Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • @Lecruidant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086066#Comment_3086066

    Which is wild. Considering 50/50 is a balanced experience

    They may be changing their goal to be more like “the gates are open almost 50% of the time” versus “the average kill rate is 50%”. Note that the latter would imply that 1-3 kills are the most common result and so the gates would be open in most matches, not just half the time. But if they have shifted to “the gates are open half the time” then that would mean the kill rates would be over 50% since half the matches would end in 3-4 kills (the average kill rate would be more like 2.25 or 56%).

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084073#Comment_3084073

    They said average Kill rates were 2K. Literally even? Are killers supposed to win every single e match?

    No, I think they're currently shooting for 55-60% kill rates, slightly over half, but the actual kill rate recently was around 50%.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085445#Comment_3085445

    Mapwide Coulrophobia would be nasty. The perk is bad because survivors rarely heal near the killer, and the buff doesn't fix that, but if it was the whole map, that's permanent Sloppy on steroids.

    Yeah, Sloppy does also do the Haemmorage which was buffed but you have a point that it would be mostly a better Sloppy.

  • I suspect as a rule big streamers tend to focus more on their own discord or reddit channels than these forums since those are specifically targeted to their own audience. There are exceptions but if you want to talk to a streamer your best bet is probably their own official channels.

  • I think my average is around 10 minutes, maybe less? Hard to tell, it’s right between those two brackets in the poll.

  • @Regulus47 said:

    It just got buffed dude, chill. Let the perk sit and collect data for a bit before changing it some more.

    Honestly its buff isn’t that big a deal, they just made the skill check dial spin faster. The issue with the perk has always been that it only applies to healing checks within the terror radius of the killer, but survivors obviously try and avoid healing near the killer if they can help it so it’s not a huge impact. They could even just make it a map wide effect and it would probably still not be an overpowered perk, that’s how relatively weak it is compared to other perks you could use instead. (It’s not the worst perk in the game but it’s not good.)

  • @ChronoSeth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081702#Comment_3081702

    Oh, a personal opinion! I really feel the need to see you as a superior for your game being perfect 8 times out of 10!

    They’re saying the Steam Charts seem fine, the original poster was claiming there’s a mass exodus from the game in the charts.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084835#Comment_3084835

    And dont you try to think why they dc? Perhaps because UFC’s someone is down at the start you have 0-% chances of win? And with win I don’t say 4e, only 1e

    I had a match yesterday where I was Ghost Face using Brutal Strength, Fire Up, Endurance and Bamboozle. They burned a Midwich offering so that was the map (which I’m totally fine with, I do well on that map.) Not much happened initially, I got into a chase or two and they got a gen done, then I downed someone, another was nearby so I chased and downed them, and then I started hooking them. By this point a second gen was done or just about done and I was in a pretty good position with two people on hook and getting into a third chase.

    At about this point three of them rage quit. Two disconnects and one just died on hook. Totally ruined the game for the last survivor and myself. Absolutely no reason for it other than being upset I got the upper hand, sheer pettiness.

  • If repairing generators was a set of various minigames rather than a single skill check it would definitely be more fun to do. That said it’s a huge development project to change that, not only do they have to create the mini games from scratch but they also have to revamp any effect in the game that has to do with generator skill checks to take into account the new mini games. So much as I love the idea I can’t see it ever happening as a practical matter.

  • I don’t play survivor but my favorite killers to play as at the moment are probably Sadako and Dredge because of their combination of teleportation and stealth. Dredge gets to teleport more reliably, Sadako’s stealth is a little more universally available and she’s shorter which helps with blocking line of sight, but they’re both a lot of fun to play and really thematic killers. In terms of effectiveness I think Dredge is about 4/5, he’s really good, and Sadako is about 2/5, she’s ok but I wouldn’t turn down her getting slightly buffed when they eventually get around to her balance pass. (Get rid of her lullaby, for instance, I’m not sure why she’s the only Undetectable killer with a lullaby.)

