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dugman

dugman

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  • Out of this list I'd go with Pennywise probably as first pick, although I don't think I'd mind seeing any of them.

    And generally speaking it would be nice if we got something from Stephen King in the game. If not Pennywise then I could see The Shining being a good chapter (the topiary maze map or hotel map could be pretty sweet!) Carrie wouldn't be too bad either.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078950#Comment_3078950

    I've been playing pig, wraith and myers mostly. I can say wraith is almost as bad as before I played 2 games and lost both. I was facing legacy skins and some insane loopers in those matches thought. First match was not terrible with 8 hooks and 1 kill but the other was in red forest and one girl connected every loop so well and used new dh perfectly I could not bait it out as she always waited the hit. I definetely should chased someone else in that match but she cost me that game so I wanted to kill her and I almost succeeded but she had off the record and dh so she basically had 4 health states and teammates took protection hits at the endgame so everyone got out. I ended up having 5 hooks in that game.

    I don’t know, I played about five games with Wraith the last couple of days and won all of them with different loadouts. I had a pallet smasher vault build with no slowdown, a loadout with four gen kicking perks, and one with all four Scourge Hooks. Won all the matches pretty handily, but I think the survivors weren’t top tier so that was definitely a factor. He seems at least as good as he was though either way (I rate him an “ok” 2/5 stars personally.)

  • I’ve always been a killer main, I don’t like how much downtime survivor has on the gens or dying on the ground or hook. And I also like doing the chases better in first person perspective (just a personal playstyle thing, I totally get that being in third person is tactical advantage.) And killers have way more variety of game mechanics to play with.

    I doubt even the bloodpoint bonuses will get me to play survivor, but who knows? Maybe some day I’ll give Ace a try again. (I liked the idea of doing a Chest Plunder Ace build, seemed fun to just go in with a toolbox, use it up first gen, find a chest quickly and get another good item hopefully and use it, rinse and repeat. 🙂)

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077816#Comment_3077816

    Get downed in a good spot then. It just requires a bit more of strategy now, that was his point.

    Yeah as a killer main even I think the 3 seconds is too short. I didn’t really care about DS all that much before the patch and now I just totally ignore it all together, they barely get any distance at all. I think they need to up it to 3.5 or 4 seconds at least.

  • I’m a killer main and the only one I refuse to play is Nurse. I hate staring at the ground half the match. I even keep the Nurse daily ritual on my log unfinished so I never see it again on a new day.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078881#Comment_3078881

    I mean, I have seen this:

    https://forum.deadbydaylight.com/en/discussion/334979/queue-bloodpoint-bonus-is-pretty-huge

    So from 19k Base BPs the Killer got 70k BPs. From my understanding with 100% Bonus, it should be 38k BPs.

    I have also seen Screenshots where people got way more.

    https://twitter.com/PaulieEsther1/status/1549771108689272833

    Because as I said it seems like it added after Modifiers like Offerings.

    And I guess BHVR does not want players to breeze through Bloodwebs due to a Bug.

    It’s 100% bonus on top of the offering and other bonuses. So if they had a 100% increase offering it’s a 4x net multiplier.

  • Yesterday I played games with no gen slow down and it went well. I also played some with slowdown and they also went well. 🤷‍♂️

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078850#Comment_3078850

    OH. That makes more sense. Ralph and Kai don't do YouTube. I was wondering why you didn't list/potentially didnt hear of them.

    I think Red is my favorite killer currently in terms watching his games to get overall macro strategy insights. He’s an exceptionally good macro player and does really well with the hit and run and slug style which also how I like to play. Tofu and Spooky are funny but tend to be more about memes, and Tofu seems to have slipped a bit this year in terms of how well he does (I think he has an odd aversion to slugging and “tunneling” after a hit and it seems like it makes him lose matches he probably shouldn’t.) Otz is a terrific analyst but doesn’t post matches to Youtube as often unfortuantely.

  • @LiaLight said:

    They tweeted that the fix is scheduled for 6.1.2

    https://mobile.twitter.com/DeadByBHVR/status/1550133547129720832

    Not sure when that will be in terms of dates. I think it would be only fair to have a Double BP event or something like that in the meantime to compensate for this.

    Looking at prior patch history 6.1.2 would be about three weeks after 6.1.0.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078817#Comment_3078817

    Tofu and spooky are great. They're wildly popular, and for good reason. Feel free to stop by mine if you want. I play killer. I'm at coty_baker/ttv. I do variety. It's a lot of demo, clown, blight, nurse, slinger. Also try checking out Ralph. Cracked huntress and hilarious. KaiZ is just a cracked 10k hour player in general. And an all around funny and wholesome guy. I recommend them both.

