dugman
dugman
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Yeah, I don’t understand when people don’t at least use brown or yellow offerings or items. They’re cheap as dirt and have no downside, why not use them?
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I’m betting there will be an uptick in aura hiding effects which would ironically make Object of Obsession weaker.
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Just for reference the devs did comment that they had to set aside their usual balance pass schedule to make room for the big updates they’re doing. So Sadako is still on the table for her balance pass, we just don’t know if it’ll be in the next mid-chapter or the one after that or what. (Hopefully they can squeeze it in on the next mid-chapter along with the bot matches.)
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@bunnybydaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3041017#Comment_3041017
the most useless killer on earth only used by basement bubba players. it now only benefits people who can get to and from 24m quickly or indirectly camp basement. (hag, demo, trapper, dredge, nurse etc)
ive said this before but none of the killer 'nerfs' changed my killer builds, but my survivor builds will barely survive the update which is somehow supposed to be the point. bhvrs priorities are wacked out.
You’re forgetting that the new Monstrous Shrine also buffs all the outside Scoruge Hooks too. So if I run it with Pain Resonance, for instance, then when I hook someone on an outside hook their timer runs faster, it doesn’t have to be in the basement for that.
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@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1214307#Comment_1214307
I don't know if that's accurate. I'm sure there's a lot of good players there. But I'm sure there's plenty of good players that nobody knows about. If you told most people, "Hey let's go join a DBD tournament" they'd just laugh at you. Not everyone is trying to take this to the extremes of tournament play. I think Tru's pretty bad. Tofu is pretty good. Probably would be up there. Same that that female Huntress player. There's a few of the streamers that are pretty good.
I like OhTofu but he seems to have slipped a bit this year, his macro game doesn’t seem as strong as it could be and he hampers himself by not slugging as much as he probably should and has an odd thing about not “tunneling” survivors that I don’t get. I like watching him though because he is still really good and I like his randomized loadouts series.
I don’t know who the best streamer is for killer, I’d say Otz is up there just on his sheer playtime and analytical skill. One of my recent favorites to watch is RedsGamingGears, his macro game is really solid and he doesn’t have that odd personal problem some players do about slugging survivors for pressure, plus he’s a really good shot on the ranged attackers when he plays them.
I think if I had to pick my most entertaining DbD streamer it would be SpookyLoopz. He’s a solid player as both killer and survivor and also pretty hilarious. 🙂 He also seems like a nice guy to boot, giving other streamers gifts after he plays them and just being nice to the other players in chat.
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@ZoneDymo said:
entirely subjective, there is no definition of winning or being good at this game tbh.
take Otz, he is normally a very fair killer, but when he does poorly he "does what he must" to win, which (even admitted by himself) often is quite scummy.
does that make him a good player? well...he plays to get as many kills as he can at that point no matter how he will get it...but is that good? entirely subjective.
I wish people would stop saying things like slugging and hooking people twice in a row are “scummy”. There’s absolutely nothing unsportsmanlike about them.
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@ZoneDymo said:
entirely subjective, there is no definition of winning or being good at this game tbh.
take Otz, he is normally a very fair killer, but when he does poorly he "does what he must" to win, which (even admitted by himself) often is quite scummy.
does that make him a good player? well...he plays to get as many kills as he can at that point no matter how he will get it...but is that good? entirely subjective.
Actually the MMR brackets are an objective measure of who is best at various killers, aside from cheaters being up there too. Unfortunately that’s not public info so… 🤷♂️
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3041283#Comment_3041283
How is a cosmetic "a little help"?
I think they meant “incentive”.
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I like Stealth, I like teleporting, and she has a cool aesthetic. Even her Condemned is fun when it works out sometimes. Personally I think she’s in the “ok” category, 2/5 stars, same as Wraith. Dredge is more effective, I put him 4/5. I like Sadako’s stealth a bit better and Dredge’s teleport a bit better but they’re both fun.
Eventually they’ll get around to doing Sadako’s balance pass, we just don’t know when since it was delayed with all the big changes they were working on for the perk update and such. The next chapter will probably just be the new characters and maybe new map since those take a lot of time. I’m betting the next midchapter in the fall will have the mori rework and maybe bot matches (and I think streamer mode), but maybe they could squeeze in Sadako’s balance pass too? 🤷♂️ I guess it’d depend on how far along those other announced new features are.
