Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • And don’t forget they also said these perk changes are in conjunction with some changes to the base game. So it’s quite possible for instance they’re looking at maybe slowing gen speeds down across the board to make slowdown perks seem less “necessary” and then nerfing all those slowdown perks they listed so they don’t become overpowered with the new base speeds. Likewise since both BBQ and Chili and We’re Gonna Live Forever are on the list they might be considering just increasing the baseline bloodpoints per match to make those perks feel less needed for the perceived grind and then replacing their BP bonuses with some other effect.

    Those specific things are just me speculating, obviously, but my point is they did confirm things are changing in the core game to address why certain types of perks are Meta, it’s not just buffing and nerfing perks themselves.

  • @Phantom_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008007#Comment_3008007

    Yes, it was a bear trap, got ya!😈 JK!

    No, what I meant was currently DH for some reason doesn't work for me, despite spamming it. So for me, it can't be more nerfed than it not working lol.

    When you say not working do you mean literally you push the button and nothing happens at all? Or do you mean it activates but you used it to try and dodge an attack but got hit anyway? The former would be either a bug or a problem on your PC maybe, the latter would be an issue with you trying to use the perk too late or not saving it enough to use it for extra distance.

  • @Nick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007871#Comment_3007871

    But why should tunneling and camping lead to more 'wins'???? That's the whole point! Make it not about kills and stop rewarding it! And a killer getting 'no kills' means he's bad is also not true, unless your version of a good killer is someone standing next to a hook all game. I can hook everyone twice, keeping 4 people in a match and lose. Because 4 people do gens faster than 3 or 2 people. Yet I can pick Bubba, 1v1 someone and facecamp him and have a better result right, because I got a kill?

    Right, because if you’re doing one for one hooks you’re probably not slugging enough. You should mainly hook when you have enough pressure on the other survivors that you have the time to hook.

    So yes, it’s perfectly plausible to hook 8 times and lose. It’s just a combination of bad luck on the hook distribution and/or bad macro gaming where you didn’t think to slug when it would have been useful. And that’s perfectly fine.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007428#Comment_3007428

    A quick Google search seems to point to a May 2021 timeframe.

    Yeah, I see people claiming they said players were going to be automatically banned, I’m not finding the devs actually saying players are going to be automatically banned. Where is the actual quote from the devs?

    P.S. Finally found the notes from the 5th anniversary dev chat in May 2021 that seems to be where this is coming from. It looks like they mentioned something about kind of automating the ban system over a year ago and … that’s it. Nothing at all since then, no details at all other than whatever they were considering was under “early development”, and a follow up post or two clarifying they don’t ban people without evidence of wrongdoing.

    So… why is this even a topic now in June 2022? It sure sounds like this was something that was scrapped if it was ever even considered on the table in the first place.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007428#Comment_3007428

    hell no.. do the legwork yourself. you only have roughly 9 streams to watch.

    I did search and I can’t find the quote. How about you do the legwork since you’re the one saying it happened?

    P.S. I finally found a dev quote from over a year ago about them maybe automating parts of the ban system. If THAT’S what you’re talking about, why is this even a topic you’re bringing up today in June 2022? They gave no details at all in May 2021 other than they were in early stages of looking into automating the ban system somehow, they posted a followup or two later that mentioned they aren’t banning anybody without evidence, and that’s it. Whatever it was they talked about 13 months ago has presumably been scrapped.

    Am I missing something they said more this month about it?

  • I don’t remember them saying this, do you have a link with a time stamp where they talked about it?

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005899#Comment_3005899

    Not if there's only 1 remaining survivor.

    It's damn near impossible to open a gate unless they gates are far apart from each other, I open the gate a little and stop just before the red light comes on, and then fully commit when the killer checks and leaves.

    Gate regression will kill the last remaining survivor in the matches where the game spawns the hatch right in front of the killer.

    ----

    Just make No Way Out the answer to 99% gates...

    No Way Out doesn't activate until the gate would reach 100% for the first time. It stops both gates from opening for 12s + 12s for each uniquely hooked survivor.

