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dugman

dugman

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  • My list of much fun I have playing killers looks something like below. Basically I like stealth killers, and I like Sadako and Dredges map mobility.

    On the other hand I hate how Nurse stares at the ground all the time, she’s the only killer I never play. Hillbilly just feels so awkward with his chainsaw, I’d rather be playing Blight or Bubba. And I’m just not into playing entirelu by ear with Spirit. A little higher up I don’t like the range attackers like Huntress and Trickster and even Plague, I’d rather just stick to melee attacks.

    image.jpeg


  • As far as Legion goes, if you get your first down from a five chain hit, assuming the survivors are even close enough together to do it, you’re looking at probably say 10 seconds to get into a chase plus about 35-40 seconds worth of following chases by the time you get you fifth hit. So Corrupt will have lasted at least 45-50 seconds out of a possible 90 which is still ok.

    But as to the main point, I think Corrupt will be fine on most killers and be best for killers that have particularly slow early games (e.g. Hag, Trapper, Meyers). It’ll be weakest on killers that can get really quick downs, but even on those it’ll still be a period of time the survivors probably aren’t getting much done on the gens.

  • My prediction is hardly anybody will look at those Prestige numbers at all.

  • As far as horror movies and shows, I just started watching Shudder this week and they have a lot of decent stuff. It’s pretty cheap too, $6 a month after a free seven day trial. I figure I’ll binge on it for a couple of weeks. 🙂

  • Like some others said, hopefully with the gens taking 10 seconds longer after this patch it will give you he extra buffer you need to reach them before they finish. Setting that aside though, some general tips might be

    • Don’t be afraid to slug for pressure. If you literally hook a survivor after every single down you could be spending your time a little too inefficiently in the early and mid game. Basically it’s much better to hook one survivor three times than three survivors once each. So if you focus your initial hooks on one or two survivors and slug the others then you’ll be trading off those temporarily unneeded hooks for about 10 extra seconds saved each since you didn’t pick up and carry them to a hook. That’s plenty of time to head to a gen and start a brand new chase while the dying survivor is still on the ground.
    • You’re not trying to slug everybody simultaneously, but just to be in a cycle where you have two people hopefully on hook or slugged and one being chased, leaving at most one other survivor who has to decide between working on a generator and reviving someone else. Also how much you’ll want to slug will depend on your loadout - if you have a hook based perk like Pain Resonance or Pop Goes the Weasel then hooking more often makes more sense. If your build has nothing that involves hooks, or especially if it has something like Blindness effects or Infectious Fright or Jolt, then slugging more heavily to get a lot of downs and focussing hooks on one main survivor could be the way to go.
    • Learn when to break off or not take chases. You don’t want to blindly chase every survivor you see until you down them. If a survivor has headed to a strong tile that’s not near any gens then downing them there but only after a really long chase could win that battle and lose the war. Basically if you can get a hit or a pallet drop quickly go for it, otherwise try and keep chasing the survivors who are more actively doing the gens or are he easiest targets to catch. Ideally if you can knock out the weakest link on their side that will put you in a much stronger position where you can then commit more fully to chases without fear of losing gens as you do it.
    • Don’t bother facecamping unless maybe the survivor is really close to losing a hook stage. Standing in place isn’t an efficient use of time, you’re better off proactively seeking survivors that waiting for them to come to you. On the other hand, zone defense where you patrol a possible 3-gen area and try and hook survivors in that region (aka proxy camping) can be quite useful, especially on killers that have more limited map mobility.
    • Be mindful of the generators that are left to complete. If there’s a central generator that losing it will force you to patrol a really wide area then try to defend that one more heavily. Losing a remote gen is much better than losing one in your potential three gen endgame area.
  • Blast Mine is the most irritating survivor perk. Not because it’s super powerful, but it’s like getting hit by a pie in the face when you kick a gen. They may as well stick a giant troll face on your screen when it happens with the sound of the person who blast mined you tbagging in the distance. 😠