    Thanks, for the suggestion. 🙂 I mainly watch on Youtube because I’m not into the unedited hours long Twitch streams, I’d rather just watch a curated match or two, but next time I feel like watching Twitch I’ll keep your tips in mind!

  • @Zeidoktor said:

    "Why have you eliminated Kate's jiggle physics?"

    So that they could be given to the Clown.

    And Dredge.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078787#Comment_3078787

    No clue ! Time will tell. I'm willing to bet it won't take long for them to adjust things though.

    Who do you watch on the killer side ? (I'm assuming it's just the known names)

    Yeah, right now I mostly watch on YouTube Redsgaminggears, OhTofu, D3AD Plays and Spookyloopz. I’ll watch Otz occasional, sometimes a Scott Jund blog, and maybe a random other streamer here and there. (I used to watch Tru3ta1ent but stopped a while back, he’s a good player but his constant complaining got to be kind of annoying.)

  • Well I was at Prestige 1 or 2 on all my killers with about 30-40 perks on each of them when the patch hit so now I have literally every teachable at level 3 on every killer, it’s a massive opening for loadouts I want to try! 🙂 Just yesterday I played Wraith for a daily mission and used both an all Scourge Hook loadout (including the new Monstrous Shrine), and a Juggernaut loadout with Brutal Strength, Endurance, Fire Up and Bamboozle where he just blasts through pallets and vaults in the mid and late game. And I also used an all Kick Gen loadout with Pop, Call of Brine, Overcharge and Eruption.

    And that’s just one killer, it’s gonna be fun trying out things I didn’t have in inventory for a while. 🙂

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078759#Comment_3078759

    Although I didn't directly answer the question. My statement had a point. Which is things are a little too strong on the killer side. So if they're facing competent killers. I'm willing to bet they're not escaping nearly as much.

    Sure, I wouldn’t be surprised, but to what degree?

  • You’re assuming killers who facecamp would stop if they lost a bit more often. But it’s already not the optimal strategy in most cases, killers who facecamp are doing it more out of a fear of losing a kill than it being a great strategy. If you make survivors on hooks take even longer to go through hook stages they could just end up being on hook doing nothing that much longer while being facecamped.

    I’m all for steering killers away from literal facecamping but I don’t know that I like the idea of trying to do that by making facecamping take even longer to play out when it happens.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/336076/anybody-tracking-escape-rates-of-survivor-main-streamers

    Nope. I just know that I have a 100 % kill rate since the patch. Some things are a bit too strong

    That’s not the question really, though, it’s quite possible for average and above average killers to be doing well and still have top end survivors escaping almost as much as they did before the patch. Nobody doubts the killers are buffed, that was intentional, what I’m wondering is if someone plays really well on the survivor side are they still escaping?

  • The point of Off the Record is supposed to be to give you a chance to get to a safe distance with better stealth and heal to full before getting back on gens. If a survivor is wasting a lot of time going for bodyblocks they’re wasting it.

  • @Mandy said:

    Spine Chill needs a 36m range for activating...Ghostface and Myers can both stalk from 40m away, so they can quite easily be out of Spine Chills detection zone.

    To be fair, it’s not necessarily “easy” to have a clear line of sight on a survivor at 37-40 meters, especially on some maps. But yeah, it can happen.

  • @Seraphor said:

    • "Save the Best for Last should probably be toned downed so its speed boost at 8 tokens combined with the new base game recovery speed ends up being the same net recovery speed as it was at 8 tokens pre-patch. (I.e. something like at 8 tokens it is about 40% boost on top instead of 50%.) The perk was already pretty popular pre-patch and the unchanged settings are leading to it being probably just slightly too fast I think. Going back to the old net benefit would still keep Save the Best for Last as popular as it used to be without it being overly used."

    STBFL doesn't now give a 50% reduction, because it's not a case of it being 10% + 40%.

    The base cooldown is now 1.8s instead of 2.0s, which means every % reduction to that is less effective than before. 40% of 1.8s is less than 40% of 2.0

    https://us.v-cdn.net/6030815/uploads/CV9ID9VB318K/stbfl.png

    As you can, the cooldown starts 0.2s quicker but at 5 stacks and up, the reduction is only 0.1s.

