed after a hit is the pre-patch 1.2 seconds. That speed was plenty fast to make STBFL be a good perk that got used a reasonable amount. This new version is just very slightly overtuned.
-
@WesCravenFan said:
Yes, for some stupid reason.
The perk was BARELY worth anything as printed, but throw in the fact it literally tells the Survivor when it is on and it makes the train to Worthlessville.
It’s not worthless if it entices survivors to take riskier paths away from dropped pallets. The goal of the perk isn’t to actually destroy a pallet with it, it’s to keep survivors from being able to safely vault them in the first place. So if I hit a survivor with this perk, and now nobody can fast vault a nearby pallet for the next 20 seconds or however long it lasts, then I get value when they had the opportunity to vault one but didn’t and I get a hit because of it.
I’m not saying it’s a universally awesome perk or anything. But there’s too many people who think that if it doesn’t literally break a pallet you got no value which isn’t the case.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3099116#Comment_3099116
Sadly they already tested that out and it was a complete failure since survivors abused the heck out of it.
I could be wrong but I think they tested halting the progress in a slightly different way, and it was also under the pre-patch environment with the faster gen speed. I don’t know if they tested slowing down hook speeds versus halting them and even if they did it could be worth testing again in the new post-patch envrionment.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3097367#Comment_3097367
https://us.v-cdn.net/6030815/uploads/RXOTFIVJOJ0U/image.png
4 lines of Lithe now
https://us.v-cdn.net/6030815/uploads/6UKLLN7K0FTT/image.png
back to Dead Hard
https://us.v-cdn.net/6030815/uploads/16K4UYS1F3I3/image.png
to 4 Dead Hards
https://us.v-cdn.net/6030815/uploads/DI066HRTOGA3/image.png
So the meta change, if we dont have Dead Hards we have 4 Lithes or Sprint Burst, Off the Record or just a back to back Dead Hard.
It was supposed to be "meta change", but I don't see much diversity tbh. People still go for whatever is strong
DO YOU SEE THE USAGE RATE OF PROVE THYSELF???
On the aggregate site I'm following Prove Thyself jumped from around 11% usage pre-patch to a really popular 20% or so post-patch. It's right up there with Lithe and Sprint Burst, I'm not sure which of them is the most popular. (I can only view two-week chunks of stats so I can't easily distinguish this week's stats from last weeks.) Windows of Opportunity is also doing very well.
-
@Sludge said:
I thought there was gonna be a meta shake up?
Slowdown perks are still mandatory, they just changed which ones people use, meh.
Slowdown perks aren't mandatory.
-
I think the idea I like best so far is to significantly slow the hook timer when the killer is within X meters of the hook, with X carefully chosen so the killer is enticed to not just stand around a hook but not so far that the killer can't feasibly react to a rescue in a reasonable timeframe. (Something like X= 20 or 25 meters might work for instance.) That would put the base game in line with perks like Devour Hope, Make Your Choice and the new Monstrous Shrine which also all encourage killers to steer clear of a hooked survivor to gain a benefit. You still could hypothetically have a killer just face camp anyway for no reason at all, but at least in that case in the above system the timer would go so slowly that the rest of the survivors could much more easily finish all the gens and escape in the meantime, even against something like a face camping Bubba.
As far as the idea in the original thread above, I don't like the idea of the base game unhook Endurance being treated differently from other Endurance effects. I could see its duration being increased to 7 seconds to give the survivor more time to get to safety or at least a loop or pallet if the killer decides to chase them. That said note that increasing the base game Endurance from an unhook still wouldn't protect you from a face camping Bubba specifically since their chainsaw will just shred through Endurance like it's not there. So I do think another system like the timer slowdown I mentioned is probably needed instead to cover that.
And this is all assuming we're talking specifically about so called "hard tunneling" straight off an unhook being something the devs might want to disincentivize. Other types of so called "tunneling" (e.g. a killer following you after they injure you to secure a down, or intentionally choosing to down an injured person over a healthy one or an already hooked survivor over an unhooked one) aren't a problem.