    I’m a killer main but I would say two perks I’d love to see get revamps are Furtive Chase and Beast of Fury. Basically they both have the same problem - they make you Stealthy but only in the middle of a chase. And Stealth is mostly only useful between chases to sneak up on survivors to get close before the chase starts. Once you’re in a chase it doesn’t matter all that much that you have no stain or terror radius, etc. These perks will continue to be worthless until they get revamped to give some effect other than mid-chase stealth. (Yes, I know some people say “but you can switch Obsessions with Furtive Chase”. Sorry, that’s not worth a perk slot, especially since Nemesis already can do that and has a better form of stealth on it.)

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3063185#Comment_3063185

    This is just me, but personally I find 3-4 stacks of Lullaby much harder to hit than 5. When there's no audio cue, I can swap seamlessly to reacting to a visual cue instead. When there is an audio cue but it's not at the right time, I get messed up. So I rather like the token system.

    And if that’s generally the case then maybe start of with 3 tokens and ramp from there. Why start with none?

  • Maybe. Although I wonder, would it be overpowered if it just had no sound period while it was active? If not then just get rid of the tokens altogether.

  • I’ve always felt NOED is a little overhyped, it’s a good perk obviously but I’ve never thought it was much better than Haunted Ground or Make Your Choice. In fact personally I like those better because I like getting instant downs earlier rather than later to help build momentum. So to me the new version is fine, I don’t reallh see a need to keep nerfing it, just my opinion.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062810#Comment_3062810

    Oh, you should begin from that :) There are lot's of things that don't work on Safari and macOS/iOS. Talking as mobile developer: interacting with Apple is worse than camping Bubba.

    Right, I understand the issue with that link is Safari. That’s why I was asking if there was a different clip.

  • Can’t wait for this, Viva la Dirt League is hilarious.

  • Yeah that’s the link that’s not working. It probably just doesn’t work on Safari on the iPad.

  • @Visi said:

    Their first iteration on the PTB was just fine. Remove the distance and give a 1 second endurance effect. Now, with it being 0.5 second endurance and endurance no longer triggering if you're afflicted with deep wound, it'll be largely useless. If a perk is too strong, nerfing it into oblivion is not the correct solution.

    There are definitely some survivors who currently consistently evade attacks using Dead Hard which has an identical 0.5 timing to the new version. So I’m fairly sure those players will still use the perk.

  • Anybody have a clip of Sadako’s lullaby? I can’t seem to find one anywhere. (Usually the wiki has them but the link to her lullaby on her page doesn’t seem to be working.)

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062770#Comment_3062770

    But it is worse than Tier 1, on any killer that would use MYC.

    Being possibly worse than Tier 1 doesn’t make it bad. (And it’s debatable it’s actually worse than Tier 1, it’s possible you’re underestimating the value of the extra duration and/or overestimating the benefit of the shorter cooldown.)

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062738#Comment_3062738

    Oh I'm aware that bringing this to light could well result in a nerf like that. But still, it shouldn't be something that prevents you from playing a killer, in this case I can't level up the Pig at all.

    You’re implying Make Your Choice level 3 is bad which isn’t the case.

  • Viva la Dirt League is hilarious. 👍

  • @KerJuice said:

    There were a couple of other perks like this at one point. Small Game comes to mind. Tier 1 on SG was better than 3, until they adjusted it so that Tier 3 gave you the smaller radius, allowing you to pinpoint the totem easier.

    As far as MYC goes, I’m guessing everything you mentioned is an oversight and needs to be looked at

    Yeah, it is a bit odd that the cooldown increases. It probably should just have a flat 60 second cooldown.

  • @KaijuMoose said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061539#Comment_3061539

    Playing devil's advocate (get it???), but the Dredge isn't really a serial killer either; just a...thing.