    Also Dredge is one of the only killers I’ve had survivors actually say after a match in chat that they thought was really cool. I had a game just this week where one of the survivors was mentioning how they got seriously jump scared a couple of times by him. 🙂

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082428#Comment_3082428

    Yeah, i'm pretty sure, you now my personal experience better. I'm just stating my opinion based on my experience. My friends had the same experience.

    https://forum.deadbydaylight.com/en/discussion/comment/3082452#Comment_3082452

    Yeah, i saw the site. And i dont think it can track everything and everyone, so i dont think i can trust on that.

    For example, i only used Dead Hard in tombs, wasnt playing much of meta perks at all and most of my games are 4k stomps for the killer. Right now, i only play solo q.

    https://forum.deadbydaylight.com/en/discussion/comment/3082500#Comment_3082500

    Solo q needs buffs. And now its more shown than ever,

    https://forum.deadbydaylight.com/en/discussion/comment/3082550#Comment_3082550

    I mean, before the patch, every 5 game someone tunneled. Now its the other way around, only in every 5 game someone doesnt tunnel.

    https://forum.deadbydaylight.com/en/discussion/comment/3082631#Comment_3082631

    This! So much.

    I still think base BT is not a buff at all, its way to short for that. Also killers can easy count to 5.

    BT was strong before, cause a killer couldnt know if you have it or not. Now they know you have it, easy countered.

    You don’t happen to have a link to the site? I haven’t been able to find it.

  • One of the other threads, someone posted data from an unofficial aggregate site with numbers from the month prior to the patch and numbers from the current month included this week. Parsing it out gives an estimated kill rate for the post patch days.


    P.S. Found the post

    @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081794#Comment_3081794

    https://us.v-cdn.net/6030815/uploads/F7B6LYWZ4VMR/image.png

    This is April 22 - May 22, from an aggregate data site.

    https://us.v-cdn.net/6030815/uploads/CABSRU3FOTN3/image.png

    This is June 21 - July 21, from an aggregate site.

    So it looks like kill rates have went up about 1.72% for the 3 out of 30 days the patch has been active. I'm curious to see what happens after a full month has passed.

    @Gindaen Say, what website are those numbers from?

  • Dead Hard did not need a nerf,...

    That's all I need to read in this post. Dead Hard definitely, DEFINITELY needed a nerf. Whether the new version is useful or not is a different question, but the old version was really, really overpowered. There's a reason 70% of above average survivors used it and it's not because there aren't other decent perks available. It was a really solid effect of lunging for distance, which could be a really good perk in its own right, combined with invulnerability based on attack animation which is also a decent perk effect, all rolled into one.

    It needed a nerf.

  • Based on the unofficial aggregate data I saw the kill rate went from about 49% pre-patch to about 64% currently so it's definitely been a boost for killers. Some of that increase though is a survivor learning curve because, for instance, 70% of survivors used Dead Hard and many were using it for distance and doing their loops and routing a particular way knowing they could take advantage of it (e.g. loop a car 3 times instead of 2) but now have to kind of relearn some of those loops to do it without the perk. Also survivors need to get used to the faster recovery speeds on killers and such. I think as time goes on they'll adapt a bit more and the kill rate will decrease to maybe 55-60%, still higher than it was pre-patch but not the rate it is today.

    As to the original question, is the game survivor- versus killer- sided, I think pre-patch it was pretty even. Like I said above, the kill rate was just slightly shy of 50%, so maybe a very small bias in favor of survivors overall but nothing too significant. After this patch I think the balance has shifted to the killers a bit, it'll still probably end up being reasonable in the long run as things stabilize but there's definitely a skew in the short term this week.

    And of course there's always that issue of solo survivors having lower escape rates than swf survivors. I don't think the patch made that gap wider, per se, but it's still just as wide as it was so hopefully the devs will eventually get back to working on that HUD change for solo survivors they talked about in January. I believe it was temporarily put on hold to make way for everything else in the pipeline this year but better later than never. 🤷‍♂️

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083428#Comment_3083428

    Boosting BP overall would be good.