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/3039589#Comment_3039589
Sry if I was kinda rude, that wasn't my intention. Actually, I dont hate the perk itself. But using Selfcare without other perks like Botanical Knowledge or a Med Kit is just a waste of time for me. If people just play with Selfcare like you described in your first post, I'm fine with that too.
Literally 1/4 of the top players in the game use Self Care and there is zero chance they are “mostly bad players”From my experience, unfortunately yes. It is actually not difficult to get into high MMR. Either you have good mates in a SWF who boost you. Or you just play like an egomaniac in Solo Q, heal yourself for half the match and don't run the risk of getting killed.
Unfortunately, there are enough bad players who don't belong in the high MMR. Maybe I exaggerated with tons of bad players, but since SBMMR there have been a lot more. Perhaps I should explain what I consider a good survivor to be.
Good survivors:
- prioritizing gens
- helping their mates (unhook, heals)
- stand a chase for at least 30 seconds
- no trolling, no suicides, no antimate behaviour
- not time wasting
You say "it's not difficult to get into high MMR", but again, only about 1% of players are at the 1700+ soft cap. It's a lot more difficult than you think.
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FYI “ranks” aren’t even shown on the endgame screens any more. Nobody sees your rank but you.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3039671#Comment_3039671
No you don't get to avoid a DS, because by the time you get them to second hook stage and they get rescued their Mori has already run out!
What are you talking about “their Mori has already run out”? If I down a survivor 10 seconds after their second unhook then DS will not prevent me from using a Mori on them.
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@Slowpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/3039281#Comment_3039281
The thing this overlooks is that circle of healing with SWF only needs to be run by one person. If you want the same effect with self care (albeit globally) it needs to be run 4 times. Plus solo survivors are more likely to run self care over circle and Claudette is a free character whereas Mikaela must be bought. For all these reasons this is why Self Cares usage is inflated and why Circle's are deflated. We also don't know how MMR works and how it gauges what is 'good' play and what isn't. BHVR have a reputation for being very selective about how stats are gathered so they can paint the narrative they want. Whether that's intentional or not I don't know but I know for a fact that their stats can be misleading.
Personally I agree that the hate and bad reputation Self Care has is overdone, but the perk is without a doubt overnerfed. Simply removing the item efficiency part would have sufficed. I also agree that a lot of it's current users will reconsider and the people who are 'bad' will continue to use it.
- We do know how MMR works - if you escape your MMR goes up, if you don't it goes down. How much it goes up or down depends on your relative rating compared to your opponent.
- Self Care being a generic perk isn't all that relevant when it comes to players in the top MMR brackets. Only about 1% of players are at the soft cap of 1700+, and I can virtually guarantee that they all play the game to such an extent that if they really prefer a different DLC perk to Self Care they would be using that instead. These people are choosing to use Self Care over other options not because Self Care is a starting perk but because they honestly like using it that much.
- I do agree with you that the new PTB nerfed version of Self Care will probably make a lot of its current users reconsider it. On the other hand the Botany Knowledge buff might mean that the people who like using Self Care in combination with Botany might still be ok with the healing speed, so who knows? 🤷♂️ I think one thing to keep in mind is that while Self Care is really slow it's also really flexible. You don't have to worry about whether or not there's a Boon, and you can partially heal any time you have even a second or two of downtime without using up valuable tool charges. You can definitely spend too much time self healing with the perk, obviously, but I wouldn't be surprised if lots of little partial heals throughout a match add up to a nice time savings overall.
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I use the Mori offerings because I like the animations, simple as that. 🙂 That being said, the Red Mori does offer a small benefit in that it can't be stopped by stuns or Decisive Strike. If you are next to the survivor when you down them after their second hook you are guaranteed to get that kill (barring maybe some oddball shenanigans I'm not thinking of at the moment.)
And that's fine! The most common offerings for example are bloodpoint bonuses which have zero effect on the match itself. A mori is just a fun animation offering plus the minor bonus of perfectly safe kills.