    I’m not sure if the literal definition of serial killer in the context of fiction excludes a creature like Dredge, but that’s purely a semantic detail that obviously has nothing to do with why Lucifer doesn’t fit the killer mold of the game.

  • I’ll leave it to the devs to talk about why the killer FOV is where it is, but I will say the extra field of view from Shadowborn does have enough value to be a perk. It’s not a top tier perk, but it’s not worthless. It can noticeably help hitting juking survivors at point-blank range and is useful informationally by giving a much broader panoramic view of the distance. So it would be a buff to killers if it were base kit, albeit not as much as the 10 second extra gen speed being added this patch.

    P.S. And on a tangent I actually played Billy using Lightborn and Shadowborn tonight for my daily for the heck of it. 🙂 Lightborn never made a difference but Shadowborn actually did help once or twice in the chases I think. (Got a 3k at the end, I screwed up on the last survivor.)

  • Dredge is pretty solid, I put him at 4 out of 5 stars. He's got great map mobility, which alone makes him decent, plus he has a bit of anti-loop and has constant Undetectability for long chunks of time. The main thing keeping him from being 5 out of 5 is mid-chase he's mainly a basic attack killer (his anti-loop can help a bit as can his teleport but it's not a game changer) and the top killers all have something that can help secure hits quickly.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060438#Comment_3060438

    I agree and I've argued that he can be worse than Sadako depending on the map, but he is still kinda fun on a basic level. They nailed the feel of teleporting, coming out of lockers, and just generally being a walking (sliding?) amalgam of body parts and other things.

    It's just the moment you get shift W'd you realize that he has nothing really going on to really help him in chase against competent players, so he's ends up being kinda frustrating to play. Definitely not B tier or higher like people have been placing him. The fact that some people place him above a killer like Billy blows my mind.

    I think there are a couple of reasons he gets placed a bit above Billy. For one, on a lot of maps, Dredge's teleport is a better way to get around than Billy's chainsaw. It's a beeline travel straight to the area you want and is almost totally undetectable while he's doing it compared to Billy who has to try and weave through passages and obstacles with really slow steering and a really loud chainsaw (barring using a silent chainsaw add-on of course). Yeah, sometimes Dredge gets a map where the locker placement has gaps where the generators are, but those are the exception. The other reason is, even though Dredge's anti-loop isn't the best, it's still better than having no anti-loop which is the case with Billy. Yeah, Billy can potentially get instant downs with the chainsaw, but doing that consistently at loops is tricky to say the least so it's hard to classify the chainsaw as being an anti-looping tool.

    Personally I'd put Billy at 4 out of 5 stars for people who can really, really play him well (which doesn't include me, I don't play him nearly enough to get the chainsaw hits that consistently). For average players he's probably a 3 out of 5 since you're just not going to get the instant downs all that often but can still get value out of the mobility. Dredge in contrast is I think more consistently good across a wider variety of players - if you're good with basic attack killers and also good at being stealthy when you're Undetectable you'll do pretty well with him.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061542#Comment_3061542

    i think it would be better if he could just throw his traps, kinda freddy's pools. he would have way more responsive power in the chase.

    Remember though, walking into a snare just slows you down a bit, if you walk into Trapper's trap it's a guaranteed down unless he's pretty far away when it happens. That's presumably why it's not as easy for Trapper to use them on the fly mid-chase.

  • @Chaos999 said:

    Survivor bot with basic functionality would go a long way to lessen the disadvantages a DC presents to both killer and solo queue

    Yeah, hopefully maybe someday if the custom match bots work well the devs will consider extending them to replace disconnected survivors like the mobile game does. They did say recently though that there's no plans to do that at the moment so if it ever happens it won't be any time soon unfortunately.

  • @[Deleted User] said:

    Even though there are a few already here mentioned that I enjoy seeing their posts I thought I’d mention someone that I didn’t see already mentioned (sorry if I missed it) @dugman we haven’t really interacted much but I always enjoy their posts. Always well though out and well balanced.

