dugman
dugman
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3016309#Comment_3016309
With the lethal pursuer buff, BBQ + Lethal Pursuer is now a great combo for just getting into chases back to back.
I do like the sound of that Lethal Pursuer buff, it could open up some cool loadouts. 🙂
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@steponmeadiris said:
https://forum.deadbydaylight.com/en/discussion/comment/3016260#Comment_3016260
https://forum.deadbydaylight.com/en/discussion/comment/3016284#Comment_3016284
Let me be clear, I am very aware that the perk is now better for a few specific Killers. I just wish this didn't come at the expense of its current usage. That's why I think my 3rd suggestion is perfect — it allows more Killers to get usage out of the perk, while still keeping it strong on the Killers that currently benefit from it.
It’s not at the expense of how I use it though was my point.
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@thrawn3054 said:
Bbq, and Ruin are dead. DS, IW, and Self Care, and Spine Chill, and WGLF are dead.
Bbq because no bp means no reason to run.
Ruin, it's Call of Brine that can be lost.
DS is trash tier now. Pathetic stun with even more restrictions.
Iron Will lost it's entire reason to exist.
Self Care is by far the worst perk in the game now.
Spine Chill no longer does what is was there to do.
WGLF, same problem as BBQ.
Actually when this was polled a while back half the killers who use BBQ responded they use it for its aura reading alone and don’t need the bloodpoints, and half said they use it mainly for bloodpoints and won’t use it without that. So if that holds up BBQ won’t be a top pick perk but there will still be a fair number of people who use it. (Personally I like other perks better but that’s just me.)
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I actually use Dark Devotion combined with Dying Light quite a bit and for me this is a buff that will allow me to use that combo on killers I normally wouldn’t. For instance the way it works now Bubba can chainsaw the Obsession and be Undetectable while slugging them. Or Victor can land on the Obsession’s head and Charlotte will be Undetectable for the duration (since Victor counts as a special attack of hers). Basically anybody that is doing hit and run on or slugging the Obsession benefits if they’re a killer with a special attack.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3014613#Comment_3014613
I get the why, I'm just very surprised you didn't add anything to bbq when taking away the BP part. The BP part for I imagine most is the only only reason to run it over any other info perks so getting rid of that part while changing nothing else feels like it'll dagger anyone ever wanting to use that perk again.
Just surprised you wouldn't add something to it to make it worth running
I don’t use BBQ, but to be clear about half the people who do use it use it for its aura and not the bloodpoints. So it will see less use but there are definitely people who will still use it just for its other effect.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3014344#Comment_3014344
While that's true, there'd also need to be a way to make the Killer play different from other stealth Killers because just Undetectable and a Survivor imposter model is not enough to make that distinction.
I agree it couldn’t be the killer’s only ability, just part of the kit.
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Actually a killer that can look like a survivor is already a decent ability simply because it implies they are Undetectable the entire time they are in that form. Even against swfs Undetectability is still a good effect. Looking like a survivor while you’re Undetectable is really just a bonus.
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Two perks I think could really stand a revamp are Furtive Chase and Beast of Prey. And it’s for the same reason - stealth during a chase is almost worthless. Being stealthy between chases is great, it lets you get very close to survivors before they react and run away, cutting down the time to get a hit. But once you are in a chase being stealthy basically doesn’t matter, the survivor you’re chasing already knows you’re there and is running away. At best maybe you can try and break off a chase while still stealthy and swap targets to someone else nearby, but that honestly doesn’t work most of the time since the other survivor usually sees the chase going on and knows you’re there or they’re on comms.
So maybe something like
Beast of Prey - Your Bloodlust increments up 2/3/4 seconds faster.
Furtive Chase - Every time a survivor is unhooked they become the Obsession and this perk gains a token. If you are in a chase with the Obsession you move 0.5/1/1.5% faster per token.
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Let Nurse keep her head up when she’s in blink stun so she can see what’s going on. If she didn’t stare at the ground half the match I’d play her.
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@The_best_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/3014197#Comment_3014197
I mean it's your opinion, in my opinion it's a strong perk of you can use it right.. It might not be to you and thats fine. It's your opinion.
Of course it’s my opinion, I never said it wasn’t.