    No Way Out also needs these two changes:

    • It should only work if the last gen is finished, not from simply closing hatch (no longer a guaranteed loss for the last remaining survivor)
    • It should only work from the survivor opening the gate (no more Twins opening the gate manually and bodyblocking the exit)

    It’s definitely not impossible for a lone survivor to open the gates, I’ve seen it happen plenty of times. And presumably the regression would be slow enough that if you got a gate up just to the brink of not lighting the first light, then hid when the killer looked your way, then finished afterward, the amount it would regress in that short time would be so small it wouldn’t matter. Gate regression would really only impact the 99% scenario where a gate is left unattended for a long time, not for gates that are left unused for only a few seconds.

  • The 99% gate thing always seemed silly to me, it does feel like it should slowly regress when it’s not actively being opened. Not even so much as a balance thing, just because it feels like it would make more sense.

    Personally as a killer when I see a 99% gate I just open it myself (assuming I’m not already in a chase). I get 500 bloodpoints for opening a gate that was almost certainly going to be opened instantly by a survivor tapping it so, yay, free points! Plus it starts the endgame collapse timer which is also good for me as the killer, after all the whole reason survivors do this is to avoid starting the timer so me starting it manually like that totally negates that tactic. (And there’s the thought that maybe, just maybe, the survivors are scared I have Bloodwarden when I do this so might panic just slightly. Probably not though. 😄)

  • My guess off-hand is they might be removing some or all of its action speed bonuses. Honestly the perk would still be quite decent just for the alert it gives alone, I never really understood why they gave it action speed boosts on top of that.

  • Unfortunately I’m out of town this week so no event for me at the moment. 🙁

  • T-bagging is the video game equivalent of a touchdown dance, a way to say “In Your Face” after scoring a point. I don’t get angry when people do them against me, although I do think it’s kind of dumb. I get a bit more irritated with survivors who decide they just want to hang around in the Exits t-bagging instead of leaving and ending the game, it’s just dragging things out for no reason at that point.

    I will say though that the people who t-bag when they beat you at a pallet, but then who turn around and disconnect when you down them and/or who insult you in chat after the game as a “tunneler/camper/bad killer/etc” are insecure babies who like to dish it out when they think they’re in the superior position but are the sorest of losers when they’re not. Not everybody who t-bags is that type of jerkwad, but those types of jerkwads do love to rub it in when they win.

  • Honestly what I’d like for Nurse is a couple of things

    • Let her keep her head up during the blink stun. I despise playing Nurse because I hate staring at the ground 1/2 the match. Heck, I’d even be ok with giving her a slight nerf like slowing down her refresh timer a touch to compensate if somehow keeping her head up made her overpowered. I don’t mind being stuck in place but at least let me see what’s going on. (None of the other killers with stuns like Legion or Blight bother me nearly as much as hers.)
    • I really think Nurse should have something like her Plaid Flannel targeting icon be base kit. (I know on consoles that particular graphic is a bit too large or bright, but assuming it was kept to a reasonably small but visible white point on the screen I think it would be fine.) This is one of those thing that would make Nurse more approachable for people who either are new to Nurse or just only play her occasionally without forcing them to run the add-on to get the benefit. And it would do so without significantly buffing her for high end Nurse mains who already have a solid sense of where she’s teleporting without the headsup display. This would help raise Nurse’s pick and kill rate at average and low MMR without buffing her at high end where she’s really powerful.
    • The question of whether or not to nerf Nurse due to her being overpowered at the really high end of the MMR brackets is tricky. If they did nerf her somehow, say by making her blink refresh take longer for instance, it would also hurt her at the average ranks. So ideally I think what you’d want to do, if you actually want to nerf her at the high end, is pair that nerf with something like the suggestions above that help her mostly among average players. It’s finding a buff that helps new Nurses without helping veterans that’s the trick.
  • If ChickenShitModifier isn’t a Bloodpoint code it should be, 😄

  • @[Deleted User] said:

    Floods of Rage is underwhelming for me, because you get the auras when you least need it and it's a scourge hook. From what i hear this perk is only good on Nurse and Huntress. Because you can act up on survivor auras that are moderately far away.

    Call of Brine is pretty decent, i combine it with Pop Goes The Weasel. Unfortunately if the survivors keep hitting great skill checks you aren't going to get any info from the perk.

    Merciless storm is fun to run on The Doctor but that's it.

    IMO Onryo is not worth buying for the perks.