If I was going to change one thing about the mori offerings, it would be the whole "secret" part of it is kind of dumb. If a killer runs a secret offering there's only two options - Moris or the offering that separates the survivors. And I'm pretty sure the general consensus among killer mains is that the offering which separates survivors is actually really bad for the killer, the last thing you typically want as a killer is all the survivors being spread out all over the map doing gens solo. So there's not really anything "secret" about a mori offering, other than which rarity it is. Plus, unlike the much older versions of the moris, these current versions don't offer any really major benefits that need to be kept hidden from the survivors.
If they really want these offerings to be Secrets, just don't show them at all on the public offerings screen, or show a random fake offering instead. There's not much point to an offering being face down when everybody either knows what it is or has no reason to care what it is.
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I don't bother with PTB personally in part for reasons above. That said, to be fair to the PTB, it does serve a purpose in that it can sometimes catch glitches and unforeseen problems that then get changed before something goes live. Contrary to what some people seem to think I'm pretty sure most or all of the major patches have a few things tweaked between their PTB and live version (e.g. toning down Ghost Face's chase music that was irritating people, tweaking how Artist's birds worked, adjusting the graphics on Dredge's Nightfall, etc).
So while the matches on PTB are probably more frustrating than the matches on live it does seem like the devs still manage to get some actionable data from it.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3039488#Comment_3039488
Oh iv never been one to run iron will so I just block out the moans or play a character it's not as annoying on 😂
While being healthy would be nice I often dont have the luxury of time to do it, I'll bring a brown medkit for one heal and that's enough for me. Someone has to push the gens lol
https://forum.deadbydaylight.com/en/discussion/comment/3039547#Comment_3039547
@dugman gonna kinda disagree here, I also feel and know when my team is being slow due to selfcare even if i win.
It just holds the game back and nearly all players that run selfcare alone for healing aren't good player. We may have a different opinion on good, my good may be your "sweaty tryhard" but if I could avoid one thing in DBD itd be selfcare users
I’m not saying that bad players don’t also use Self Care. I’m saying that the 1/4 of the top MMR players who do use Self Care are objectively not bad players so it’s clearly something that works well for high performing players who actually know how to use it well.
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/3039467#Comment_3039467
You are objectively incorrect about the “majority of high MMR survivors are bad players”Please don't use false quotes I never wrote. I wasn't referring to all players in the high MMR, just the selfcare users. And yes, in my personal experience (!!!), the majority of self-care users are bad. And if the MMR is working as intended, theoretically I should have a high MMR since I survive more often than I die.
You’re simply only remembering times you lost and someone happened to have Self Care and forgetting the times you won and didn’t notice if someone had it.First of all, that's not true. Second, me surviving doesn't mean my mates were any good. I always look at my mates' perks. Sometimes people use trash perks and they're awesome. And sometimes it's the other way around.
And if there are people here who like to play with selfcare and perform well, that doesn't mean that the majority of selfcare enthusiasts do, too.
Sorry, I misread your precise wording in the quote. Here’s what you said
From my 5 year DBD experience, selfcare users are mostly bad players because they waste time healing themselves every single time. Most people just don't know when to heal and when to spend time on a gen. I'm not saying they're all bad, but unfortunately the majority are.
Thanks to the new hockey based MMR there a tons of bad players in the high MMR.
And what I’m saying is the bold sections are objectively wrong. Literally 1/4 of the top players in the game use Self Care and there is zero chance they are “mostly bad players”. Likewise there’s no chance the top MMR brackets have “tons of bad players”. They’re just players you are assuming are bad because they’re apparently using loadouts you don’t like.
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I’m a killer main but from my perspective it’s the Exhaustion nerf on Iron Will that will really hurt it. Anybody who uses Sprint Burst or Lithe or Dead Head or whatever to try and get away to hide before a killer gets too close will now have no protection from Iron Will.
My guess is 75% noise reduction is probably enough to throw me off the scent personally depending on the situation. I have a feeling they probably could have just left it at that and not added the Exhaustion part, but who knows? 🤷♂️
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I don’t know if killer and survivor streamers are much different in terms of their funny noises or whatever, but I do know some killer streamers comment about how they think killer gameplay is overall more fun for the audience to watch than survivor gameplay since survivors have a lot more downtime where they’re just on a hook or dying or on a generator. Which implies streamers who play survivor probably like to spice up the downtime with additional talk or banter or whatever.