-
No one was trying to save me when I was on the hook, and with that I gave up and disconnected/killed myself on the hook.
None of that sentence has anything to do with changes in the patch. Survivors neglecting to rescue someone from a hook is on them. You disconnecting because you got frustrated is on you. The perk and base game changes are irrelevant to any of that.
Fortunately the games the last few days seem to have gone back to normal more or less in terms of people rage quitting, at least for me. I don't think I've had any rage quits the last three or four days. Which is good, I actually lost a couple of matches as killer this week because survivors were sticking it out and actually playing the game.
I even (rare for me) played some games as Ace for a daily mission in solo queue yesterday and today and my squads went 2 for 5 (as in we had one game with 3 escapes and one with 4 escapes and I escaped in both). Not that my record as survivor means anything at all obviously, my survivor MMR is undoubtedly really low so it's not like the killers we were against were all that great either. But it was at least nice to see nobody in those five survivor matches flip the table and quit out of the blue. (And the last game was kind of funny since we just happened to have 3 Aces all with different outfits and all three escaped at the end. Go Ace! 👉😎👉)
Anyway my point is people finally seem to be settling back into a groove now. Which is good, it means the meta will stabilize and for the handful of things that might still need a bit of tweaking the devs will be able to get ok data to back up the case for making the change (e.g. possible tweaks I can think of they might be tracking would be STBFL capping its speed at the pre-patch maximum level, Dead Hard going up to 4 second stun, Thanatophobia maybe going back down to 20% since it would still be effectively buffed from the original due to the 10 second base increase). Seeing people calm down a bit and play the game out means those types of follow-up tweaks can potentially happen that much sooner.
-
To play devil's advocate, assuming aim dressing's purpose is to make certain attacks look more realistic, you wouldn't notice when it works properly, it would seem like attacks just happened naturally, instead you'd only notice the system in the instances when it produces a weird result like attacking a rock. So there's no way to tell if the system is actually "helping you" because if it did help you it's designed to make it look like nothing out of the ordinary happened in the first place.
-
@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/3098903#Comment_3098903
The tunneling has gotten worse because BHRV removed most of the incentives to leave the hook and spread hooks around:
- BBQ has been gutted which gave killers the incentive to hook everyone and leave the hook to look for far-away survivors due to the aura.
- Pop has been gutted which encouraged killers to hook and then go kick a gen.
- Ruin has been gutted which encouraged killers to move around and pressure survivors out of gens.
- Pain resonance has had the notification removed, which encouraged killers to go to that gen after a hook.
Pain resonance and Pop in particularly were extremely healthy perks because they encourage killers to move and hook. The more hooks you got, the more regression you had. This is what people fail to understand. If you simply nerf killers, they'll be forced to tunnel and camp. If you nerf the perks that give them incentives to move around instead of camping and tunnneling, then they tunnel and camp. The solution was always to give killers enough power that they don't have to tunnel and camp just for a chance at a draw, while also keeping perks that incentivize them to move around strong.
Just FYI BBQ is still a popular perk. The aggregate stat site I'm following has it still around 28% usage or so post patch, down from about 35% pre-patch. That makes it still one one of the most popular killer perks on the site, if not the most popular.
Basically there are a lot of people who had been using BBQ for the aura and to them the bloodpoint bonus was a nice freebie on top of a perk they already wanted to use. Those people are still using this perk because the bloodpoints weren't the main reason they equipped it. (And I say that as someone who hasn't ever personally used the perk very much, I like other perks better. There's just a bunch of people who like the consistency of knowing that when they hook someone they see an aura.)
-
I've never been that bothered by Sprint Burst honestly. It's really obvious when it's being used so you can decide what to do right away.
