dugman
dugman
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3240776#Comment_3240776
Pls reread 🙂 I agree 4% is average (hence my uniform distribution)
Sorry, my bad, I misread what you said.
I do agree that perks over 2% very likely don't need a buff. This range we're in now of about 0.6-1.0% usage perks are the ones that still probably could benefit from a slight buff but it shouldn't be anything major if they get one at all. So we're in that borderline area now of "it's kind of a bad perk but maybe seeing some niche use" type thing.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3240737#Comment_3240737
I see about 100 killer perks and if I take the graphs recent usage, I see something above 1%. That is already not horrible. I mean some minor buff still makes sense, but perks above 2% should probably not get any more buffs (with 100 perks and 4 per game 4% usage on every perk is equal distribution - meaning all perks are equal and people pick them uniformly). But it's funny that I see (or at least perceive) much more usage of the perk.
Your math is off, keep in mind that players have four perk slots. So the average perk usage is actually about 3.5% for survivors (with 113 perks) and 4% for killers (with 100 perks), not 1%.
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I'd love to see these add-ons have effects that actually impact the match versus just giving some extra bloodpoints which don't affect the match at all.
- Padded Jaws (Bear Trap) - Bear Traps do not injure caught survivors. However his traps take significantly longer to escape.
- "The Beast" - Soot (Wailing Bell) - The Terror Radius is no longer suppressed while cloaked. However the Wraith can do basic attacks while Cloaked. Doing so will automatically Decloak him, but that first swing can be done from the state of being hard to see with no red stain. (The survivors will hear him coming because of the Terror Radius, but might have trouble actually seeing him.)
- Speed Limiter (Chainsaw/Bubba's Chainsaw) - Chainsaw hits only deal one health state of damage. However the rev time of the chainsaw is greatly reduced, so you can go into the chainsaw sprint very, very quickly.
- White Nit Comb (Spencer's Last Breath) - Decreases the lunge of Blink Attacks by -50%. However your delay before becoming stunned is longer and you can also do two Blink Attack swings in a row without becoming stunned.
- Dull Bracelet (Spencer's Last Breath) - Reduces the maximum blink range by -4 meters. However you do not look at the ground while stunned.
- Kid's Drawing (Dream Demon) - Reduces the movement speed penalty of Dream Snares by -10%. However Dream Snares can hit survivors who are awake.
- Rickety Chain (The Redeemer) - Increases the rate at which Survivors break free by +33%. However your turning speed while aiming is not reduced. (Normally while aiming the rifle your turning speed is very, very slow. With this you could turn however fast you like.)
- Placebo Tablet (Blighted Corruption) - Reduces Rush movement speed by -15%. However you can Rush straight through pallets ala Hillbilly's LoPro Chains add-on.
- Memento Blades (Showstopper) - Survivors take 1 extra knife to injure. However you carry double the normal ammo.
- Bent Nail (Summons of Pain) - Reduces the amount of Support Chains by 1. However when you hit with a chain it immediately spawns another chain that flies toward another nearby unchained survivor (aka "Chain Lighting" chains that can hit multiple survivors in a single cast).
- Videotape Copy (Deluge of Fear) - Teleportation does not inflict condemned. However you do not Manifest after projecting and can make basic attacks while Demanifested. Making attacks automatically Manifests you afterward.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/351997/dragons-grip-discussion
How recent are the stats? I mean. Before meta shakeup I never saw the perk. But now with gen kicking meta.... I mean dragons grip is still not meta perk, but I would say I see it every like 15th game. Which should be often enough.
Anyway I think the CD is ok, but the perk should reactivate immediatelly if it did not trigger exposed (same way as blast mine used to work). Using this perk together especially with Overcharge should be strong combo in this case making it decent (but not meta) perk choise.
Here's the historic chart for Dragon's Grip. 6.1.0 was the perk rework, and you can see it got a bump for a bit after that but has since fallen out of favor back to its pre-rework usage numbers.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240238#Comment_3240238
How didn't you see the wall? I'm breaking it right now!
Total tangent but I like the perk loadout. 🙂 Not a lot of other people use Shattered Hope by itself.