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/3039281#Comment_3039281
Basically the notion that only bad players use Self Care is definitely a mythFrom my 5 year DBD experience, selfcare users are mostly bad players because they waste time healing themselves every single time. Most people just don't know when to heal and when to spend time on a gen. I'm not saying they're all bad, but unfortunately the majority are.
Thanks to the new hockey based MMR there a tons of bad players in the high MMR. I survive 50-70% of my solo q matches (still depending on the time I play) and get often matched with 3 bushettes, who are selfcaring half the match in a corner. That actually shouldnt happen. When there was rank based MMR, I never met people with self-care on Rank 1. And that even in times when CoH didn't exist yet.
You are objectively incorrect about the “majority of high MMR survivors are bad players”. You don’t get to the highest MMR brackets without being an excellent player. You’re simply only remembering times you lost and someone happened to have Self Care and forgetting the times you won and didn’t notice if someone had it.
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Even if hypothetically Decisive Strike is now a bit too weak for some survivors, it won’t “kill DbD”. Survivors will just swap it out for something else they like better, like maybe the new Off the Record which seems pretty popular.
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Interestingly I suspect the new Dead Hard might be slightly better against Lethal Rushes because it’s a touch more lenient in timing when you can see an attack animation coming. Blight has a harder time “faking” a Rush attack than, say, baiting that he’s about to do a basic attack, so a survivor who has Dead Hard ready could use it as Blight rushes at them and that puts him in a position of either swinging and having it be blocked or not swinging and going into Rush stun, and either way the survivor survives a little longer.
I think the new Dead Hard is overall a bit weaker than the current one in a lot of scenarios, but Blight’s Rushes might be one of the exceptions.
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@egg_ said:
What do you mean, self care is prevalent in high mmr gameplay. If you get matched with self care users, you're basically matched with gods /s
Self Care actually is currently the fifth most used perk at the highest MMR brackets, about 25% of the highest ranked survivor players use it. I suspect a lot of the really solid survivors who use it have it so they can partially heal at will during periodic moments where they can’t do anything else useful. Crouching mid chase at a loop seeing what the killer will do? Take that time to heal for a second. Waiting a second for a blocked generator? Heal a bit. And keep in mind I think this number was before the Haemorrhage change so there’s no risk of Sloppy Butcher messing it up.
Basically the notion that only bad players use Self Care is definitely a myth. Just because there are players who misuse it doesn’t mean everybody does. Of course the nerf may change that, it’s being significantly slowed, so I bet a lot of its current users will reconsider.
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I don’t know about the others but Sadako having a lullaby is odd, she’s the only Undetectable stealth killer that has one.
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@Gamall said:
OTR is fine, it's anti tunnel perk and 80 seconds doing nothing is worth for killer. Less than 24 hours and already complain?
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3035314#Comment_3035314
OTR is fine, dont tunnel and you'll never have to deal with it
@Aurelle said:
Off The Record is fine, don't tunnel and it won't activate. Besides, it disabled whenever you progress the game. Overcharge is the real problem here.
Um, you realize that the reason some people are complaining about Off the Record is that survivors are actively running around bodyblocking for each other, right? You can be spreading your hooks out totally evenly and survivors will still be going in your face trying to block for their buddies.
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Of course all of those tests were optimal scenarios for the killer where he knew exactly what direction the survivor was running and there were no line of sight blockers or vaults or pallet or other obstacles in the way. And he specifically tested mainly ranged killers in the video who could hit from just within their range in a few steps.
What Otz should do here is do control tests which are identical to the ones in the video but he counts off an additional two seconds before acting. Some of the killers would fair a bit worse (Demo would have to walk a bit before lunging for instance), some would be unaffected (Huntress would still hit with a hatchet pretty easily) and some would definitely be worse (Freddy and Clown would both be worse, and Trapper or Meyers or Doctor, etc, would have a bigger run for sure.)
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Yeah, I tend to play chase and slug styles too so I’m looking forward to seeing how it goes. 🙂
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One thing that seems to be a point of confusion in this thread is some people are conflating Endurance and Deep Wounds. They’re actually independent conditions, not everything that grants Endurance inflicts a Deep Wound on a hit and vice versa (e.g. Mettle of Man doesn’t inflict a Deep Wound). So it shouldn’t be surprising that you can gain a new stack of Endurance while already having Deep Wounds as well, they’re separate effects.