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A big part of it is the backfills. MMR is fine in that when everybody is in the same MMR bracket the match is close. The problems happen when the matchmaking ignores the MMR to fill in a lobby because it doesn’t want people waiting a long time. When people dodge lobbies the system prioritizes finding a replacement ASAP, even if the replacement isn’t a close one to the people in the lobby.
I kind of wish lobbies weren’t visible at all. The game should simply pair up people behind he scenes and, when you everybody is in the match, they all get sent to the game simultaneously. No more lobby dodging, no more waiting the full 60 seconds to swap gear at the last second to “fool the killer”, etc. It would improve multiple issues related to matchmaking in general.
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@The_best_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/3014103#Comment_3014103
Yup, it can be a strong perk if used right, and if the killer has control of the game at the moment of use. I have gotten some good kills with blood warden.
I’ve gotten kills with Agitation, it doesn’t make it a “strong perk”.
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/3013680#Comment_3013680
Dig up the QnA, everyone says it's the average but no-one can show me where it was stated.
It wasn’t a Q&A but if I remember right either Mandy or Peanits mentioned it in a follow-up post on the forums answering a question about how matchmaking handles swfs. (My Google-Fu isn’t strong enough to look it up at the moment though.)
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“Even if you bring strong perks like blood Warden…”
🤔
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Ruin isn’t the strongest slowdown perk overall any more but it’s still ok. Other perks being better didn’t make Ruin itself worse, it’s still the exact perk it was before Scourge Hook Pain Resonance was added for instance.
In terms of how good Ruin is, it’s obviously susceptible to being destroyed but when it’s not destroyed quickly it can deliver a ton of slowdown assuming you are pressuring survivors off gens efficiently. I think the perk works best on the killers with really good map mobility since they’re the ones that can really go and chase people off gens map wide and juggle chasing multiple survivors. So killers like Legion, Dredge, Sadako, Blight, Hillbilly, Freddy, etc, anybody that can pop around between gens across a wide area to keep survivors from being able to push through and finish them in one go. Also having that sort of mobility helps you possibly protect your Ruin totem if you want.
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Well we already know from a dev twitter post that at least part of it is that your Prestige level will be visible in the new endgame score screens and the look of your Prestige icon on that screen will be different if you were Prestiged prior to the update. We also know they’re not doing cosmetics for it, so I’m not sure what else they could do (other than I guess bloodpoint rewards or something shrug).
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I think in terms of skill floor, i.e. being able to play a killer at a basic level starting out and do ok with them, Nurse has the highest difficulty out of the gate. Until you actually play her a bit and get used to teleporting to precisely where you want to go you will lose every single game because she literally can’t chase people with just basic attacks (barring using an add-on that increases her movement speed). In contrast Blight can do ok simply using his Rush for map mobility and to catch up to survivors after a hit and then chasing people normally with his basic attacks, he doesn’t actually have to rely on hitting Lethal Rushes all the time.
On the flip side, though, Blight probably has a higher skill ceiling in that once you’ve played Nurse a long time her strategies are kind of straightforward, whereas Blight has a lot of subtlety in lining up Lethal Rush hits at loops. I suspect there’s a lot of room to continue to improve over time with Blight even after you’ve gotten his basics down whereas with Nurse once you can consistently hit Blink attacks there’s not that much else to know really.
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- Myers - Meyers is odd because I’m not a fan of his base kit but I really like playing with his Mirror and Tombstone and Infinite Evil add-ons. I almost think “Infinite Evil” should just be his base kit and then replace his duration add-ons with other effects, but that’s just me.
- Pig - Two minor tweaks to Pig I wouldn’t mind seeing would be to make her crouched movement a bit faster and make it so her Ambush roar sound effect goes off during the actual Ambush sprint itself and not during the charging time so survivors have just slightly less time to react to it. (I actually do pretty well with Pig personally but I wouldn’t turn down those small buffs.)
- Trapper - I’d love to see Trapper just start with all his traps in hand at the start of the match like his Purple add-on. That initial set up time where he’s just walking around picking up traps all over the map is what really hurts him. Also if his traps were translucent by default so they could work well on all maps regardless of the color of the ground it would help him out too.
- Doc - Doctor is already pretty decent, I don’t think he needs a buff personally.
- Clown - Clown is a little underrated, but one minor buff I think he could use would be to make his Pink and Yellow bottles be on two separate inventories so that if he uses one type it doesn’t deplete the other.
