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dugman

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  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/333768/now-really-why-would-you-even-play-myers-when-you-have-ghostface

    Because tombstone, and a proxy camp 2 minutes in(or less) It's all of the sudden a 3v1. With someone already hooked 🤷

    Actually my favorite way to play Meyers is the Mirror add-ons. You lose the exposed hits but I love the stealth and auras at will. 🙂

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055198#Comment_3055198

    If you assume they don't have it, they do.

    The curse is insidious like that.

    Are survivors actually worried about Insidious? 😄

  • All other things aside, are survivors actually scared killers are running Blood Warden?

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/333722/survive-with-friends-bhvrs-deal-with-the-devil

    I just want proximity chat on both sides to make this game fun. That's why people love Friday The 13th The Game.

    TIL People Love Friday The 13th The Game. 🤷‍♂️

  • @Omputin said:

    Anyone know when the update is dropping?

    Probably next week, they haven’t announced it officially yet though.

  • @ColonGlock said:

    Hillbilly is only harder if you are only going for chainsaws. M1 Billy is easy as pie.

    If you watch the video Scott is saying Billy’s skill floor of doing M1 Billy isn’t that high but truly mastering Billy so you can precisely consistently get chainsaw hits when they’re possible is extremely difficult. So overall he’s saying that Nurse has the highest skill floor, as in she’s the toughest character to get the basics down and do ok with in an average setting because she’s so punishing of mistakes and plays so differently from every other killer. But once you’re past those basics and above that floor then her skill ceiling isn’t as high as Blight or Hillbilly.

    And I agree with that assessment personally. I can do ok with M1 Billy but I couldn’t win really high levek competitive matches that way, I’d need to be able to consistently get chainsaw hits against survivors who know how to juke well and run loops tightly, and that is I think really, really hard to do. Whereas if I were a Nurse a lot of the obstacles that make hitting with Billy’s saw difficult aren’t factors.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054457#Comment_3054457

    Here's an example of someone else I found online. They are a survivor. They reveal Ghostface even though he's completely off-screen. It's silly.

    https://youtu.be/QOHokrldw-Q?t=1146

    It looked like he was onscreen and right next to Bill?

  • It's a moot question, I believe Behaviour has already said they won't ever have a child as a killer. That's not to say there aren't children who are killers in horror movies (e.g. The Omen, The Exorcist, Carrie, Children of the Corn, etc) that could conceivably be in the game somehow, but the devs presumably don't want to come anywhere close to the line of depicting violence against children.

  • On a related note they should tweak the system to apply the penalties when people exit after the players leave the lobby screen. A few too many people literally leave the match the instant they see what the map is about to be but don't get hit with the penalty because the match hasn't technically started. But for all practical purposes it's the same as if someone disconnected 5 seconds into a match, it screws over the other 4 players who now have to go through the whole lobby process again.

  • I really only play killer but I think my current favorite 3 might be

    • - Sadako. I like teleporting around the map and I like Stealth and she has both. Plus I like her aesthetic both in the game and I like The Ring. I wouldn't turn away a small buff whenever they get around to doing her balance pass but either way she's a lot of fun. 🙂 (I even played her tonight for a daily ritual and it went great, 3k including a Condemned kill and the last got out the hatch right as I got to her.)
    • - Dredge. Basically many of the same reasons above. I like teleporting around the map and Dredge is even better at it than Sadako. I like Stealth and for good portions of the match he's Undetectable and survivors have limited range vision which is pretty nice. (Sadako's stealth is a bit better than Dredges overall, partly because she is Undetectable literally the whole game when she's not in chase and also because she's a lot shorter than Dredge and has partial invisibility so gets better use out of line of sight blockers for ambushes.) I also like Dredge's look and the feel of how he pops out of lockers and occasionally grabs people into lockers who are fiddling with them while he's inside. In terms of fun I'd say he's on par with Sadako, although in terms of effectiveness he's probably better since his teleport is stronger.
    • - Meyers. But specifically the Scratch and Vanity Mirror versions of Meyers. Again, I like Stealth killers, and both of those have great stealth plus unlimited aura usage which is terrific for tracking. I actually like playing as one of the Mirror versions of Meyers better than his basekit or Tombstone (although I admit, killing survivors mid-chase with Tombstone never gets old. 😄)


  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054494#Comment_3054494

    Yeah. Sorry as a survivor. I want to be in the match for more than three minutes. ######### me, right?

    As if that has anything to do with so-called "proxy camping"

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053362#Comment_3053362

    I'd say it depends on when you're proxy camping. At 5 gens? Nah, you're a dweeb. No sore loser about it. At 2 gens? Fair enough.