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Pop is fine, it actually gives decent regression assuming you aren’t wasting it on generators with low progress. Pain Resonance is overall stronger but that doesn’t make Pop bad. And it’s actually still an above average usage perk according to Nightlight (it actually apparently sees a little more use than Nurse’s Calling) so it also doesn’t need a buff in order to increase its pick rate.
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@Bot_Salvo88 said:
On PC (for some reason) that top floor is extremely dark. On console you can clearly see perfectly fine. I still would love to see what's on the top floor 😐
Totally agree on it being way too dark on PC, I play the game with my brightness up a notch since some maps are too dark to see and even with that the upper floor of that Garden house is so dark I literally can’t see the walls. I only know for instance there’s a breakable wall up there somewhere because someone mentioned it in a post, I’ve never actually seen it.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3238781#Comment_3238781
Fair point, but here's 2 counter arguments with lightborn
1. You physically see if someone brings a beamer in the pre-game lobby.
2. There's a chance they could loot a chest and grab one. While inconsistent, there's a chance it could do something in the base game.
Shattered Hope literally does nothing unless specific perks are in play.
Sure, but sometimes survivors swap at the last second and might swap out a flashlight, and also even if someone brings a flashlight they might get unlucky and not have a chance to blind you with it if you down them first. Also I just picked Lighhtborn as an example, some other perks off the top of my head that might do literally nothing for you also include Grim Embrace (if you never hook one of the survivors), Coup de Grace (if your lunges either never hit or would have hit anyway without the increase), Dying Light (if you hook out the Obsession first), and Unrelenting (if you don’t miss any attacks that match). Mind you, all these perks aren’t that popular so it’s kind of a common theme.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3239988#Comment_3239988
Are you sure? I'm was under the impression that a lot of killer's at least are over the soft cap.
Yeah, I’m fairly sure that’s a myth. Before they lowered the cap the devs mentioned that only something like 1% of players were over the old soft cap and the MMRs follow a typical bell curve. From that and another MMR chart we estimated it’s something like a mean of about 1000 and standard deviation of 400 to produce the old 1% figure. At those parameters the current lower cap is at about the 6% mark.
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Nice job on the 73%. 🙂 I was at like 68-70% earlier but I played like a doofus this week in some matches and lost a couple percent, them's the breaks. 🤷♂️
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@Maelstrom808 said:
Probably got yourself above the softcap for MMR. Anyone above the cap can be paired with anyone else above the cap even if they are massively higher than you in MMR. Best thing I can recommend is go for hooking each survivor once or twice and then letting them all go. This will lower your MMR eventually to the point where you will notice that instead of losing every single game with only a few hooks to show for it, you start consistently having everyone on deathook by the time a couple gens are left.
This is what I did to get out of getting my butt handed to me most games. I manage my MMR pretty carefully so I stay in a comfortable zone where I can play pretty hard and have a better than even chance to win. As I get better and games get easier, I let my MMR rise to keep me challenged, but if it gets too rough, I meme it out a few games to get it back where I want it. The main thing I try to do is always secure one kill, but also always let the last person go if I'm winning. This keeps my MMR from getting out of control too fast. There are special exceptions of course, but generally that's how I play.
Aside from that, time to play really depends on platform, region, and crossplay, but weekday evenings work best for me in NA on Steam with crossplay on.
There's not that many people over the softcap, the estimate we came up with was something like 6%. The more likely reason for mismatches is backfills and swfs where someone in the swf is super high level compared to their friends.
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Nurse is the only killer I actively never play. I can't stand staring at the ground half the match, it's such an annoying mechanic. If her Blink worked more like Wesker or Demogorgon's lunge where they keep their head up and can still see what's going on I'd probably play her sometimes, even if the devs balanced that out by making her Blink refresh just a touch longer.
The other killer mechanic that bugs me is how DbD is the only first person shooter game I can think of where ranged killers have no targeting reticle. I just find it really annoying that Huntress and Trickster in particular have no aim reticle, any other game with characters like them there would be something indicating where you're aiming. (Deathslinger at least aims down his gunsights. Technically Plague doesn't have one either but her puke is so spread out anyway it's not as irritating with her.) I have no idea why the devs thought having no aim cursor for Huntress and Trickster would be a good idea but it's really dumb in my opinion, there's a reason literally every other FPS has them.