    Just to clarify, there’s no range limit on Floods of Rage so it works well on almost all killers because it can show you survivors that are relatively close to you that you can immediately chase. You don’t need to play Nurse or Huntress to take advantage of an aura within 20 meters of you.

  • In general I never suggest getting a killer that you don’t actually want to play. There are no perks that you “must” have in this game. So if you really hate playing Sadako, and are actually hesitant to spend money buying her chapter, don’t buy it, you’ll do just fine without her perks.

    That said, regarding her specific perks:

    • Scourge Hook: Floods of Rage is a solid tracking perk. I actually like it better than BBQ and Chili in terms of tracking because there’s no range limit on the auras so it is more likely to show you an aura that is close enough that you can get to that survivor in time to chase them before they move elsewhere.
    • Call of Brine is a good slowdown perk, assuming you don’t mind kicking gens. It offers both Ruin level regression plus built in detection when someone works on a gen you kicked. It’s a bit like getting a single target Ruin and Surveillance combo on every gen you kick. The only downside is if a survivor is nearby when you kick a gen they can just tap it to stabilize it, but if you are aware of that and mainly kick gens that you are fairly sure the survivors won’t be touching for a bit, the regression it gives is great. Also on a side note it has fun synergy with Dragon’s Grip, since if a survivor does tap your gen to stablize it they will become Exposed, making them have to decide if they want to risk the Exposed status versus letting the gen lose progress for however long Dragon’s Grip lasts. (And of course it works well with Pop Goes the Weasel and other gen kicking perks too.)
    • Merciless Storm is the weakest of the three in my opinion. It can provide a bit of slowdown, but it’s definitely not guaranteed, especially against players who can consistently hit the skill checks. This puts it in kind of the same category as Overcharge and Huntress’ Lullaby in that it effects newer and average survivors way more than it does veterans who have no problem hitting skill checks even under pressure. I think Merciless Storm is a bit better than those two perks only because Merciless Storm’s skill checks are noticeably harder, but they’re still probably not quite hard enough to really impact solid survivors.
  • @MikaelaWantsYourBoon said:

    Prestige rework will make grind less but we'll still have to grind characters to p3. And plus new players are joining game, they'll also need those perks for grind.

    Removing bp bonuses will destroy those perks. Both perks are meta but fine.

    My guess is that they’re going to increase end of match bloodpoint rewards across the board as part of this rework and replace the bloodpoint bonuses on BBQ and WGLF with some other effect that actually impacts the match itself. That way nobody feels like they “have to rub BBQ to grind points”, but the perk will still be decent in a different way than it is now,

  • Some of my favorite less popular perks are

    • Bloodhound. Sure, you can see blood without it, but it’s almost impossible to miss seeing blood with it. And since it makes the trails last a few seconds long it effectively increases the potential detection range of the perk. You get a similar effect of tracking injured survivors as you do with Nurse’s Calling, only you are trading off the more precise aura ping for extremely easy to follow blood trails that work even when the survivor is crouching or protected by an aura hiding effect like Distortion or Shadowstep or Haddie’s new perk that can blind killers. It really is just a nice feature if you like to focus on chasing down injured survivors.
    • Deerstalker. This certainly isn’t a “top tier” perk or anything, but in terms of a quality of life effect it’s really great when you often like to slug for pressure (which I do). Ever slugged a survivor, chased someone else, and then went back and spent 15 seconds trying to find them because they crawled into a bush or you accidentally misremembered where you downed them (or both)? Or had a survivor that for whatever reason makes no noise on the ground and just lies in a bush completely silent? Well with Deerstalker that’s all completely gone (unless there’s a Shadowstep nearby or something). Plus seeing their aura indirectly helps you keep an eye out for other survivors coming toward that spot for a revive. So it saves a bit of time off the clock and just takes out those little annoying situations when you slug and makes it feel smoother and … well, more fun! 😄 (It’s even more fun for the slugged survivors since you will never accidentally not be able to find that last survivor you dropped 45 seconds ago and end up bleeding out because you have no idea where they are.)
    • Unrelenting - This is a perk that, if you play perfectly and never miss a swing, will do literally nothing for you. I, however, am not perfect, I am a klutz who gets juked by jigging survivors more often than I like. But if I’m using a mostly basic attack killer, and I whiff, I definitely notice the difference in how much distance they gain on me between using Unrelenting and not. There have definitely been times I ran this perk that I missed an attack and managed to hit a follow-up before they could get to safety that they would have gotten to a pallet or vault without it. This perk is also on one of my “most fun” builds for Demogorgon, which uses Unrelenting, Save the Best for Last, an add-on that makes Shred misses or hits recover more quickly, and the yellow add-on that makes Shredding a pallet recover very quickly. That Demo loadout is hilarious, you can swing for the fences and Shred pallets all day and hit or miss or pallet break you stay on their tail. So yeah, not needed for people who never miss, but pretty fun for spazzy fingered killers like me. 🙂
    • Dying Light - This is a perk I definitely wouldn’t mind seeing get a bit of a buff to remove the bonus the Obsession gets for you having it, but even with that I’ve had a lot of fun using this in combination with Save the Best for Last and Dark Devotion. Basically if I chase the Obsession I can hit them once and break off to Undetectably go after someone else. And if I chase someone else I gain STBFL tokens and Dying Light tokens for hooking them. As long as I can apply some pressure early on to give myself time to build up some Dying Light tokens it’s a fun little combo. (Sometimes I’ll throw Play With Your Food in there as well to make those chases after applying Dark Devotion even better!)
  • I think the reason all the killer gen regression perks are on the list is they’re possibly going to just slow gens down across the board, so killers who don’t know use these perks will still have slower gen speeds at minimum. If they do that they’ll nerf the actual gen slow down perks to compensate so that the net total gen speed isn’t too much different on a gen slowdown build from what it is currently.