    It'd also be good to make the WGLF/BBQ stacks base kit. Getting a BBQ 4-stack was my win condition. I came across a lot of killers when playing survivor who played specifically for the 4-stack. And WGLF encouraged altruism, BHVR should have given more ways to get WGLF stacks and made it all base kit. Rewarding gameplay that benefits others in the match makes players happy.

    I'd rather have the BBQ/WGLF bonuses be base kit than have them attached to perks, but I'd rather have them attached to perks than not have them at all.

    I'm all for BBQ and WGLF getting tokens that stack, but they really should be tokens that have an effect on the match itself, not be bloodpoint bonuses. For instance the duration of BBQ and Chili's aura could increase +1.5 seconds per token on it, that would be a pretty decent informational boost.

  • @Marigoria said:

    "There is no reason to camp any longer"

    Me 1 min ago:

    https://us.v-cdn.net/6030815/uploads/EBF56EDEL0W0/20220722215709-1.jpg

    As the great Michael Caine once said

    Untitled Image


  • What's bugging me in these posts is all the people who are saying they want BBQ and WGLF to have bloodpoint bonuses, when if the goal is giving people more bloodpoints the much, MUCH better approach would be to simply either increase the base bloodpoints per match or increase the bonuses the bloodpoint offerings give you. Having bloodpoint bonuses as a balancing factor on perks is bad game design since they don't directly impact the match. Ideally you want all the perks to be more or less equally impactful on the match itself, give or take the specific combos they're typically used in and such. Having a perk with a weak impact on the game but that gives currency used between games just means people are enticed to "play at a handicap" during the match.

    So instead make the offerings and base match scores be the main sources of bloodpoints (outside of missions and events and giveaways). Boost those primary sources and ideally leave bloodpoints out of the perks altogether. If "new players need more bloodpoints" is the problem then boost their baseline points they get, don't stick it on perks.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083333#Comment_3083333

    Survivor BP gain is a myth? I'm sorry what? That's just obviously wrong. Successful survivor games can max you out on 2,rarely 3 categories. Bad survivor games give you none,maybe 1,rarely 2 maxed.

    Killer games I max all 4 out regularly,in bad ones I still have 2,3 maxed. What?

    Good survivors average 18-25k per match, killers are about the same or just a bit higher, maybe 20-27 per match. (Pre-patch numbers)

  • Add-ons are much harder to get now and your BP gains in relation to time spent have dropped DRAMATICALLY.

    The devs have already said they're going to adjust the post-prestige rarity levels in the webs so the chances of getting rare and ultra rare add-ons are the same as level 50. (I'm guessing that's what you're complaining about with add-ons?)

    The 10K cap is useless for Survivor gain too,as Survivor inherently earn much less BP than killer.

    That's a myth, survivors earn about as many bloodpoints on average as killers. Also while getting a full 32k max pre-patch is rare, and likewise a full 40k max post-patch, it's extremely common to max out 1-3 of the categories in the game. So games where a survivor got, say, 8k max from chases will now get 8k-10k in the new system. Therefore the new 10k cap does increase the bloodpoints survivors will typically get per match.

    Also don't forget the new matchmaking bonus. It's turned off temporarily but should be back on in a couple of weeks (I think the devs said it's slated for 6.1.2?) Once that happens players who are willing to play the side with the bonus will get a pretty sizable amount of extra bloodpoints.

    Finally note that the extra bloodpoints in the initial "floor" are far outweighed by the bloodpoint savings at the ceiling. So a new player who joins now and sticks with the game for a while is better off in terms of bloodpoints than a new player who joined previously and stayed with the game the same amount of time.

  • Lol, checked out the negative reviews, this one from two days ago is gold. 😄

    "I can't play the game anymore. My best character was clown and i cant find an update how the 'worst killer' became worse. I'm not willing to deal with stress relearning the game anymore. I made the mistake of replaying and i feel more handicapped than when the clown had 1 bottle"

    How in the world can somebody play after this patch and think Clown got worse? Clown definitely got a buff.

  • @Aven_Fallen said:

    The Devs said at one point (when Survivors lose their Add Ons when they escape) that it is intended that you run out of Add Ons at some point.