    The definition of "survivor handbook" right there.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053271#Comment_3053271

    Here's an example. I clearly break line of sight, but despite breaking line of sight, the reveal progress continues to progress. The moment I get revealed, I immediately stop and turn around. Survivor has no way of seeing me from that location. The second example, survivors need to be able to see 20% of GF in order to start to reveal him. I stalked behind the wall. Despite cracks in the walls, that isn't nearly 20% of GF. Additionally, once I turn the corner and go up the stairs, you hear the reveal progress CONTINUE to progress despite there not being ANY line of sight.

    The bug appears to be that once line of sight is broken, progress continues for an additional second or two. This is likely due to client server communication, but it's consistently an issue enough that they should at least increase the reveal timer by a second to compensate. It's almost impossible to break line of sight, especially with GF getting nerfed where survivors slowly lose reveal progress now instead of instant when breaking line of sight.

    https://youtu.be/4nc20edk478

    My guess it was latency kind of like you said. You were in line of sight at the beginning and then went around the corner, so it might be that the actual reveal started a touch earlier than it appeared to on your screen and you ended up being considered still in line of sight on their screen even though you were around the corner on yours at the end.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047062#Comment_3047062

    Breaking a pallet is nowhere near as strong as exposing up to 3 other survivors

    That's comparing apples and oranges. Starstruck only exposes people who are in your terror radius at the time you carry someone, but Dissolution affect any chase you as the killer are in while it's on after it activates regardless of where the survivors were at the time. I can be Blight, for instance, hit a survivor, then Rush 40 meters to a gen and chase another survivor and the perk is still going to affect pallets in that chase even though the survivor was nowhere near the original incident that triggered the perk activation. So in terms of the perk actually being active in your chases Dissolution is active MUCH more often than Starstruck is.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053884#Comment_3053884

    Here’s the problem: what is Dissolution’s activation condition? Injuring a survivor. What does injuring a survivor do? Give them a mini sprint burst, and put the killer in a cool down animation.

    The smart play is to always leave a tile with your injury speed boost (with or without Dissolution). You go for a new tile with chances for windows, undropped pallets, etc. By the time the killer catches up, Dissolution is already deactivated too. So at the very least, you would need to switch targets after activating Dissolution. Though all survivors in your terror radius are forewarned of the perk’s existence. All around it is a terrible perk.

    Sure, the survivor's best play is almost always to run away after a hit. That's why Dissolution works best when you either are good at catching up against after a hit (e.g. a killer like Blight or Clown or in combination with Save The Best for Last) and/or are using a killer with good map mobility so you can get in a new chase really quickly.

    And note that the survivors being warned of the perk's existence doesn't mean the perk is bad, it just means the survivors are not likely to literally break pallets if they're paying attention. But breaking the pallets isn't the value, it's keeping the survivor from using the pallet in the first place.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053773#Comment_3053773

    He's also licensed, so they'd have to organise a Freddy tome with his license holders.

    And I bet part of their problem behind the scenes with Freddy is they have the license for the remake version of him but not for anything to do with the original which explains why there’s no skins like Super Freddy and such from the older movies.

  • No matchmaking is going to be perfect, there are common situations where you can be matched against someone above or below your skill level simply because it has no other good option. For instance, if a veteran player is in a swf with a friend who has never played before, then the game has to keep them together regardless of how matchmaking works and it will inevitably mean either the new player is totally outclassed by the killer or the killer is outclassed by the veteran. Also if someone has an outlier rating the game can’t as a practical matter make them wait 20 minutes for a match, eventually it has to put them in a game against whoever has a spot. And of course there’s the backfill issue where you have a lobby that was filled but someone dropped at the last moment so it needs a replacement ASAP to avoid having four players waiting a long time.

  • The more you play the better you’ll get. 🙂 Also keep in mind the game is designed with 1-3 kills being the most common results, so if the survivors play well they’re expected to finish the generators and get the gates open even if you play well too. If most of your matches are in that 1-3 kill range then you’re actually performing on par with the survivors.