    Thanks! 🙂

  • BBQ and Chili probably doesn't need much of a buff, if any. It actually already a number of killers that kind of swear by it just for its aura. (I'm not one of them, I like other perks better, but from the polls I've seen up to half the people that use the perk said they would use it even without the bloodpoint bonus). So even without the extra bloodpoints it will still see use, it just won't be a top 5-10 picked perk. Still, if it turns out it needs a a bit of a buff, the most straightforward way is to increase its aura duration a few seconds.

  • I'm fine with it, I'm going from having all the killers with 30-40 bloodwebs worth of perks (since I Prestiged them before that) to having all of my killers have all the teachable perks at level 3 instantly. It's a massive windfall. 😄

  • @Chocolate_Cosmos said:

    Imagine if his traps would be like Chameleon.

    Each map would have different paint of color that fits the general ground. So for example Eyrie would have like sand themed traps so they are harder to spot. Etc.

    Yeah, I’ve said the same thing, if they made his traps translucent it would be a nice buff for him.

  • Yeah but Lucifer on that show isn’t a serial killer, he doesn’t really fit the mold.

  • Honestly I don’t know if I have a P3 character, all my killers are P1 or P2 I think. 🤷‍♂️

  • I can’t speak for anybody else but I mindgame all the time.

  • I actually agree with most of the changes they did in the July update. Other than maybe Overcharge should start at normal 100% speed instead of being worse than having no perk at 75% the rest is fine.

  • Basically if you look at how much having a flashlight increases survivors’ escape rates versus having a toolbox or medkit you would probably see flashlights aren’t actually that great. They’re “flashy”, and you can sometimes get a save with them, but it’s inconsistent and if you’re spending a lot of time following the killer hoping for a safe that’s time you didn’t spend doing generators or healing to full health, etc. So yeah, they can be annoying, but they’re not actually time efficient and don’t need a nerf.

  • I’ve actually gotten good value out of Blood Favor, if it lasts the whole match and you have Save the Best for Last or a killer like Blight that can quickly follow up hits it can be kind of nasty.

    That said I do kind of wonder what would happen if they took off the range limit on it and just blocked all pallets after a hit. I’m not sure if that would be overpowered or just a “really good Hex”. 🤷‍♂️

  • Nicely done, I’m not even trying to fully complete them.

  • I’ve never seen the show but I’ve heard it’s good? 🤷‍♂️ I’m kind of ambivalent on charms, I like picking them out for my killers well enough but, really, who needs 100 charms in their inventory?

  • I wouldn’t mind if they tweaked the map selection algorithm so it never picked a map that one of the five players just used on their most recent match. That way you never get the same map twice in a row.

  • @Onyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061074#Comment_3061074

    No, it's not a player elimination game, because only killers get to eliminate survivors. You can only apply that logic to actual PvP games, where both teams are balanced and both teams can eliminate the competition. THAT is player elimination, this is a cat and mouse game. It's not the killing that is fun, it's the thrill of the hunt, the chases.

    Just because one of the five players in a match is immune to elimination doesn’t mean it’s not a player elimination game. It clearly is, and having player elimination midmatch is what drives most of these so called tunneling and camping complaints in the first place. If the game were hypothetically designed from the beginning so that killer simply collected tokens when they hooked survivors and when survivors were left in the downed or hooked state for too long but survivors never actually got eliminated midgame then you wouldn’t have these complaints about facecamping or being downed twice in a row because there would be no reason to do it at all.

    Unfortunately that ship sailed a long time ago, the game is never going to be one where all the players stay in the game the whole match, so with that you’ll get players being eliminated early because they were “tunneled” and you’ll have killers sometimes guarding a hook area to make sure a survivor is actually eliminated.