    Same applies to Killer now. At least there is a reason to use Black Wards now.

    The devs specifically said in their blogs they are planning to update the rarities in post-Prestige bloodwebs so the rares and ultra rares continue showing up.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082951#Comment_3082951

    Its generally easy to know which direction the killer is coming from unless you're at a center gen. Most gens only have a couple of ways to be approached from. Survivors just have to run away, and considering they have a 36 meter head start they are getting away (unless they stay in place...then thats on them - but that's just them ignoring the per).

    In my experience so far, the moment I'm within 36 meters, they all take off for the hills and find another gen. You can actively avoid the killer at all times running that perk. Been running it on my survivor every match. So far, I've been last to get hooked. Just makes evading killers super easy.

    As for stealthers, you can't get sneak attacks on anyone. They know you're in the area, so they aren't going to stick around and wait for you to attack. It's essentially giving them their own custom terror radius - defeats the whole point of having stealth, so yeah, at that point stealthers are just m1 killers without their main power.

    My hitting people the last couple of days who have Spine Chill says otherwise. They know you’re around but even if they run, where do they run? If they can’t see you directly and they run then they’re not on a gen, which is good for me, and I still might even get the drop on them if I come from behind obstacles.

    Mind you, I’m not talking about getting actual grabs, but getting closer than average is entirely possible.

  • @Moemarti said:

    I still use Dead hard. Its actually not a bad perk but you have to time it perfectly to be able to avoid dying.

    In fact the timing of the new Dead Hard to avoid a hit is identical to the timing of the old Dead Hard, they’re both 0.5 second windows of protection. So if you could consistently dodge attacks with the old one you can presumably consistently block them with this new one.

  • I almost always really like the music in this game. 🙂

  • Personally I think the biggest boost is actually the killers who were particularly weak to having special abilities dodged by Dead Hard, such as Twins, Deathslinger, Demogorgorn and Trapper. Trapper in particular no longer has to worry about people hopping over his traps which is a nice plus, and Deathslinger’s spear works through the new version of Dead Hard.

    A lot of people are saying Legion and Plague got boosted but honestly the gen slowdown combos with Thana already were pretty solid on them, the buff to it is nice but doesn’t make them move up a tier rank I don’t think.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082896#Comment_3082896

    All stealthers moved to f tier considering their stealth was removed from them for anyone running the new spinechill buff. Stealthers can no longer sneak up on anyone, and BHVR stared that Myers and Ghostface is expected to limit their stalking from 40 meters away, now.

    I still sneak up on Spine Chill survivors. Just because they know you’re in the area doesn’t mean they know what direction it is or if you’re even coming their way. You just have to remember you’re not invisible so you need to use line of sight blockers on the approach.

    Don’t get me wrong, Spine Chill is a solid perk, it’s still basically as good as it was before. It’s not invincible though.

  • @DBK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082522#Comment_3082522

    What's stopping them from creating busted perks for new chapters then.

    You don't need "busted perks" to win either.

  • @ChiSoxFan11 said:

    The grind for perks -- absolutely reduced, and it was a great change.

    However, having to go through a ridiculous number of bloodwebs to find either an item as survivor or add-ons as killer worth using -- that's an INCREASE to the grind, and it's not a positive change at ALL. It makes bringing items that are actually useful in as survivor much harder to do (with the risk of burning through them you have if you end up in a bad run of matches), and if you're playing a killer that is reliant on add-ons to be useful (and there's more than a few of those), then it's even worse.

    There needs to be a change to the rarity of items in bloodwebs after a prestige, or a sell-back option for BP for the junk stuff no one ever uses, If not, then even a BP incentive isn't going to be enough to make up for that issue.

    The devs already said they're going to be adjusting the rarities on post-Prestige bloodwebs to be the same as the level 50 webs so you'll be able to get Rares and Ultra Rares and such at the same rates.

  • @BringShaggytoDBD said:

    Grind has been reduced for veteran players by 10%. By removing BBQ + WGLF double BP, adding tax for prestiging and forcing prestige it doesn't seem like they've done anything positive at all.