    • On the customize Charms tab, have a checkbox toggle that allows you to simultaneously apply a charm to a given slot across all your characters of that type. So if you have that box checked then if you apply a charm to slot 1 on a killer it applies that charm to slot 1 on all of your killers simultaneously.
    • Randomize character selection button on the character selection tab. Something like a ? where the character heads are and when you click it it selects a random unlocked character from the list.
    • Randomize loadout button on the Loadout tab that randomly fills in all your slots.
    • Small Daily ritual and Rift challenge trackers in the upper right corner of the HUD during the match. So if you have a mission to, for instance, Break 10 pallets then in the upper right of the HUD during the match is something tracking it saying “3/10 pallets broken”.
  • A lot of people seem to think that Dissolution only gets value when it literally breaks a pallet which isn’t the case. Dissolution puts survivors in a spot where if they vault a pallet they get hit, so they end up wanting to not vault pallets and taking riskier paths and getting hit because of that anyway. It’s the aspect of being hit regardless of what the survivor does that is the value of Dissolution, if a pallet happens to break in the process that’s just a bonus.

  • I honestly don’t get why they added that action speed penalty to the new version of Calm Spirit. Would the perk actually be overpowered if it let survivors silently cleanse totems and open boxes?

  • I put Sadako at 2/5 stars alongside Wraith. Her teleport gives her decent map mobility and her Stealth is pretty solid, and her Condemened gives a small amount of passive slowdown by coercing survivors periodically off the gens. Her weakness is once she’s in a chase she’s pretty much just a basic attack killer. Her on and off invisibility does help with mindgames on occasion but it’s a minor benefit there. Overall she’s a decent hit and run and slug killer, especially if you use certain add-on and perk combos, but I wouldn’t complain if they gave her a small buff in her eventual first full balance pass. 🙂 (Getting rid of her Lullaby or making Condemned build up passively for instance would probably be good tweaks.)

  • @NightmareKT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052455#Comment_3052455

    Okay but what killer do you like to play in those maps that you mentioned?

    Any killer really. 🤷‍♂️

  • I think "camping" is an ambiguous word that can mean either "Face camping" which is actually standing in place defending a hook or so called "proxy camping" which is just generally defending a section of the map that includes a hook in it.

    • Face Camping is something the devs have acknowledged as something they want to discourage since it's not that exciting for everybody involved, and they've experimented with trying to find a system to steer killers to be more proactive but haven't found one that both encourages killers to seek out survivors but that doesn't also break something else. So the problem isn't a lack of general interest in encouraging more proactive playstyles, it's finding an actual practical detailed solution.
    • Proxy Camping on the other hand isn't a problem, other than in the minds of sore losers maybe? It's just zone defense, there's absolutely nothing wrong with it and no particular reason the game needs to "address proxy camping".


  • @[Deleted User] said:

    Funny how they got rid of Freddy's slowdown addons but decided it was a good idea to buff Thanatophobia in the same patch they made gens take 10 seconds longer. It's like they have two different teams in charge of balance and they have complete opposite opinions.

    The Freddy add-on change was over a year ago and since then they've implemented a new matchmaking system that produced a lot of new data on kills and escape rates among closely matched players. Data and opinions can change over time. Not to mention that presumably their goal with revamping the Freddy add-on was to give it something different from just gen slowdown.

  • I've never complained about survivors playing to win.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049392#Comment_3049392

    Im a ghostface main. I can confirm that survivors reveal me through solid walls all the time. We are not talking about them ducking down behind something short. We are talking walls higher than the killer, even walls all the way to a ceiling. Sometimes you simply get revealed literally through solid walls.

    I've never had a survivor reveal me literally through a solid wall. (Walls with cracks or windows is another story.)

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052469#Comment_3052469

    1. Kills perk diversity = Always bad
    2. Has a lot less direct mobility than Blight. Nurse crosses large distances at the same average time taken a 115% does by walking, and has way less opportunities to reposition in chase that also require a delay to charge up unlike Blight’s near-immediate back to back 5 rushes.
    3. Would be inconsistent with design. Nurse cannot attack with her power. She moves, stops, and attacks. Blight moves and attacks during the move with the power.
    4. Not a balance issue in the first place. People misattribute mismatched skill matchups as a balance issue. Survivors of the same skill level as the Nurse will do fine regardless, outside of range/3 blinks.

    I'm not sure 4) is correct. I could be off but I think Nurse has one of the higher kill rates at the highest MMR, implying that survivors of equal skill level to a solid Nurse player actually fare a bit worse than against other killers. The "mismatched skill" stat for Nurse is, I think, in the other direction. Nurse's average kill rate across all matches is one of the lowest in the game because she has a steep learning curve and is very unforgiving of mistakes (i.e. if you can't consistently hit most of your Blink attacks she has nothing else going for her.)

    So it's definitely possible Nurse is rightfully characterized as one of if not the most effective killers in the game at high skill level.