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I hate to complicate things for you but your calculations aren’t taking into account that the cost of a bloodpoint level changes over time as your level increases. The first 20 levels are significantly cheaper than the last 20 levels because the size and rarity of nodes both increase as level increases. Your spreadsheet though seems to be assuming that all levels are equal cost.
I think to actually get a sense of the cost of the true optimal path you need to take into account how many levels you need to go from level 1 to level N based on the assumption you made of getting one perk increase per level.
Also, as an aside, as a practical matter you don’t need to get all perks to level 3 for them to be useful. There are quite a lot of perks that level 1 or level 2 are fine (e.g. I doubt anybody cares about the differences between Devour Hope 1, 2 of 3 or NOED 1, 2 or 3.) So honestly there’s probably characters you simply don’t even need to bother Prestiging past Prestige 1 if you don’t care about getting all three of their perks leveled up on all your characters.
Plus there are perks that you might not even consider using on certain killers and don’t care if you unlock higher levels of them. Like if you play as Plague, do you really care if you have Coulrophobia unlocked on her?
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Probably not bannable unless something falls under the descriptions in their link below
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@Aurelle said:
No, it's fine. It's only a 4% chance to unhook yourself, which is very little and you can't rely on your teammates as is.
Technically it’s more than that if you use certain perks or offerings, but yeah for the most part you should only try and unhook yourself as a last ditch effort.
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Just to clarify, Endurance and Deep Wounds are separate independent status effects. Not everything that grants Endurance automatically inflicts Deep Wounds (Mettle of Man is the current example). So having a Deep Wound has no direct impact on whether or not you have Endurance and vice versa.
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@Canas said:
When was the last time the devs actually changed a perk on the PTB before bringing it to live servers? They have the bad tendency of turning the live environment into their actual testing grounds. The PTB is just meant to promote upcoming content and see if there's anything which can crash the game. Gameplay balance is very rarely even considered.
They tweak things all the time between PTB and live.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3036827#Comment_3036827
This reminds me. I once closed the hatch and turned around to walk away. Before I knew what was happening the survivor ran out opened the hatch with a key and escaped. They said in chat that they found a key in a chest while we were both looking for the hatch. Fair play to them I say. They deserved the hatch for being so bold and taking a risk like that.
Yeah, keys aren’t as good as they used to be but that’s an example of where they’re still useful.
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@humanbeing1704 said:
Recently awful teammates is why I've been giving up
Killers appreciate an easy kill
I’m a killer main and I lose all respect for people who ragequit.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3036762#Comment_3036762
Well hit them. They are either forced to use the hatch or risk you downing them.
Don’t even bother hitting them, if you get that close just go to close the hatch under their feet.
Not that this feels like a big deal. I think I’ve literally only had one survivor ever just stand around on a hatch and not go down until I got close.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3036783#Comment_3036783
Game wise, it doesnt make sense that you cant do anything. Logical, people could help each other out.
Of course its earned for the killer, its already enough that you cant do anything on the ground. Also he could start hooking. Thats reward and also probably the intention behind it.
But most of the time, you cant do anything, its a game. You need to do atleast something.
I’ll never understand why some people think slugging isn’t fair or unsportsmanlike compared to being hooked. At least when you’re slugged you have the ability to move, if you’re on the hook you can’t do anything at all. Plus you can heal yourself to an instant tap away from revival and being revived does not produce a loud noise explosion for the killer, meaning it’s a bit safer to be slugged and revived than hooked and rescued. And there are even perks available if you really, really worry about being slugged to allow you to pick yourself up if nobody comes to revive you.
There’s absolutely nothing wrong with killers slugging survivors, other than maybe when all the survivors are downed and the killer just goes afk to bleed everybody out for no reason just to make them wait longer to die.
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@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3035796#Comment_3035796
Not really, he is slightly more on the killer side.
Ok, so 60/40 killer/survivor? I definitely don't get the impression he's a "killer main".
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@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3035550#Comment_3035550
A killer main streamer i might add.
Doesn't Otz play killer and survivor 50/50?