- Freddy - I’d love to see Freddy have both snares and pallets just be in his base kit and let him swap between them ala Clown’s bottle swapping mechanism. Having Freddy be able to place either snares or fake pallets as desired throughout the match would be fun and give him a bit of a boost.
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I don’t know if all killers need a crouch, but I’d love to see all killers have emotes. 🙂
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Well the devs already confirmed they’re going to be allowing matches against bots in custom matches. Hopefully if that works well they’ll then considering expanding it to have bots replace disconnected players in standard matches like the Mobile version does.
As far as “pet” style killers, I’m not against the idea but it would have to work better than the Nemeis Zombies in terms of not getting stuck on terrain all the time.
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I never played Resident Evil or Silent Hill so had no interest in Nemesis or Pyramid Head. I didn’t expect to “hate them” but I wasn’t all that into the idea of playing them either. But honestly they’re both a lot of fun to play in DbD so I’m glad they worked out. 🙂
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@Shaped said:
Does anyone even use any of those perks?
I use Dark Devotion in combination with Dying Light and Save the Best for Last. If I find the Obsession, I hit them once, lose a couple of STBFL tokens but become Undetectable for a while to go and hit someone else. If I hit someone else STBFL helps me follow up the hit with a second hit and down, and then I can hook them for the Dying Light token.
Also note that Dark Devotion gives you Undetectable which hides your red stain while Hysteria gives some survivors Oblivious which only affects those survivors and which doesn’t hide your stain. So Dark Devotion’s effect is more powerful.
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Gen regression probably isn’t getting nerfed. I think what they’re planning is they’re going to slow down gen speeds across the board a bit to bake in some of that gen regression of those popular perks, and then those specific perks will be toned down so that if you use them you’ll have the same net gen speed as you currently have using them. That way killer loadouts without the gen slowdown perks get buffed and loadouts with them stay more or less the same so killers will feel a little freer to use loadouts with no slowdown.
Just my guess, obviously, we’ll see soon enough what the actual plan is.
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I don’t think it should be, but I will say that playing Pig with Amanda’s Letter plus the add-on that increases her Crouch movement speed from 90% survivor to 97% survivor is a lot of fun. 🙂 It’s my favorite way to play her.
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“Leather gonna give you up, Leather gonna let you down” is funnier than it has a right to be. 🙂
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I’d say he’s A Tier in large part because of his great map mobility. That alone puts him in B Tier, then combined with his Nightfall giving him decent stealth for long periods and his occasional ability to use the Remnant for a bit of anti-loop and I think he’s a good 4/5 stars. If his anti-loop was slightly stronger he could be up there with Blight, but as it is he’s really just only a bit better than a basic attack killer in chases so he really does need go rely on using a solid macro game to win.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/3012270#Comment_3012270
Yeah well, amazingly one person's opinion on an unknown reward doesn't change where the millions of other players give a ######### about it or not.
I hate to break it to you but “millions of people” don’t care about the mystery prestige reward.
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This sort of phasing would only be useful mid-chase if she automatically Manifested immediately after phasing through the pallet or could walk through the pallet while in the process of Manifest so that she becomes fully Manifested exactly as she finishes passing through it. That way should could attack the instant she’s on the other side, before the survivor could react to vault back over again. If she couldn’t start Manifesting until after walking through a pallet then the survivor could easily revault the pallet the moment she starts walking through it and Sadako would be back to square one.
It’s hard to say how this ability would play out if she could in principle be Manifested immediately after walking through a pallet. It would certainly be interesting though.
On a side note I don’t think Sadako is as bad as some people believe, I put her at 2/5 stars on par with Wraith. Which is “ok”. I wouldn’t turn down a buff for her but if you play a good macro game and take advantage of slugging for pressure she’s basically fine.
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Well the first time you play a brand new killer character the game has to estimate your initial MMR based on the MMRs of your other killer characters. It would make no sense to assume that if your other characters are all around 1700 rating that the first time you play Dredge, for instance, your skills in those other characters won’t at least give you a big leg up on playing Dredge too.
Of course, there are exceptions - the first time you play Nurse you will suck at it no matter how good you are at other killers because she plays so differently. But your MMR does go up or down more quickly the first set of matches you play with a character, so if you do get trounced it should get easier in a reasonable number of games.