    I'm also finding Escape Cake and Party Streamers a lot less now. Wouldn't put it past BHVR to decrease the rate at which they appear in bloodwebs.

    I went from all my killers having 30-40 perks to instantly having literally every teachable perk at level 3 the moment the patch hit. It's a MASSIVE savings. And future killers I get will likewise be much cheaper for me to unlock their perks on all my other killers because it's now a constant price to do it (50 bloodwebs to unlock them at level 1, 100 at level 2 or 150 at level 3 at most).

    So yes this patch is a huge, HUGE bloodpoint windfall for me as a veteran player. And it's also a price reduction for any new players who stick with the game long enough to unlock at least about 12 characters.

  • You don't need to buy lots of specific perks to win.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082334#Comment_3082334

    Yeah, but right now, 80% of the matches in solo q (atleast in my case) are 4k's or seldom 3k's cause someone found the hatch.

    Based on the stats someone posted from an aggregate site in another thread, it looks like the kill rate across all games probably increased about 16% from around 48% to 64%, making the average kills per game a little under 3. So it's not quite as high as "80% of matches are 4k" but it's definitely a lot higher than it was pre-patch.

    Some of that is obviously because the patch was intended to raise kill rates, the devs explicitly said raising the kill rates was a primary goal because they were too low. Some of it is also probably because of short term factors like the 70% of survivors who had used Dead Hard suddenly having to learn how to path well without Dead Hard in their pocket for an extra loop, or survivors who are still trying out Off the Record and are wasting it on pointless bodyblocks, etc. So my guess is that seeming 64% kill rate will go down over time and we'll end up with like a 55-60% kill rate in the long run as survivors get better in the new system.

    Also note that eventually the devs will probably get back to finishing up those extra HUD icons for solo queue that they announced in January. I'm assuming they were put on hold because of everything else that was in the pipeline this year, but hopefully they'll get back into the development cycle once the dust settles and it will help boost the solo survivor escape rates a bit to level the playing field with the swf players.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081055#Comment_3081055

    The thread itself is not constructive because there's been a million of them.

    1. SWF does not equal skilled team

    2. SWF does not equal toxic

    3. Removing SWF would literally kill the game as many survivors would simply stop playing because playing this game without friends is dreadful

    Those three things are true, but on the flip side there is a balance gap between solo and swf survivors where swf survivors have a significantly higher escape rate because solos don’t have the communication benefit. That’s why the devs announced those HUD changes in January to give solo survivors more information and help level that playing field. Hopefully those just got put on hold because of all the other changes this year and eventually they’ll get added.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082164#Comment_3082164

    Good luck hitting me when you can't find me to begin with

    :)

    Hey, better than not downing you because I can’t find you when you’re injured!

  • Yeah, I’m keeping an eye on that as a killer for sure. If it becomes really popular I’ll run Bloodhound more often since Lightweight doesn’t hide blood.

  • I don’t think she actually needs a huge buff, she’s about on par with Wraith. I wouldn’t turn down a minor buff or two though.

    • Get rid of her lullaby. She’s the only Undetectable stealth killer that has a lullaby and I’m not sure why. 🤷‍♂️ Removing that would improve her stealth a bit.
    • Let survivors passively gain Condemned stacks over time similar to how survivors sleep timers increase over time against Freddy. (It doesn’t need to increase really quickly, just enough that survivors are periodically coerced to get off the gens and can’t just ignore the stacks altogether.)
  • For reference the steam charts aren’t showing total player counts being out of the ordinary, the 24 hour peak was over 50k for instance which is in line with their usual numbers. So the long killer queues are probably indicative of people switching from survivor to killer rather than leaving entirely. The switch is obviously due in large part to kill rates being higher (intentionally so, that was part of the goal of the patch) plus some resistance to change among the 70% or so of survivors who used Dead Hard.