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Yeah I don't chase survivors I have literally zero chance of downing. If they want to waste 60 seconds standing around in the gate for no reason while I go break pallets or see if someone messed up and is out of position that's on them.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/351874/appraisal-discussion
Idk it doesnt need much buffs i dont think
They probably had tokens because you can stack 4 purple coins together in a swf, imagine being able to get 20+ items in a single trial, possibly even more if your swf has appraisal as well
That would probably break the engine with that many items on the map
Id much rather see pharmacy's nerf get reverted or better yet, combined with the current version (so you can have the chest speed permanantly and be able to open a chest for a medkit once while healthy and open one again while injured)
I'm skeptical the engine would break with 20 items on the map. And while it's funny to think about 13 chests on a map and the survivors pulling 26 items out of them it's definitely not overpowered. There's diminishing returns on pulling more and more items out of chests. After all, how many flashlights and keys do you need for instance?
Think of it this way, if using 4 coins in a swf so they could pull out 13 items was actually a good idea people would do it. I can't remember ever seeing this happen though.
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Thanks for the checklist. 🙂 I just got 12/12 tonight on those. Now I just need to finish up the challenges for the Hag skin next week. (I only play one or two matches a night but that's still plenty of time.)
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3239428#Comment_3239428
If you're GM in Overwatch you don't play against Plats.
Overwatch 2 also reportedly is experiencing wait times of up to 15-20 minutes for a match. They're trading off keeping matchmaking criteria close for speed.
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First, how do you know they're not close to your MMR?
Second is even if they're very high MMR the system has to put them against somebody and if there's nobody in their bracket they'll go against whoever happens to be available. No MMR system is going to get around that.
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Off the Record is popular but it's not true that "literally everyone uses it". It has a 16% usage rate on Nightlight for instance so it shows up on one survivor maybe every other game or so on average.
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To be fair, I think one reason they are ok with one click on the challenges and want the bloodweb to take a moment to finish is because if you misclick on a challenge you can undo it but if you misclick on the bloodweb you can’t.
That said I’m not against one-click bloodweb picks being an option you can turn on.
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My only thought is I like Otz but some of his videos are so long I don’t bother watching them.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3238781#Comment_3238781
killer can quick switch to lightborn because they can see survivor in lobby with items. its same thing with franklins, but survivor that use flashlight often quick switch to them because of said perk in the lobby. the med-kit and toolbox are not quick switched because you can drop item in the lobby which counters franklin demise.
With anti-totem perks for each side, the circle of healing perk is not shown just as old hex:ruin was not shown. you need to equip it knowing that the perk could be a risk.
Sure, then again you might just kill the person with the flashlight before they get a chance to use it and Lightborn never triggers. Plus it’s not the only example of a perk that might do literally nothing, it was just the one I happened to mention. Another for instance is Grim Embrace, if you never hook one of the survivors it has no effect. Also Territorial Imperative, if you never get a chance to hook in the basement it’s a dead perk. And you could argue that Dying Light, for example, might do worse than nothing if you only manage to hook the Obsession the first three times.
I should also point out none of those perks are that popular, and this is a reason why.
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@GrimReaperJr1232 said:
Here's the issue.
1. It's the only perk in the game with potential to do literally nothing. Even Distortion, a perk that can never proc, can indirectly give you information on what perks are/aren't in play. Shattered Hope does nothing.
2. It's like OG Undying. You can break one but there's 4 other totems to potentially go through. Survivors can bring maps, small game, etc to find them if they want.
3. 1 killer perk = 4 survivor perks. You're giving up a perk slot to counter something 1-2 survs MIGHT have. There's going to be a hole in your build somewhere.
Minor point but there are a few other perks that can do literally nothing. Lightborn for example does absolutely nothing if nobody brings a way to blind you.
But yeah, some people don't like the risk it won't do much which I'm sure hurts it.
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On a tangent I thought a fun way to do Legion would be to have bot killers running around that you can swap between. With the custom match bots coming soon that’s something that could possibly be done if the bots work well.
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A Black Knight style killer could be fun. Oni is already sort of in the vein of an evil knight so it’ll be interesting to see what the new character does differently mechanically.
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Out of the ones you listed probably Walking Dead.