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@Mattie_MayhemOG said:
https://forum.deadbydaylight.com/en/discussion/comment/3012118#Comment_3012118
I agree that Gen speed is a problem but having Gens take longer at base is a long standing no go for BHVR. People already complain this game is "gen simulator".
We’ll see soon enough either way.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3012118#Comment_3012118
That would be great if they did that, but i think alot of those perks may be here just cause they are popular since gen speeds are bad atm
Right, and the devs said that one of the goals of the rework was to look at the underlying reasons why certain perks are so popular. In the case of slowdown, they’re popular because there’s a broad perception among killers that if you don’t run a slowdown perk then the gens will be completed too quickly. So the best way to fight that perception would be baking in some of that slowdown into the base game but doing it without making the slowdown perks becoming overpowered.
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@Mattie_MayhemOG said:
The most effective Twins strategy is to slug and that is pretty boring for the survivors so they DC.
I never understand this thinking that slugging is more boring than being hooked. At least if you’re slugged you can crawl around and maybe get yourself back up once a match with certain perks. Plus slugging killers tend to proactively get back into chases against other survivors much more quickly since they’re cutting out about 10 seconds per carry after each down, so there’s more chases for all the other survivors versus just staring at a gen the whole time.
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I only play killer and mouse and keyboard offers way more precise control for movement and aiming ranged attacks than thumbpads. So at least in first person perspective killer mode it’s better on PC probably.
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Seeing as how many killer gen regression perks are on the list, I think they may be slowing down gen speeds across the board so killers will feel freer to run loadouts with no slowdown in them. If so they would be nerfing the regression perks so that loadouts with them don’t have a net gen speed that is too slow. (Basically it would buff loadouts without slowdown and loadouts with slowdown would be about the same as they are now.)
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3012106#Comment_3012106
Midwich is kinda balanced, though, by the atrocious hook spawn logic. On no map have I lost more survivors to casually wriggling free, because there wasnt just any hook in reach! Oh yeah, there was one directly below me! But I can't phase through the wall, and the next drop or stairs are farer away then the next (unreachable) hook.
I admit, every now and then I’ve had a bad hook spawn on Midwich, but it’s rare, the great majority of games I have no problem getting hooks there.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3011441#Comment_3011441
No offense but you probably have yet to play against seasoned survivors. Midwich is a survivor-sided map, has always been.
Actually per stats from the devs Midwich has the highest kill rate of any map (62%). If anything it’s slightly killer biased. If I had to guess it might be because a lot of the pallet drops are unsafe compared to some maps, and despite being an indoor map it’s actually pretty easy to navigate and patrol. Also the door placements are not too far apart if you’re down to watching the door for the last survivor, meaning those situations are a little more likely to end in 4 kills versus 3 kills once the hatch is closed. (On some maps the doors are sometimes so far apart that you simply can’t patrol them both on most killers and it’s a 50/50 coin toss if you guess the door the survivor is trying to open.)
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/3010033#Comment_3010033
How much faster are you with the crouch add on?
When I use amandas letter I usually go with add ons that give me one more trap.
She moves about 97% survivor speed instead of 90% survivor speed while crouching using that add-on. (So it’s like 1 1/2 stacks of Bloodlust.)
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- Pig - I like using her red add-on that makes her see auras while crouched but reduces her number of head traps to 2 combined with her add-on that makes her move faster while crouched. Basically she plays a bit like Jump Scare Meyers this way, sneaking around the map and then Ambushing out of Stealth for surprise hits. And because she’s crouched she’s even harder for survivors to spot while doing it. It’s a fun way to play her. 🙂
- Hag - Surprisingly it’s kind of fun playing her with her add-on combo that gives her traps collision and Hinders survivors plus makes her move normal killer speed (4.6 m/s) at the expense of not being able to teleport. You preemptively put the traps down as blockers at doorways and vaults and then when you chase in the area the survivors end up bumping into them, getting confused and giving you an easy hit. It’s almost certainly less effective than just teleporting for instant hits, but it’s still really fun to play and win this way. The only reason I don’t do it that often is because you can’t complete her daily ritual with it. 🙁
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I hate the word tunneling, it’s kind of a meaningless buzzword at this point since nobody agrees on what it actually is. Being more specific:
- If you have a choice between hooking someone twice in a row and hooking two people once each then obviously in general all else being equal you should hook the one player twice to help eliminate them more quickly. The double hooked survivor will sometimes complain you “tunneled” them but that’s just sore losing.