  • @GannTM said:

    I am 100% doubting BBQ is getting buffed. They specifically labeled it as meta in the anniversary stream.

    He didn’t say he thinks BBQ is getting buffed, he said he thinks the bloodpoint bonus it gives is being replaced by something else and the base amount of bloodpoints you get per match is being increased. (The reason it’s a Meta perk is half the people who use it have it mainly for the bloodpoint bonus. So it would make sense to just give everybody more bloodpoints across the board and replace the bloodpoint bonus on BBQ with some other effect.)

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006453#Comment_3006453

    I'd hesitate to put it even at mid tier.

    Bamboozle is more of an 'in case' perk. You run it on some killers in case you get sent to a map with one or two ridiculously broken vaults (Swamp logs) stupidly OP structures (Badham) or both (Cowshed). And even then, it helps directly in chase as that faster vault is nothing to sneeze at.

    Dis...it saves a little bit of time here, and maybe turns a 30 second chase into a 25 second chase once or twice a game, on an ideal map. It often does nothing, because pallets generally aren't the big problem - it's safe pallets, in proximity to other safe pallets and vaults. Once a pallet is gone it's gone, but a vault is there forever, which is why Bamboozle is a thing and Dis likely will never be.

    I think Dissolution is probably strongest with killers who survivors normally try and pre-drop pallets against and who they like to heal fully against. Pre-dropping a safe or god pallet against a killer with Dissolution is asking for possible disaster. Also killers who slug with the ability to rapidly get into a new chase after a down can potentially benefit in the following chase from Dissolution. On the flip side, killers who attack while Undetectable (i.e. Dredge, Jump Scare Meyers) get less value from it.

    So it's a killer dependent thing. And when it works it can save an entire chase on top of the couple of seconds it takes you to break a pallet normally, not just 5 seconds of extra mindgaming.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006436#Comment_3006436

    Yeah, so, I used to think that way too. Except all the sweatlords from the anniversary put me in my place.

    Hit and run doesn't work against good survivors. Especially when they're running CoH, strong medkits, other healing perks, and exhaustion perks (not just DH, in fact DH is probably one of the weaker choices against Dredge). And especially when you have to eat 30 million locks and don't have time to break them normally. And when you get maps with really bad locker RNG with lots of god windows/pallets.

    Dredge is ok. Nowhere near A tier. M1 killer with a teleport/10...that also has a vacuum cleaner directional sound...so M0.5 killer/10 realistically.

    Macro game play isn't just "hit and run". Dredge is also a solid slugger, for instance, because he can immediately teleport straight from one down into a new chase.

    Also while sparse lockers can occasionally be a factor, on most maps it's not.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005696#Comment_3005696

    The problem is that on some maps, by the time you've got them to drop said pallet you might as well have used another, better perk to end the chase sooner.