  • I think I do pretty well on Midwich generally speaking. The layout is straightforward, a lot of the pallets are gameable, and I actually like that the breakable walls on that map are worth breaking but not mandatory if you feel like skipping them.

    Surprisingly I also seem to do ok on The Game despite all the complaints about how many pallets that map has. I think it’s because once you know the layout of that map it’s pretty easy to patrol quickly, you can get between levels a few different ways and neither floor is all that big so you can get to the gens pretty quickly. And while there’s a lot of pallets there are very few other vault locations to worry about, and if you play for the longer game by slugging and breaking pallets then as all those pallets get broken the map becomes just patches of dead zones. I kind of think I’d rather be on that map that the ones that have a strong middle building that survivors just run to over and over.

    In terms of outdoor maps, I guess I like the ones that don’t have a super strong building in them like maybe Suffocation Pit or Gas Heaven. You can still have random ruins in awkwardly strong layouts on those but overall it’s not usually that bad. Screw corn though! 🌽 🌽 👿 🔪 🌽 🌽

  • Personally I kind of like the mystery boxes, they’re a little fun to open plus they have a chance of being a rarer type in which case they end up being cheaper than if you bought that thing normally (e.g. you sometimes get a Rare thing at the cost of a Common).

  • Yeah, I think Endurance will be useful when survivors mainly play normally and simply allow the Endurance to absorb a hit to get them out of a bad situation, but I’m more skeptical about survivors just running around intentionally using up their Endurance on bodyblocks being an optimal strategy. As a killer if I’m chasing someone and another survivor is following me around to get a hit too that’s just me keeping two people off the generators instead of only one. They’d likely be better off having that person trying to distract me simply work on a generator instead. And from what I saw in PTB games on one of my favorite streamers it seemed like he was actually doing even better against these “Endurance Squads” than the ones who focussed on gens. It’s similar to the flashlight players who follow you around hoping for saves all the time, it makes for funny meme plays but in terms of strategy they’d be better off doing the gens instead of wasting all that time.

  • The mechanical benefit of the camera lock is it adds a bit of confusion to the survivor’s movement to help make the trap more effective. One of my favorite Hag streamer mains, Mishi, has an old long guide on intentionally placing traps in such a way that the survivor’s are briefly steered away from vaults and pallets and other desired paths to give the Hag a little extra time to hit them before they can get back to safety. Without the camera lock the survivors can just totally ignore the traps they set off if they’re confident the Hag isn’t going to teleport to them.

  • Mist and luck offerings could both really use a revamp. They barely have any noticeable effect at all.

  • I'm not sure where "110% speed Nurse" is coming from, but she does have the ultra rare add-on Matchbox which makes her 105% speed with 1 blink. Are you trying to say that add-on shouldn't become 110% speed?

  • @tester said:

    You can thank the barely working SBMM for that. This is what you get when skills are poorly matched. And the fact that they decided to hide ranks and not show MMR is a clear indication that they gave up on ever fixing matchmaking.

    What does any of what he described have to do with matchmaking? It sounds like just a bunch of sore losers and one or two with a bad connection.

  • I haven’t gone out of my way on leveling up other than spending points to make sure I don’t hit the 1mm cap, but all my characters are at least Prestige 1.

  • As a killer not much beats getting kills off 5 stacks of Devour Hope. 😈

  • Probably the biggest perceived problem with Freddy is that his snares and pallets don’t work on survivors who are awake, so getting the initial hit on survivors to force them to be asleep and vulnerable to them can be tricky against good survivors since he’s a powerless basic attack killer in those chases. It’s a bit like how Oni is essentially a powerless killer in a chase at the start of the match, except the difference with Oni is that once he gets a couple of hits and can use his power his power is MONSTROUS! Freddy though gets essentially just somewhat easier chases after he hits a survivor the first time so the payoff isn’t as big.

    Honestly if it weren’t for Freddy’s teleport giving him improved mapwide mobility and pressure he’d probably be considered the worst killer in the game at the moment. And I say that as someone that actually enjoys playing Freddy using fake pallets, I think his kit is fun but he could probably use a small buff. 🙂

  • I’d rather see them revamped then deleted. But yeah, mist and luck are both basically totally worthless effects.

  • There might be some specific killers and loadouts that the new one is good for but on the whole the regression speed of the new Ruin is pretty slow so I’ll probably be skipping it for the most part. (I already don’t use it often and now there’s even less reason to.)

  • The main saloon is strong but the rest of the map isn’t. Just ignore the Saloon for the most part and focus on defending the other generators. If you do that the kill rate on Dead Dawg is actually pretty good.