    (It’s actually 1.08, not 1.1, I’m assuming you’re rounding but in terms of percentage change it makes a slight difference.) Anyway the difference between 1.2 and 1.08 seconds is a 10% speed increase. It might not sound like a lot but it’s a half meter difference in a chase or just enough of a difference to possibly hit someone twice during an unhook. (Unhooking takes 1 second to finish, so the difference between a 1.2 second and 1.08 second recovery can definitely mean you get to hit the unhooker twice before the rescue finishes versus after since they only have half less than the window they used to to react and start again, 0.2 seconds versus 0.08 seconds.)

  • @Moxie said:

    Yeah STBFL isn't completely broken right now at all with the base hit CD reduction.

    I can't imagine why Killer mains are running this perk every game. A mystery to be sure.

    I like STBFL but I wouldn’t be surprised if eventually it gets toned down so that its maximum at 8 stacks is the same speed reduction that it was pre-patch.

  • For sure! I ran Juggernaut Wraith and it’s hilarious

    • Brutal Strength (fast pallet and wall and gen breaks)
    • Fire Up (Even faster breaks and fast vaults. Also faster pickup which messes with flashlight blind attempts)
    • Bamboozle (Even faster vaults plus blocks the vault)
    • Endurance (Faster pallet stun recovery)
    • Two add-ons that further increase speed of breaks and vaults while cloaked

    I just run straight at survivors once I’m in a chase and force the pallet drops or vault straight after them if it’s a strong vault since my midchase vault speed with this loadout is on par with a medium survivor vault. You have to be a bit careful early in the match to make sure you’re keeping pressure on people doing gens so you have time to break a lot of pallets, but by the endgame you’ve got lots of dead zones and the pallets that are left are destroyed incredibly fast if they’re dropped. It’s a ton of fun! 😄

  • I think the bug was it was stuck at 100% on survivor the whole time. I don’t think they’re changing how it stacks though so once it’s back on it should still be a good size boost.

  • Yeah, as a killer main if Lightweight catches on it will take a bit of getting used to. I already like Bloodhound so I’m even more inclined to run that if Lightweight catches on since it has no effect on blood.

  • @Seraphor said:

    Halloween is a tricky license. Most of the films are owned by different license holders, and the only one BHVR has a deal with is the very first movie.

    Bringing in the other license holders into that deal would not only be tricky to secure, but would also mean each license holder getting a cut, which would make it increasingly more expensive for BHVR.

    Right, it’s like how with Freddy they got the license for the remake version but not the original. That’s why we may never see any of the Robert Englund goofy Freddy cosmetics.

  • I expect at the moment we’re seeing some flux where survivors who used Dead Hard are getting used to pathing without it, and people who didn’t play survivor before were enticed to try it by the bloodpoint bonus Tuesday and Wednesday before it got temporarily shut off. Over time it’ll settle down to higher killer rates overall because of the buffs to the killer in the base game stats (after all, increasing kill rates was intentional per the update blogs) but not as high as they are this instant.

  • Yeah kill rates are up and that was intentional, but they’re also up because of a combination of a lot of players are either trying survivor out who don’t usually play it along with a lot of survivors who were used to certain pathing using Dead Hard having to figure out correct pathing without it (e.g. they can loop a car three times with it but only twice without.) So in the short term the kill rates are going to be artificially inflated even more than intended but over time as survivors get used to the different loadouts and pathing they should use it’ll even out a bit.

  • We’re in a period of flux where a lot of people are trying survivor who didn’t play it much and where a lot of survivors used to use Dead Hard and are getting used to the pathing they need to take when they don’t use it (e.g. with Dead Hard they could run a loop three times safely but if they try without it they need to switch at two.) So while the patch is intentionally meant to raise kill rates, some of the seeming low skill survivor players I’m seeing, at least, are due to not being used to the new system yet. Over time though that should even out.

  • The patch did shift the kill rates up, no question, that was intentional on their part. They said the rates were low and the killer base game changes were meant to raise them.

    In the short term though keep in mind 70% of survivors in above average ratings used Dead Hard consistently. And now that perk is being used much, MUCH less. But it’s like muscle memory, when you’ve played loops over and over using Dead Hard knowing you can go, say, three times around a certain path because you have Dead Hard in the pocket, but without it if you instinctively do the same path you get caught. So there’s going to be a period where a lot of Dead Hard users have to get used to different pathing in a lot of loops and to either using something else in its place or, if they still have it, learning how to time the new version for best effect.