    For example, a survivor runs me to the cow tree loop on Cowshed. I chase them around and around and eventually get them to throw the pallet. They then fast vault, break it and run away. I've saved...not all that much time at the end of the day, as opposed to running another chase perk like STBFL, or even PWYF.

    It's pretty great on tighter loops or less safe pallets, but you can do other stuff there.

    It's not a bad perk, but it's just not good enough for me to bump stuff like Discordance.

    Don't get me wrong, I'm not saying Dissolution is "top tier" necessarily, I'm just replying to someone who seems to be claiming it's a bad perk because it doesn't always consistently break pallets.

    Also being map dependent isn't too big a deal. Bamboozle is kind of pointless on The Game but it's still a pretty decent perk overall for instance.

  • @Jaxton2000 said:

    Making my last post kind of pulled the last straw for me.

    I've been constantly seeing responses here and there on forums about bloodpoints specifically in this anniversary event of wanting bloodpoints being entitled, and or selfish?

    I don't get it, everyone wants bloodpoints... how is complaining about people not using a flan entitled/selfish in that matter? It's frustrating as someone could use it but choose not to, even if they don't know how the game could play out.

    It's frustrating to see people think it's selfish or entitled when the subject of matter could just be flipped around to very easily make the one person who doesn't want to use a flan, look like the entitled or selfish one.

    Am I alone in thinking this?

    Why do I need to use my flan NOW? I can use it later when I actually am low on bloodpoints and everybody in my match will still get the bonus at that point. I'm not being "selfish" just because I'm not listening to someone else complain that I didn't use my bloodpoint offering RIGHT NOW solely to help them out.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006413#Comment_3006413

    Are you telling me that his remnant mechanic is consistently useful as anything other than a punish against bad players who decide to try to loop in corners?

    The remnant mechanic isn't really what makes Dredge an A Tier killer, it's his incredible map mobility plus lengthy Nightfall periods where he's Undetectable and survivors have less vision. The remnant isn't the strongest anti-loop in the game or anything, but it does help occasionally. Really though it's everything else in his kit that makes him a really solid killer. In fact if his Remnant anti-loop was stronger he'd easily be an S Tier killer, that his looping is only "a little better than average" is the only thing really holding him back at all.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005520#Comment_3005520

    I have play with the perk. And I've seen survivors just slow vault pallets when they have nowhere else to go.

    If you are constantly able to get pallet breaks with the perk, the survivors you are playing against are either not paying attention to their hud or do not know what the new perk does.

    Dissolution isn't about breaking pallets, per se, it's about putting survivors in a position where they either fast vault a pallet but get hit anyway or don't fast vault and still probably get hit pretty easily. Forcing the survivor into a no-win situation where they get hit no matter what they do is a good place to be as killer, if they happen to choose the option that also removes a pallet in the process that's just a bonus.

  • I don't like playing survivor. There's a little too much downtime, I only play the game solo and killer is the better role for solo play, and I'm not really a fan of the chases in third person (even though strategically third person is an obvious advantage, I just don't like how it feels, I prefer first person in this game.) Also all the survivors are basically the same aside from perk loadouts, the killers have a lot more variety of playstyles.

  • The only masks I got so far are survivor ones and I don't play survivor, so... 😢

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005666#Comment_3005666

    That's too much work for BHVR- not just shitting on BHVR but that would be a project that would take a year if not more, I don't think BHVR or anyone would be willing to do that (it would obv sacrifice alot of other content.)

    They already talked in January about helping solo survivors to bring them on par with swfs. One thing they said was being worked on was additional HUD icons for survivors that show what their allies are doing (working on a gen, being chased, etc) so solo survivors would have some of the information they might get from comms. They haven't mentioned what's going on with that since so I don't know if it's still in the pipeline or something happened with it that put that on hold.

    Either way they have explicitly talked about improving solo survivor play to help even the playing field.

  • Just to clarify they didn't say what is changing about Sabotage. It could be a buff, it could be a nerf, it would be a revamp that's neither.

  • Sprint Burst is a solid perk and people will probably use it more if Dead Hard is nerfed, but currently Dead Hard is definitely the better perk. There's a reason 75% of survivors use Dead Hard and not Sprint Burst.