But two lesser know horror comedies that aren't listed but that are both great films are Tucker & Dale Vs Evil and Behind the Mask: The Legend of Leslie Vernon. I don't think they're popular enough to ever be in the game but they're definitely worth watching.🙂
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No particular opinion on Demo mains but I think Demo is a decent killer. 🙂
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Obviously if you have the choice between hooking someone you've already hooked and someone you haven't you should hook the person who's closer to dying.
However like various people said above if you focus too much on a single target you're just letting the other three survivors do gens freely. So you do need to be able to juggle the survivors initially to keep them all busy healing each other and being chased rather than doing the gens in order to have time to secure your downs and carries to hooks. Also the beginning of the match is when you hopefully are able to remove pallets in the main section of the map you're aiming to defend later on, so you do have that as an important goal initially as well. Which means ultimately you shouldn't be as concerned at hard chasing one target early on as you should taking your best targets of opportunity, landing hits and downs if possible, and also when you can't get a hit forcing the pallet drops to weaken tiles. Once you've got some injuries and someone on a hook developed then you can maintain that pressure and, as opportunity presents itself, target one or two survivors for elimination.
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I think I'd put DbD at 7-8 out of 10 compared to most games. (I hardly ever play as survivor so this is mainly from the killer perspective.) It's got a ton of variety of characters and abilities and maps, a fun theme including some cool licenses, and despite a lot of complaining on the forums you actually can win if you play well with basically any character and loadout. (Sure, there are things that can be tweaked balance wise but those really don't come into play unless everybody is playing equally well which isn't usually the case, someone is bound to be making errors now and then and those outweigh everything else.)
What keeps it from being 9-10 out of 10 is the various technical issues, including a fair amount of cheating, and that the endgame is a little anti-climactic at times since often once the gates are open or there are only two survivors it's pretty obvious which side is going to win overall and it's just a matter of cleaning things up. There's also of course minor balance issues and issues that stem from the game having mid-match player elimination and not having clear cut win conditions for both sides as a whole, including both of those factors exacerbating the number of people who ragequit when they get downed.
So it's a fun game, I still play it once or twice a night (something I can't say for a lot of other games), and am happy to recommend it to friends who might like it. I wouldn't put it on my best of all time list, nor would I even say it's the best game I've played this year (I think the best game I've played in 2022 is probably Hades, that game rocks!) But DbD is solid, especially considering it's over six years old at this point.
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I like this event a little better than some of the others since there's a little more to it in terms of collecting and turning in the charges.
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I think the reason they killswitched them is so that people won't accidentally use them and lose them while they're broken.
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@Archol123 said:
Dataminers figured that out months ago, I'm not 100% sure on the exact numbers, but as far as I remember the soft cap for mmr is 1600, even cheater bots that win every game don't get past 3000 and many streamers that are actually good at the game are around 2200/2000. You do not start at 0 mmr but 650. And there is a little bit more to that, if you want the full information Scott Jund did a video on it called "Top MMR doesn't really exist according to New Data" , in the video description is the link to a guy who refers directly to what the data miners found out. I think Scott only refers to the video of that guy.
That information from that video is off. For one thing they said MMR goes up or down a flat amount per game which was wrong, the devs already confirmed that (like most MMR systems) how much the MMR goes up or down depends in part on the relative rating of the individual players. If you kill a lower rated opponent your MMR goes up less than if you kill a higher rated opponent and vice versa.
Also the devs confirmed a while ago there was maybe 1% of people over the old soft cap and the distribution is a bell curve. From that we roughly estimated that the curve is a mean of 1000 and SD 400, and from that you can guess that the number of people over the 1600 soft cap is about 6%.
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@Mooks said:
It’s really not the healing speed that’s the problem with CoH anymore but the selfheal for the whole team for one perk slot..
Healing speed is everything. If it took 60 seconds to self heal then nobody would bother doing it. If it took 10 seconds to heal everybody would do it all the time. It all comes down to where that needle is set.
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I'm running other things at the moment but if I wanted to go for an aura tracking build then Awakened Awareness plus BBQ and Chili plus Lethal Pursuer is a combo I'd definitely consider. Basically every time I carry and hook someone I'd see auras everywhere on the map except for a band that's between about 20-40 meters distance. That's pretty great info!