    And on top of all that the matchmaking bonus did seem to have a big effect on which side people were playing. When the bonus was bugged Tuesday and Wednesday and permanently giving a big bonus for playing survivor the survivor queues were apparently really, really long because lots of people wanted that the extra bloodpoints. And now that the bonus is temporarily turned off while they fix the bug the queues shifted back more to normal. So some of that is leading to players who didn’t play much survivor trying it out Tuesday and Wednesday and filling the queue with lower skill survivor players. I know in my own handful of matches maybe 2/3 or 3/4 of the survivors I went against seemed a little less elusive in chases than what I’m used to and I think it was because there weren’t enough lower level killers out there to match against them.

    So basically right now we’re in a period of short term flux where people are trying the side they haven’t for various reasons and are trying loadouts they’re not used to and it’s leading to seeming mismatches and some survivors getting beat. But over time as they get used to the new systems that should even out and kill rates will go back down a bit.

  • I think the update is mostly good. There’s one or two minor things I disagree with but on the whole the changes are reasonable.

  • The total number of players on Steam Charts remains about the same as it’s been for a long time (basically there was a bump as usual during the anniversary and after that ended the numbers returned to normal.) If there was hypothetically a shift and there are a lot fewer survivors then those players are trying killer out, they didn’t leave entirely.

    Also keep in mind the matchmaking bonus being bugged and stuck on 100% for survivor on Tuesday and part of Wednesday heavily skewed the survivor numbers. Survivor queues were apparently extremely long during that time, presumably because lots of people wanted that big bonus, and now that its been temporarily turned off while they fix the bug they switched back to what they normally play.

  • @bigdaddyjeff said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078096#Comment_3078096

    You're definitely a new player and don't understand this game's matchmaking. Ranks were far better than mmr. Mmr doesn't even work.

    I’m not a new player and MMR is better than the old rank system.

  • I voted for Frothy the Snow-Dredge. ⛄

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077188#Comment_3077188

    The Dredge one Is the best they never miss with It's cosmetics and with the Witch all of hers are good

    Yeah the Dredge outfits are hitting it out of the park!

    I think the only original killer that doesn't have a cosmetic I really like is probably Twins. All of their cosmetics look kind of the same to me, I wish they had some more unusual looking ones like the other original killers do. 😕 What I wouldn't give for a Twins costume where Charlotte is a Ventriloquist and Victor is her evil dummy!

  • Yesterday the survivor bloodpoint bonus was bugged and permanently stuck at 100% so a ton of people were playing survivor (including a bunch who probably don't play it very often). They killswitched the bonus for the moment to fix the bug so now the queues are back to normal.

    in The tide Comment by dugman
  • @ElleGreen said:

    The Mikaela one has so much detail they did so good kinda wish the Yun-Jin got Included In A as well people love her she should get more cosmetics

    For sure, the art department does do a solid job on the cosmetics! 🙂

  • I used Pain Resonance just tonight, still a great perk. In fact its regression was slightly buffed (since it's 15% of 90 instead of 80 now) so in a way I like it even more! 😄

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076553#Comment_3076553

    Not quite. The aura reading + grunts of pain reduction will always stay for 80 seconds. Only the Endurance cancels itself out.

    Good point, thanks! The post I replied to was comparing it to Borrowed Time so obviously Endurance was the main concern for them, but the stealth aspect of Off the Record is presumably useful.

  • I've still only played a few games since the patch but honestly I've only had one survivor take an Endurance hit and I'm not even 100% sure if it was from Off the Record or something else. And the hit they took didn't even matter in the long run, I got a 4k anyway.

    I'm sure it's a good perk, but at least so far it's hardly been a factor for me. 🤷‍♂️

  • And even then it's only 80 seconds if the survivor does literally nothing.

  • Honestly they could take that action speed slowdown on Calm Spirit off and the perk wouldn't be overpowered in my opinion, and I'm saying that as a killer main.

  • @Phasmamain said:

    Because stealth is just so fun and engaging /s

    Actually I think stealth is engaging. It's just a bit annoying when it becomes a stalemate where the killer can't find the last remaining one or two people because they're hiding in a corner somewhere. But generally speaking the act of hiding and of trying to find someone who's hiding is mentally engaging in my opinion.

  • There's nothing wrong with so called tunneling and camping.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076316#Comment_3076316

    So many ASSumptions...