    Also because of how people level up killers versus survivors, there could be some people who had a bunch of killers at Prestige 1 or 2 but only one survivor at Prestige 1+ so when the patch hit they got a whole bunch of new killer perks but not much on the survivor side. In which case they’re trying out the new killer stuff they got. That’s probably only a minor factor, but I could see it happening.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081794#Comment_3081794

    https://us.v-cdn.net/6030815/uploads/F7B6LYWZ4VMR/image.png

    This is April 22 - May 22, from an aggregate data site.

    https://us.v-cdn.net/6030815/uploads/CABSRU3FOTN3/image.png

    This is June 21 - July 21, from an aggregate site.

    So it looks like kill rates have went up about 1.72% for the 3 out of 30 days the patch has been active. I'm curious to see what happens after a full month has passed.

    If the average was 48.05 for 27 days and 48.05 + x for 3 days, and we assume for simplicity all those days had the same total number of matches, and that the net over 30 days was 49.72, then we get

    27*48.05 + 3*(48.05 + x) = 30* 49.72

    So x = 16.7, i.e. the new kill rate went up about 16% to about 64.75.

  • Not for solo queue, but as a killer main I’ve been having fun using a Juggernaut loadout on various killers

    • Endurance - faster pallet stun recovery
    • Brutal Strength - break pallets and walls and gens faster
    • Fire Up - Even faster breaks and faster vaults and pickups (side note, that also can mess up the timing of flashlight blind attempts as a bonus)
    • Bamboozle - Even faster vaults plus blocks the vault afterward

    Basically you just force every pallet and block every strong vault. You have to be a bit careful to make sure you’re pressuring the gens early and not getting sucked into a long chase too soon, but by midgame if you’ve kept them busy enough you’ll have wrecked so many pallets that there’ll be a lot of nice dead zones for easy downs and with Fire Up going you can even go through windows as fast as a medium survivor vault. It’s pretty fun once it gets going. 🙂

    I liked this build pre-patch but wasn’t able to really do it that often since all my characters were Prestige 1 or 2 with 30-40 perks, but post patch unlocked everything on everybody so I can do it on anyone I want now. Plus the 10 extra seconds and gens and faster recovery speeds also helps the build last long enough to get to that point it’s firing on all cylinders.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081773#Comment_3081773

    But it doesn't really makes sense when shrine of secret is such a random thing, yeah it's okay if it had ALL perks to buy, but probably not great for a system that randomly changes and only changes in a week.

    I’m with you there, I’m fully behind the idea of replacing the shrine with a full page showing all the perks all the time.

  • For sure killers got the larger overall buff, that’s even intentional on the devs’ part, they said they wanted to increase the kill rates in their blogs about the update. What will be interesting is to eventually maybe see actual statistics of before and after snapshots of kill rates to see what the ultimate impact of the patch actually is. Right now, though, there are a LOT of survivors who are still getting used to the new system, particularly the 70% who relied on Dead Hard and ran their pathing knowing they had it in their pocket. What used to be a loop they could do safely three times with that perk, for instance, now might only be safe twice, or a particular path to a window might be risky without it, etc. So they have to kind of relearn the optimal routes and that’ll take a little time to flesh out. On top of which you have survivors doing questionable things like wasting Off the Record and base kit Endurance going for pointless bldyblocks because it’s new.

    I think in the end kill rates are, in the short term, probably artificially high right now due to those factors, but over time they’ll go down to be higher than they were prepatch but (hopefully) not TOO much higher.

  • Well, think of it like this - if you want all three perks on a given character unlocked then you get a nice discount if you simply buy that character as a package deal of sorts. If all you want is to buy one perk ala carte style it costs a bit more. So it’s encouraging you to get the full package instead of the one offs.

  • At least the survivors would be able to wave to each other. 👋

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080856#Comment_3080856

    Really? I mean. Sprint burst for sure hasn't gone anywhere but you actually see people running OTR and BT still?

    https://forum.deadbydaylight.com/en/discussion/comment/3080853#Comment_3080853

    It only helps if you're being tunneled straight off hook and have time to get to loops to drag out that 80 seconds. If you get hit within the first few seconds of chase, the perk literally just does what BT does. If you aren't being chased off hook then you should be going back to help with an objective which then disabled the perk making it useless. Then it disables in endgame which is the only time that 80 seconds of running would mean anything

    Don’t dismiss the stealth aspect of Off the Record, to me that’s almost the bigger part of the perk. It could really help ensure that you have that extra time to get to a safe spot, get healed to full, and then get back on a gen. Borrowed Time has no stealth aspect so it’s a bit easier to get re-spotted prior to getting back on a gen.