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@Moemarti said:
https://forum.deadbydaylight.com/en/discussion/comment/3035779#Comment_3035779
I understand, but people should have a choice if they want to prestige or remain 50 just like the system we have now. I literally have no reason to prestige.
Well next time you buy a character you'll probably want to at least get them to Prestige 1 to unlock their perks on everybody else. But yeah, there's no specific reason to actually Prestige beyond levels 1-3 unless you're really into the Prestige outfits or banners.
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I don't care about them either way. 🤷♂️
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@Moemarti said:
I don't want to prestige my characters and go back to a bloodweb where it gives me 4 items per level I just want to remain Level 50. And why do we have to pay 50k to prestige now?
- I kind of agree on the 50k point cost of prestiging, it's kind of weird they put that in.
- I also wouldn't mind if your bloodwebs kept working as if you were level 50 after you prestige. That being said, the silver lining to having the bloodwebs go to lower levels is that if you do want to get to the next Prestige level it makes it a bit cheaper because those initial 20 to 30 levels cost less than the later ones.
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I’m not a fan of Unnerving Presence on its own since above average survivors can still easily make those skill checks. I’d probably replace that with something else.
One fun idea might be something that can cause generators to explode since Zombies are attracted to the sound. So Jolt for instance might work, it will cause explosions and any zombies in the area will automatically move toward the sound. Eruption also works.
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”Butterball itching action” is not something I want to Google….
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I don’t have a main, whichever killer I have a daily ritual for is the one I play (except Nurse, I just don’t play her at all.)
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@Cybil said:
Making basement stronger was a good move imo.
I don’t think the basement in general needs to be stronger, Monstrous Shrine though definitely needed a rework, it was one of the most useless perks in the game.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3027196#Comment_3027196
Window grabs only exist for slow and medium vaults; on a fast vault you cannot grab the survivor even if they're injured.
On pallets you can grab an injured survivor on any vault.
Again, from what I can tell you can grab someone out of a fast vault, it’s just a much smaller period of time so doesn’t happen often.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3031705#Comment_3031705
Ruin was already garbage and required another perk to make it not get deleted in 10 seconds. Nobody cares about ruin because almost nobody was using it.
The changes to Pop are absolutely brutal. Right now you pop a get at 50% and it goes to 25% progress. You just wasted 20 seconds of a survivor's time by spending 2 seconds. Kick a 50% generator after the change and you remove 11.6 seconds of progress by kicking a generator for 2 seconds. To put this into perspective: Imagine if DH were only giving a 0.5 seconds of endurance.
Meanwhile Survivors get 5 seconds of BT basekit. Killers get 2.5 % pop built in - which is a 90% nerf to how the perk works. So why isn't borrowed time base kit not 90% nerfed? Basekit borrowed time of 1.2 seconds would totally suck. That's what you're giving killers and it is a complete joke.
Killers are designed to fail. Why? Because pallet saves, flashlight blinds and body blocking the hook didnt get changed. If any one of those three things happen you lose a minimum of 20 seconds of progress. Does the killer get any compensation? No. Remember too that 1 second of the killer's time is worth 3x as much for survivors assuming one is being chased.
DBD should have some kind of base kit protection for killers after downing a survivor. It should be a mechanic that only functions if the survivors are ahead or equal to the killer's progress. In short if the number of hooks is less than or equal to the number of generators completed then the entity automatically block all pallets within 8m of where the survivor fell for 10 seconds; in addition the killer will be immune to flashlights during this time.
Can we have that instead of a 2.5% pop for kicking generators? Because what you gave killers is a complete joke.
- “Nobody used Ruin” is objectively wrong. It was the third or fourth most used perk at high MMR if you look at the perk usage chart the devs posted, something like 35% of high rank killers use it. It definitely won’t be used as much now though, it got nerfed pretty massively.
- 10 seconds extra base time on every generator is very significant. I’m not sure why you’re focussing on the 2.5% from kicks which is a side bonus to killers and not the 10 seconds which is much bigger by far. Just ask yourself how many times you’ve been moving toward a gen and it’s completed before you get there. With 10 extra seconds you’d reach all those gens in time.
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The Prestige update is going to go live the same time the rest of the mid-chapter patch goes live. It's usually three weeks after it goes on the PTB.
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Hard to believe someone is asking to nerf Lightborn of all things. 🙄