  • @Devilishly_Rowdy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051275#Comment_3051275

    There's just so many of them doing this though. Sometimes i do get lazy to report.

    No worries, if you remember great, if not oh well. 🤷‍♂️

  • With the anniversary over the playerbase is back to about normal, you can see the peaks over the last couple of weeks were around 75k and it’s back down to about 50k in July.

    919447AC-A9CF-4C2B-825D-4CD57CC75E3B.jpeg


  • @Devilishly_Rowdy said:

    AFK killers are an everyday thing for me since i am at low mmr as survivor. Got 4-5 afk killer matches today itself. These killers just stand in one place all game and spam the attack button (using some software) so the game doesn't think they're afk. They are just dropping their mmr by going afk and some of them even have their name set to "dropping mmr". It's really boring going against them, just do all gens and leave. I am in Asia server, don't know if this is a problem in other servers too. This is also one the reasons mmr is bad for this game, these players try to manipulate it to go against the caliber they want to go against.

    Record your matches and report them, using a macro to spam attack to stay afk and lower your MMR is bannable.

  • @Header said:

    The game usually stops the lunge when you’re close enough to hit the survivor so 99.9% of the time just lunge

    That’s true, but you also need to consider a couple of weaknesses of lunging

    • Lunging has a narrower arc to hit the survivor, so if they’re juking to the side there’s a higher chance of it missing then if you do a quick attack
    • Survivors can both see and hear you start a lunge before the swing happens so it is definitely possible for them to trigger Dead Hard the instant they detect it happening and the attack will be blocked. Or they can do a 360 as it starts and just make it harder for you to track the swing (though not impossible)

    So if you think either of those concerns might make you miss you should consider just continuing to moving closer to the survivor to do a quick attack instead. If you’re fairly sure the survivor won’t block or dodge the attack though then lunging is fine. 👍

  • I’d love to see a chapter from Stephen King one way or another. 🙂

  • Headless Horseman sounds pretty cool. I think the only thing that might concern me is it seems unlikely they'd be able to do an actual horse in the engine. They could obviously have a headless killer running around but that kind of loses the theme if he's not on horseback. (Or if you were going for the modern spinoffs, a motorcycle. 🙂)

  • I'd like to see The Medusa as a killer. Her main special ability would be that while a survivor has her in their field of vision they have a negative status timer that ticks up about 1 token per second. As tokens build up the survivor suffers increasingly worse negative effects and conditions. So for instance maybe 1 token inflicts Blindness, 2 inflicts Exhaustion and Incapacitation, 3 Hinders, 4 Exposes and 5 significantly Hinders even further. Once a survivor stops seeing the Medusa their tokens stay in place for maybe 10 seconds and then tick back down again. She'd be a killer that survivors are actively afraid to look at while trying to run away from her or do gens, etc.

    Of course since that's a totally passive ability, she'd also probably need an active ability of some sort to be more fun to play. One possibility could be holding the Power button down lets her charge a viper strike, a short range attack a little bit like Nemesis' whip, which in addition to doing damage delays the loss of tokens by the survivor.

    Her chapter could come with a Cavern of Statues map filled with her victims, and the survivor would probably be Perseus, the slayer of the Medusa.

    --

    Another killer I'd like would be a Werewolf. The Werewolf would have a leaping or sprinting attack, similar to Demogorgon. Also by holding the power button they could sense the rough direction to the closest survivor, like sniffing the air for their prey, in the form of a compass quadrant to move in to get to the nearest target. I could also see them having some sort of mild movement boost to help with map traversal.

  • @Babz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050423#Comment_3050423

    I think the Trapper one is really unique, maybe even increase the Trap amounts by 3 etc and make him into more of a killer that has multiple points of immobility dotted around the map.

    Also the wraith one is pretty cool, that just sparked an idea for a crazy idea lmao - imagine a wraith addon that no longer suppressed his terror radius but kept him completely invisible while cloaked, would never happen but would be v funny

    I like the Hillbilly & Leatherface ideas but maybe make it like 100% reduced stun duration? I think just zero stun would feel be a bit much for a bloodpoint addon as such.

    I'm not sure about the Nurse one, it honestly feels like it would just feel really clunky trying to blink around and getting an invisible 5m block from survivors.

    The Hag one is crazy cool but honestly would prefer a new killer that does a similar thing; requires set up that then offers support/chase ability around the map etc. We haven't had a set up in killer in agess

    The Doctor one is great as well but must admit dont really like playing against it so im not rooting for this one lmao

    Thanks! Glad you like them. 🙂

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