  • Honestly I’ve always assumed the devs look more at how many matches are in the 0,1,2,3 and 4 kill buckets and aim to have the 1-3 buckets be the most common than they do at a simple average. Averages are an ok rough indicator for if there’s an issue but they don’t tell you the variance or swinginess of the data set. My impression is they want 0 kills and 4 kills to be the outliers, they want someone escaping each game, and on top of that they’d like the average kills to be 2 or maybe slightly higher. That way the gates end up being opened most matches but not before at least one player dies, it’ll almost always be a close call one way or another is the goal.

  • @Pulsar said:

    Maybe?

    Both of my queues have been long lately. That's pretty usual for Survivor but very odd for Killer.

    On the one hand, it was cool playing against Tofu. On the other hand, I have now played against Tofu A LOT in the last week and he is a much better Killer than I am Survivor.

    Tofu also seems to have been in a slight slump the last few months, I wouldn’t be surprised if his MMR is somewhat lower than it used to be.

  • You won't get legacy prestige but you will start with Prestige 3 when the patch hits which means you'll automatically get all your Prestige 1 characters' perks at level 3 on all your characters.

  • Cheating is defined as breaking the rules. The rules are written by the devs. The devs say it’s allowed. So it’s not cheating, even by the dictionary definition you’re citing.

  • On a tangent, I suspect Pinhead is actually more like a parasite feeding off the souls the Entity grabs, preferring to send them to the Cenobite’s domain rather than the Entity keeping them.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056930#Comment_3056930

    Yeah of course but I dont think that tunneling is fun for either side specially the one that is getting tunneled.

    There’s literally nothing wrong with chasing someone you just hit, especially when they presumably went out of their way to bodyblock to take the hit like was described above. Just down the person who bodyblocked you and feel good about it.

  • The 10 second increase to gen times is significant. Imagine all the times you were walking toward a generator and it finished before you got there. Now imagine you had up to 10 extra seconds. It goes from being a finished generator to nobody working on it. I think this will definitely help killers, especially ones that like to play around with slowdown free loadouts since it will give them that extra buffer.

  • I actually in principle like the idea of perks have a downside that it outweighed by a larger than normal benefit. For example, Hexes have the built in downside that survivors can destroy them, but that’s offset by in theory these Hexes having strong abilities (Devour Hope is the epitome of high risk / high reward in that sense for instance).

    The only problem really is if you have a downside on a perk with a mediocre benefit or a downside that is so onerous it outweighs even its strong benefit. No Mither for instance has a very nice benefit (you can revive yourself an unlimited number of times) but the downside of being eternally injured is HUGE, much worse than that benefit makes up for. Another example is the new version of Overcharge which starts off at 75% regression and takes 12 seconds to ramp up to normal regression after a kick. That means if the gen is stabilized in that time frame then you would have been better off using no perk at all (assuming the survivor passed the skill check). And the regression benefit it gives even when it works is actually worse than Call of Brine, so it not only has a downside but its upside isn’t even that great either.

    So in general perks with downsides are ok, but they do need to have strong enough benefits to be worthwhile.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059157#Comment_3059157

    Yep. I basically run discordance , sloppy butcher, pop, and nurses calling . The discordance, pop and nurses were all bought in store for me

    Actually this is an interesting question that I’m not sure the answer to

    @MandyTalk Jake above says he bought a couple of perks in the shrine. If he prestiges now are those grandfathered in to the new shrine reworked system where he’ll have those perks automatically available in his inventory, or will he have to relearn them in the bloodweb?

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059135#Comment_3059135

    My main thing is it says I'll also lose all my perks . I don't realy care much about add ons, I'm maxed out on blood points, and don't really care about grinding . I don't have any perks unlocked on any other killers tho like at all and no intention to switch

    Are there perks you’re specifically worried about losing on Hag that you won’t get back through playing her normally? Obviously if you get Hag to Prestige 1 now then when the patch hits those will all automatically jump to level 3. If you do have a specific other killer’s perks that you really want to keep then you could level that killer to Prestige 1 as well and have those perks locked in at level 3 after the patch too.

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