  • @GannTM said:

    I wouldn't say Off The Record is trash but it might be overhyped a bit.

    I think Off the Record is a good perk but survivors who use it to goof around and intentionally go for bodyblocks are wasting it. It’s best use in my opinion is simply to let it give you a chance to get a safe distance from the killer with its stealth and endurance, get healed to full, and then work on a gen while the killer is elsewhere. It’s solid at giving you that time buffer to get reset.

  • @MaudetteClorel said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081423#Comment_3081423

    In this case - yes,they are out of touch.

    Taken the MMR system as an example. They do have the "data" of all your escapes via exit gates. So that's what they base your MMR on,because this is the ONLY condition for your +MMR.

    But does it really represent what kind of player you are,especially in solo Q where YOUR win depends on 3 other people? The so called data doesn't care how many gens you repaired, how many teammates you unhooked, how long you looped the killer for so your team could do the gens, how altruistic you've been in game by taking chase/protection hits when someone else was injured or dead-zoned. NONE OF THAT MATTERS if you didn't make it through the gate.

    And for all the "git gud" arguments - even if I'm able to loop the killer for 5 gens, there's no guarantee that after I finally go down the said 5 gens will be done. You know why? Because it's solo Q and everyone is doing god knows what.

    That's why MMR is complete BS and will continue to be until they rework the factors playing into increasing/lowering each one's individual MMR.

    That's why you get into MMR hell, meaning you may be a competent survivor but get thrown into lobbies with newbies or baby survivors, because 1 person can't carry all 4 to victory if he's the only one trying.

    The devs have also said earlier this year that they want to adjust the MMR system to treat survivors as a group versus individually so that, for instance, if someone sacrifices themselves so that the other three survivors escape then all four survivors’ ratings increase. My guess is that change is on hold since they probably will want to collect a lot of additional data post this midchapter patch because it will cause a seismic shift in the ratings as players get used to the new system. But I definitely support this stated intention to shift focus toward the survivors actually being a team rather than four individuals that are kind of like a team but not really.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081635#Comment_3081635

    No one wants to hear screaming from teammate.

    The info Solo needs are quite simple

    • Showing what they're doing, not everything: on Gen, in chase, doing a Hex, open Gate, just these 4
    • Survivors on Gen also show the % of the Gen. So if Meg in chase and Dwight on hook, Clau & Jake can decide who will go unhook and who will commit their Gen, based on who is closer to finish their Gen.
    • Hooked survivors' aura changed if Killer is 16m close to hook. They dont know where killer is, but know Killer is camping

    Those all sound pretty reasonable to me as a killer main. I’m all onboard with solo survivors getting additional information in the HUD to help level the playing field with survivors on comms. If solo survivors are buffed to be just about on par with survivors on comms then it makes game balance more consistent for everyone including me, the killer. I’m not in favor of nerfing swfs because there’s nothing wrong with playing with your friends on comms - what multiplayer game in 2022 would discourage people from talking to each other as they play?

    Hopefully the icons they announced in early development in January are still on the table but just got delayed due to all the other changes that were in the pipeline this year. They covered some of the ideas above.

  • I can’t speak for other killers but I’ve been running all sorts of loadouts, some have no slowdown some have it. Just tonight I played Juggernaut Dredge with Endurance, Brutal Strength, Fire Up, And Bamboozle and it went great. 🙂

  • Don’t look at me, I never bother facecamping.

  • It'll probably be a while. Even if you assume you earn 1.5 million bloodpoints a nightly session, enough to fully Prestige a character, and you started at level 11 or 12 today, that's still almost 90 sessions. Even if you manage to get three full Prestige levels per night it would still take a month.

1 … 41 42 43 44 45 … 171