-
I didn't read the whole post but your TLDR at the end sounds correct. Mostly holding W and/or chaining two or three tiles together in a big loop and dropping pallets relatively early is still I think the best strategy from my perspective as killer. I'm sure looping is more exciting for the survivors who can do it really well but looping does carry more risk because if you mess up you have no distance from the killer and will almost definitely get hit. The risk and consistency of holding forward and dropping early shouldn't be underestimated.
-
I can't speak for anyone else but I was playing Backpack Legion last night. (Agitation, Mad Grit, Iron Grasp, Star Struck). 🙂
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3098765#Comment_3098765
Not gonna lie, a mimic killer could be awesome. Move around with no terror radius and morph into gens, lockers or chests and tempt survivors to interact with you, grabbing them instantly.
What was that dbd-slayer game called, were you tumbled around as chairs, soda cans and whatever else you found in the house?
Hmm, I Googled "Game where you imitate chairs" and the top search result was "Chair F***ing Simulator" which... um... is not what I was looking for. ... like at all. 😬
-
On a tangent if you want to show other survivors your location you could always run a Map with the Glass Bead add-on which you can use to make a beacon at your location. 🙂
-
The cost of the bloodwebs is the same, but now
- you don't lose anything as you Prestige, you get to keep all your stuff
- When you do Prestige all your other characters automatically get copies of your Prestiged character's perks in their inventory instantly at level 1. When you Prestige again they all get it at level 2, and if you do it a third time they all get those perks at level 3.
So where the savings come in is when you have multiple characters and want to get all your teachable perks on all of them. If you only play a couple of characters the new system doesn't change your cost much.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3098288#Comment_3098288
oOoOO a Killer that uses a school of piranhas as their power....
Piranha Gun, Oh Yes! 🐟
https://youtu.be/BmyqC_PZ0Lw?t=39 -
Don't forget Evil Dead The Game, it's also an 4v1 asymmetrical horror game. I tried it and didn't really get into it personally, but I can't fault it for its theme and production quality. 🤷♂️ Both it and VHS feel more like a Left 4 Dead type game than a pseudo stealthy slasher horror game. Which is great if you're looking for that type of action game, I kind of like DbD's "hide and seek or tag with meat hooks" set up better though. (Plus the licensed killers are a nice bonus in terms of aesthetics.)
-
@Erukani said:
https://forum.deadbydaylight.com/en/discussion/comment/3098761#Comment_3098761
Replace the word 'players' with 'killer mains', and you're spot-on. ;)
There are survivors who have posted that the rework is good too, even though obviously the kill rates did intentionally go up from it.
-
Huh, I liked the premise of Evolve and that you could play solo. Never really played it much though.
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3098097#Comment_3098097
Look up the D&D monster Bulette, also known as the landshark. It had been a thing for at least 40 years, now and it's glorious.
With the upcoming Dungeons and Dragons movie in 2023, lets hope that they get it at least decent this time. Dbd/D&D collaboration 2023 confirmed.
New killer = Mimic Confirmed
-
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3098463#Comment_3098463
I've never heard of Ghost Shark; I looked it up, and yeah, like that, except not a ghost, lol
Yeah... so Ghost Shark is .. yep it's a thing alright! 😄
https://youtu.be/I04ojT74gG4 -
@mischiefmanaged said:
I mean if the survivors are getting mad at you that's not fair because it's not like your expected to peruse the bug reporting section constantly with a fine toothed comb, but there are a few reported bugs that Overcharge continues to regress after you've hit the skill check.
If this is really acknowledged, I'm a bit surprised that Overcharge hasn't been kill switched. I guess it's because it's not "literally breaking the game" but permanent ruin just for kicking a gen once seems strange to allow?
It's also a relatively recent bug report and might even be confirmed internally by them yet, who knows? 🤷♂️ Something like this might be added to their Known Issues list on the Kill Switch page at some point whether or not it's actively kill switched.
On a tangent there's also apparently a bug involving Devour Hope allowing moris even after the totem is destroyed (supposedly it doesn't allow Exposed hits once the totem is gone but the Moris are still possible). That's another bug similar in scope to this Overcharge one that I could see landing on that known issues list.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3097929#Comment_3097929
Zanshin isn't good simply because the killer already knows what pallets and walls are still up. Windows is good for solo queue because who knows what your teammates were doing.