- If you ignore a healthy survivor to chase an injured one that also makes sense in a lot of cases but generates tunneling complaints from the losing player.
- On the other hand committing too long to chasing a single survivor at strong loops and ignoring the rest of what’s going on around the map is also called “tunneling”, and in this case it’s a bad tactic for the killer. Focussing only on the one survivor in front of you for two minutes until you down and hook them is just giving the other three carte blanc to run wild on the gens. It’s important to know when to chase someone and when to break off to chase more important targets and apply pressure elsewhere.
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@Superyoshiegg said:
No one complains that tunnelling is too effective as a strategy, they complain that it's unfun to go against and essentially ruins the game for the unfortunately targeted player.
I’ve literally had people say “Tunneling is overpowered, ez killer can only win by tunneling” in after game chat.
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I agree that most gen rushing gripes are just sore losing. That said, hypothetically there is one form of actual gen rush which does occasionally happen, namely survivors doing generators at the expense of rescuing each other. If the survivors become so focussed on doing gens they let each other lose hook stages or die in the process I think that’s reasonably called a gen rush. Whether that tactic is a good idea for the survivors or not depends on the situation but it can happen sometimes.
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@安藤零 said:
They've just released Haddie and already rework her perk? that's weird choice for release then
I think they’re planning to maybe slow gens down across the board and tone down all the gen slow down perks so they’re not overpowered with the new base speed. If so that would be why Haddie’s slow down perk is on the list.
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@zumer said:
https://forum.deadbydaylight.com/en/discussion/comment/3008074#Comment_3008074
if the killer picks up the item and afk, is that okay? Both sides should be equally easy or difficult.
My guess is killers tended to disconnect a lot less than the survivors in those prior cases. The two sides don’t need to be treated identically when they’re not actually treated identically by the players.
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Because when they did a similar event previously where people got a benefit from picking up something in the match, but they got it immediately, there was a rash of survivors who would grab the object and then disconnect or suicide right away since they only cared about the object, not actually playing. So having survivors only get the reward if they’re in the game at the end of the match is an incentive not to rage quit or disconnect after you use the pedestal.
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Maybe I’m missing something, but isn’t Resurrgence still useful in that if someone heals you immediately after unhooking you the health bar is already 50% finished when they start? It’s only weak against Sloppy Butcher in the sense that if you delay healing yourself after an unhook then you’ll lose that bonus. So it’s weaker against Sloppy Butcher but still gives a time savings if you heal immediately.
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3008031#Comment_3008031
The former yes. I'll try changing it to a diff button. I don't have any issues with other perks using E or in other games, hence my question.
Yeah that’s odd, hopefully a new button helps.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3008042#Comment_3008042
Hey, I think so to.
I just want to know what the "brainless free win crutch" crowd thinks.
Yeah, I’m not in that crowd either. I think statistically Dead Hard increases chances of escape by something like 8% per survivor who has it in a match based on some of the data I’ve seen posted, so it’s not like it’s an automatic win. But it’s definitely way better than basically any other perk in that regard (I think Iron Will was up there? Borrowed Time surprisingly wasn’t but I think that’s because so many killers just assume Borrowed Time is in play they treat all hook rescues like it’s there anyway.)
But yeah, when I lose a match I mostly blame myself for messing up, not the survivor’s loadouts. Player mistskes are by far the biggest deciding factor in winning or losing, not perks.
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Yeah, I’d love to see a werewolf killer with a lunge similar to Demogorgon. The howling survivor thing sounds interesting, the alternative mechanic I liked was the Werewolf can hold the power button to smell the direction to the closest survivor. (They would get something like a compass direction or wispy pointer in the straightline direction to whoever is closest to them.) Another possibility minor ability in addition to those could be a way to briefly sprint for distance outside of chases to help with map mobility.
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@Grandpa_Crack_Pipe said:
So you'll all graciously accept your losses now that you don't have to deal with Dead Hard anymore, right?
Right?
I already like to think I’m a gracious loser. I also happen to think Dead Hard is overpowered and due for its nerf.
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@Carrow said:
Yes, but I can't wait for all the salt when predropping because the new meta and killers start whining about how the game is pallet breaking simulator.
If pre-dropping really takes off expect to see Dissolution become meta, it’s main benefit revolves chasing survivors near already dropped pallets.