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Looking over my match logs it looks like about an even split between tools and medkits.
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@CursedPerson said:
https://forum.deadbydaylight.com/en/discussion/comment/3233869#Comment_3233869
Where do you get these usage stats from? Can i find every perk?
It's from Nightlight, and yes you can get those stats for any perk on it.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3234828#Comment_3234828
Did you read my post? That's exactly what I'm saying.
I did read your post, I'm saying that just because killers on average have a 60% kill rate doesn't mean the system isn't finding matches or broken.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3234769#Comment_3234769
The issue is that the killrate of 60% is averaged across ALL skills, it's not just the top 5% who have >50% winrate. Thus, we are speaking of a massive part of the killer playerbase having a MMR too high for the matchmaking to be balanced, likely more than 50% of killer players. This to me is equivalent to say that MMR doesn't work (maybe it works mathematically, but the whole purpose is flawed, basically it means that as a killer if you're just in the top 50% the MMR already thinks you're a god that cannot be matched with average survivors).
Re: hatch. Say that ~10% of survivors manage to escape through hatch in a normal game. Then as a killer you would need a 45% killrate to stay at steady MMR (45% wins, 45% losses. 10% draws). So the natural killrate of the game should be 45%, that is what MMR tries to achieve. Since the observed killrate is 60%, it means the actual deviation towards the normal result is 15% not just 10%, making the stat even more abnormal.
This flawed MMR distribution implies that MMR must make some compromise to still give you matches otherwise you'll never be able to play, likely this trade-off is your current queue time. Among all the problems this implies, one is that if you want easy matches you can simply dodge any match where you have too fast queue times, because it means the MMR has been able to find opponents that will give you a challenge, in contrary if you wait 10 minutes for a match it will likely be a stomp as MMR has given up by that time.
And actually, I think this is exactly what happens, in particular I had this 10 min queue for killer a while ago, then this match happened:
Again, you're assuming that MMR goes up or down the same amount every match but that's not the case. It's quite possible, for example, that the average killer MMR is, say, 1100 and the average survivor MMR is 900 and because of that when survivors die they lose less points than they gain when they escape, balancing out them escaping a bit less often than they die. There's no particular reason to think that killers and survivors have the save exact average MMR value.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3234278#Comment_3234278
The thing you describe should apply at both ends of the spectrum, some high MMR survivors should get matched against weaker killers, and some low MMR killers will get matched against average survivors. Both phenomena should lower the winrate and compensate to bring the total killrate to 50%. On top of it, there is the hatch problem, survivors have a way to escape without gaining MMR, so the killrate should not even be 50%, it should be less.
It does apply for survivors too, and you should expect high MMR survivors to have higher than normal escape rates compared to average MMR survivors for exactly the same reason. It's very possible for high MMR survivors to have an above 50% escape rate and high MMR killers to also have an above 50% kill rate, they're not mutually exclusive since they don't only play against each other.
Also FYI MMR doesn't count hatch escapes, and it adjusts MMR by smaller amounts for the second and third kill than the first since after one survivor is already killed it raises the chances of the others also being killed.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234320#Comment_3234320
exactly, just like with old pop and semi-old ruin. They're effective perks that clash but their value is too necessary to just ignore, so it becomes a reasonable sacrifice to one's loadout to shoehorn both in. Its a perfect example of the type of thing the meta shakeup was supposed to address, and exactly why OTR got made into a swiss army knife of anti-tunneling. Thats why it feels bad that they know gen speeds are a problem, but can't find a way to properly address it and rely on people bogging down their build variety even when they blatantly doesn't work well together.
To be fair, the rework did make loadouts without any slowdown at all more successful. (I haven't run any slowdown in any loadouts for a few weeks and am running about a 68-70% kill rate for instance). It's just that slowdown is still also really useful and probably a little bit of an easier feeling way to go than something like a pure chase build or whatever so gen slowdown is still very common. Also gen slowdown pairs well for people that play more defensively (aka "campers") so that probably plays into it too.