Sure, that plays into why killers don't get as much value out of Zanshin too.
Windows is also good in swfs too, even if you know your buddy on comms was in a chase and dropped a pallet it's obviously way easier to simply see an undropped pallet's aura than have to rely on what they said they did in your headset.
-
The format looks ok but it doesn't include anything about the loadouts.
-
@xDrAwkwardx said:
https://forum.deadbydaylight.com/en/discussion/comment/3097663#Comment_3097663
I've seen it numerous times from streamers. I do it myself. I have camped just to see if it was easy, and had salty endgame chats where everyone got away.
It simply does not appear the case at all that it's the elimination rather than the gameplay. I have many games, and have seen many games, where survivors have fun even if they die.
Dwelling on this particular point seems unproductive, because as you've said, elimination is a core mechanic of the game, and should not be changed. I see no one calling for it to be changed. I see countless people calling for camping and tunneling to be changed. It just sounds like you're injecting bias at this point.
Survivors sometimes having fun when they die doesn't mean there's no correlation between dying and their feelings toward the match. And I might argue that your opinion that elimination isn't having an impact is injecting your own bias. 🤷♂️
Also I didn't say it "shouldn't be changed", I said it "wouldn't be changed". If they ever did a sequel to DbD I'd advocate for no mid-match elimination I think.
And the whole point of your thread was to discuss the underlying root causes of complaints. Hence my bringing up mid-match elimination since I still feel it's the main root reason for complaints about tunneling and camping.
-
Regression to the mean. We just had a 60% increase over the last two months because of Dredge and the anniversary event and such. This is that short term gain receding back to the average.
-
@Nathan13 said:
but DBD doesn't take place underwater lol.
Yet. 😉
-
@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3098039#Comment_3098039
I didn't know there was such a limit. So much for JawsWasNotThePreviousKillerButTheOneImmediatelyBeforeThat.
JawsIsTheNextKiller2:JawsBegins ?
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3097986#Comment_3097986
DG's charm is that it gives you both a target and an instadown. I watched Otz use it on Sadako a lot and it's...insanely effective.
Discordance never fails me. I'll almost always get a fast first chase, and it's incredible once there are only a few gens left.
Yeah, I’m with you, I use both Dragon’s Grip and Discordance more than BBQ. I’m just saying why some people use BBQ instead. Just a playstyle thing really. 🤷♂️
-
@Rudjohns said:
Jaws did not invent sharks
That’s true, The Sharkfighters was a 1956 action film about navy sailors fighting off sharks. Jaws, though, is obviously the big granddaddy of shark films in terms of really making a massively critically and financially successful film with a shark as the main antagonist. Hell, Jaws is the film that made Stephen Spielberg a household name!
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3097114#Comment_3097114
Sadako...maybe, but you're better off with something like Dragon's Grip (I know, right?) that gives both lethality plus info, or Discordance. Sadako's issue is that she's crap in chase.
Blight - depends on the map.
Hillbilly - maybe. But nobody plays him XD.
And yeah. You can either jump into a locker, or - what I do - crouch down behind a gen, as the aura will obfuscate mine.
Yeah, I think the issue with Dragon’s Grip is mainly that you have to kick a gen to get it working and it has a timer as well. BBQ just shows the aura regardless with no action required beyond hooking which you do anyway.
Discordance is good info but it does encourage survivors to split up more which isn’t necessarily good so that’s a turn off for some people.
Also as an aside personally I never liked how the survivor auras blend in with the generator auras, I wish they were a bit more distinguishable.
-
This is the only first person shooter I can think of where killers like Huntress and Trickster have no aiming reticle or gunsight. (Deathslinger is the only one that aims down a sight.) It’s kind of annoying.
-
Yeah, I would unironically buy a Jaws chapter.