    You assume that survivor mains want to play many characters. A lot of people just have 1 main character and used to just get the new ones to 40 and then unlock the perks on the main. Not possible any more.

    You assume that people can get 40k in a match enough times for it to matter. Not possible for many people in current solo queue.

    You assume that people are interested to play the other side. If survivor main always plays after work in the evening, he is never getting that bonus. Not in my region at least.

    If we remove all of those assumptions, there is nothing left...

    • I never said people get a base max 40k, I said the base bloodpoints max per match were increased from 32k to 40k. And your assumption that this won't increase bloodpoints per match is bad, even in matches where someone in the old system didn't get literally 8k in all 4 categories it's EXTREMELY likely that they got 8k in at least 1-3 categories. And in those cases they now would be getting more than 8k because they wouldn't be hitting that cap.
    • I'm not assuming that ALL people are interested in playing both sides, but I am assuming that A LOT of people play both sides. In which case they have that option available to get quite a lot of extra bloodpoints (those bonuses appear to be pretty hefty because they're multipliers on top of your offering bonus and event bonuses and other player offerings)
    • Sure, there are people who have 1 main and that's it. There are also a ton of people who play a lot more than that.

    So no, there's not "nothing left", stop being an ASS about it.

  • @kaneyboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076323#Comment_3076323

    Well considering the 100% bp bonus was on survivor all day because the killers have camped all day- abs no one wants to play survivor pretty much shows how unhealthy it is for the game.

    The 100% bp bonus on survivor was a bug, that's why it's been killswitched temporarily until they can fix it.

  • @kaneyboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075668#Comment_3075668

    I mean its toxic game play- and unhealthy for the game but okay.

    No, it really isn't, but okay.

  • @ZVom said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075853#Comment_3075853

    You are totally wrong - If you had a character prestiged ONCE in old system you have that character prestiged 3 times in the NEW one. On top of that in old system you had BBQ and WGLF.

    So now get screwed by no bbq and wglf bonus and prestige every character 3 times.

    Please use your brain sometimes. Sometimes - not always. Sometimes would be enogh

    You're totally wrong. The cost in the old system of adding perks to your existing characters as you continue adding them grows with the number of characters you already own. If you own N characters in the old system it would have cost you 40 bloodwebs on the new character to unlock all the teachables then 9 *N more bloodwebs to get those three perks to level 3 on each of your other characters. (I'm assuming for the sake of simplicity that the new character gets to level 3 in their own teachable perks in those 40 levels.) So the total cost was 40 + 9N bloodwebs. But in the new system the worst case scenario is you get 150 total bloodwebs in the new character and that unlocks all three of their perks at level 3 on every character regardless of how many you own. So it's a hard cap of 150 webs, period, regardless of N.

    Therefore, worst case, when that 40+9N is more than 150 you're saving bloodpoints which happens when you own 12 characters. Even if you assume someone was losing out on BBQ and Chili, the base amount of bloodpoints in the new system went up from 32k to 40k per match plus the new matchmaking system (once it's reactivated) also doubles the points as well if you play that side, so you're still looking at a worst case that isn't much worse than a 12 character set.

    So... you know, maybe use your own brain before telling me to use mine? 🤷‍♂️

  • @TeabaggingGhostface said:

    How about we just add ALL of the skins

    They might do that eventually, but there’s probably a pipeline constraint where they can only develop a certain number of new skins in time for the winter event.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075853#Comment_3075853

    "have the same cost reduction once they have multiple characters at Prestige 1" - lol, do you realize what you just wrote?

    Translation: "New players aren't screwed when they become old players" Well, yeah, sure... New things are not new when they are old, lmao

    Right, that’s my point, you’re complaining about a short term issue but in the long term it’s much better for someone who joins the game now and plays a while versus someone who joined in the past and played that same amount of time. “Players who join the game now”, aka “new players”, therefore are better off with this new system.

  • I voted for Frothy the Snow-Dredge. ⛄️

  • @ZVom said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074781#Comment_3074781

    THEY NEED TO FINALLY REALISE - People ran BP perks because it was F***ING NECESSARY considering how bad the grind is. THEY DIDNT REDUCE IT!! they reduced it for VETERANS ONLY. New players are screwed COMPLETELY

    New players aren’t “screwed completely”, they have the same cost reduction once they have multiple characters at Prestige 1. And the grind getting to that point isn’t nearly as bad as the grind later on in the old system.

    New players eventually become veteran players and get the benefits.

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