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Regarding Demo, keep in mind that Demogorgon hasn't been for sale in the store for almost a year. That's got to be cutting into his usage numbers a bit.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234313#Comment_3234313
Ye, I know people pair them a lot, but they synergize somewhat poorly which is why I didn't bring it up. I think the reason a lot of people run both is desperation more than anything, really. People stack everything they can to slow down momentum regardless of how well they work together, just like how people used to pair pop with ruin just to try to cover each other's weaknessess regardless of working together like oil and water.
Sure, I agree they have some anti-synergy. It probably doesn't interfere too much with how they work individually though and since they're both really good slowdown perks that's why they get used.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234280#Comment_3234280
tbh ive been seeing a lot of people switch it out for deadlock, as it does a similar job of isolating and identifying the furthest progressed gen, giving you an idea of where to next apply your pressure. Its obviously not the best at that due to its limitations of blocking the gen (preventing regression) and requiring a gen to be finished before it takes effect, but the fact it gets used for that purpose at all despite that tells the story that it was an important aspect of pain res that got removed, like the aforementioned pentimento deconstruction. A lot of killers simply want direction on where to apply their pressure, and need that information to be on relevant terms.
Deadlock is definitely seeing more use, its Nightlight usage almost tripled from about 3.2% to 9.6%. However Pain Resonance's usage also went up considerably as I mentioned in the post above, and in fact 23% of the people who use Deadlock on Nightlight also use Pain Resonance with it, it's a popular combo.
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Actually on Nightlight Pain Resonance is more popular now than it was before the rework. Here's the snapshot of its usage history, 6.1.0 is the rework.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3233969#Comment_3233969
Nurse is the most picked killer at high MMR. Nurse also has 3x the pickrate over Dredge and 2.5x over Plague. From this data alone it's very likely that Nurse is the better killer regardless of winrate. They also exclude games with DC (don't ask me why) which likely skews the stats a lot. A lot of people DC against Nurse.
The killrate (winrate) itself is not a very good indicator since MMR is supposed to bring it at 50%. It only shows that MMR does not work.
MMR isn't supposed to bring a high skill player to 50% in all matches. It's supposed to bring them to 50% against opponents of equal MMR. But high MMR players also go against a lot of lower rated players and in those matches MMR goes down a lot for the higher rated player if the underdog wins and up only a little if the underdog loses. Ideally the ratio ends up being that the handful of times you lose against weaker players balance with the more frequent times you beat weaker players.
So it's very possible for example for high rated players to have a very high win rate and still have a stable MMR because they spend a lot of time in matches against weaker opponents and it takes more wins to gain MMR than it does losses to lose it.
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Dredge is a solid macro killer because they have excellent map mobility and decent stealth. They have a bit of anti-loop too but I’m pretty sure that’s not a major factor, the mobility and stealth though shouldn’t be underestimated.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3233832#Comment_3233832
The stats also say that Dredge is a stronger Killer than both Nurse and Blight.
Maybe we should take that as an indication for them not being a good tool to determine balance by themselves.
It could also be that Dredge is actually stronger than some people think. 🤷♂️
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Yes, while Dead Hard is still one of the top two most used perks it’s usage rate is about half what it was on Nightlight for instance. Here’s a snapshot of its usage over time, you can see the dramatic difference at the 6.1 patch point. Even after recovering some of its loss its still much lower than it was.
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Nice, that's a lot of matches. 🙂 I took the liberty of running Deaths by Appearance by killer and map in case you're curious.
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@GolbezGarlandGabrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3233415#Comment_3233415
Because to get anything worthwhile from the event and event offerings you need to have your hands on the gen when it completes. The score I posted is from a game where I didn't even have an opportunity to touch a gen and get extra BP. It's competing for bonus BP pretty much. It doesn't help that everyone is using their streamers and puddings and those aren't even working.
Yeah, I don't play survivor much but I get that it's harder for survivors to escape with their 30 void points. 🤷♂️ Good luck though!
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@TheSubstitute said:
I'm not saying you're wrong or right but BHVR also used the top 5% of MMR; not 5% of the softcap but the actual top 5%. I always assumed that the top 5% would be dominated by SWF. If it actually does have a lot of solo players then solos can get to much higher heights of gameplay than I imagined previously. If that is the case then solo is much more manageable than what people like to portray.
FYI the estimates we calculated a while ago were 6% or so of the playerbase is over the soft cap. So it's probably roughly the same people.