  • @AnnoyingNarrator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005229#Comment_3005229

    • The reason why I was adding 15 seconds was because I was working under the assumption that we are marking a survivor for the sake of pushing them off a gen rather than trying to down them. We are finding them, marking them, and then letting them go. If our goal is to down them, then you are correct, it does not matter if we are partially marking them or fully marking them when it comes to the amount of time we are wasting finding them.
    • While it is true that getting a survivor off gens is still good, I disagree with how much time you are getting, at least when it comes to a full team. I think it is more around 15-30 seconds. However, if we are talking about marking survivors to buy time, a much more effective, if more toxic, is to mark a survivor trying to go for a save. Even if you don't down them, the ability to turn a team of four into a team of two for even a few seconds can be an absoute game changer.
    • This point is another example of me not making it clear enough what I was talking about, sorry. I was assuming that we were marking a survivor and then letting them go rather than marking a survivor and downing them.
    • Honestly, I agree with you when it comes to new Ghost Face being more flexible when it comes to marking survivors. The ability to mark a survivor to stop them from going for a save can be very strong. 99 is still GF's go to method for downing survivors, but the changes have opened up some new techniques that are quite powerful. In other words, I misread your original comment.

    • Marking is multipurpose. You Mark them and, if they are too far away to chase right away, you'll have a chance probably to down them later before it ends. Worst case is they get scared off the gen a bit. If you can down them after Marking them then great!
    • I'm not sure why Marking and downing people going for a save is "toxic" but whatever. 🤷‍♂️
    • Right, and to be clear, I agree with you that 90-99% is a useful technique too, especially when you find yourself likely unable to get a full mark anyway. I just see a lot of people who still think that if you don't 99% all the time with Ghost Face you can't do well which isn't the case any more. They just don't realize the new version of the Mark is more flexible than that.
  • @AnnoyingNarrator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003830#Comment_3003830

    Yes, the actual act of marking a survivor takes around 10 seconds at most. However, you are forgetting the time it takes to find survivors in the first place.

    While good survivors do pay attention to their environment already, they aren't looking for ghost face. They aren't making sure they can't be seen from a distance, they aren't checking for a ghost face stalking them from an odd angle. The same way that a good player looks for the nearest vault against Bubba, or for the nearest wall against killers like Huntress, a player who knows they are going against GF will play differently. They will use routes that are harder to see, they will position themselves to be harder to stalk, etc. It is much easier to mark a survivor who does not even know you are in the game, regardless of how skilled they are.

    Also, I don't know where you got me thinking the mark does not get survivors off gens from. It does, the problem is that there are still three other survivors. If you take 20 seconds (15 seconds to find a survivor, 5 seconds to mark), you stop one survivor from doing gens for 60 seconds. However, killer's time is worth more than survivors, so that 20 seconds of time you spent is roughly 60 seconds of the other survivors on gens. Not to mention, that survivor could still get back on the gen if they realize you are not in the area, which is quite easy if you are in a swf. It is definitely a tool that can be used to great effect, but it is not a game breaking option.

    I don't know why you don't want this change. From the survivor's point of view, the only real difference is that you are more likely to be 99. However, you should be playing against GF like you are always 99 so what is the difference? It is just a small QOL Buff to help make GF's power a little more consistent to use. What is your exact reason why you don't want this change?

    • I'm not sure why you're adding 15 seconds to "find a survivor" if you fully Mark them versus "partially mark them". You're going to spend the same amount of time finding survivors either way, you're not somehow saving that amount of time if you partially mark them.
    • Killer's time being valuable doesn't change the value of a survivor being off a generator. A survivor not doing a generator for 30-60 seconds is still adding at least 30-60 seconds to the net time it will take the survivors as a group to finish them.
    • You're calculating the time it takes to fully mark someone as 5 seconds, but for some reason are not at all calculating the time it takes to 99% a survivor which is literally the same amount of time minus 1%.
    • I haven't commented on any "changes" because that wasn't what I originally replied about. The only point in my original reply was, and still is, that the new Ghost Face has more flexibility to fully Mark survivors rather than rely mainly on 99% Marks. I have no opinion on whatever the change is you're talking about.
    • A lot of killer slowdown perks are in the change list, which makes me think they're possibly going to slow gens down across the board to make killers feel less obligated to run a slowdown perk in their loadout. Then, to keep the slowdown perks from now being too powerful with the new base speeds, they'll nerf all those slowdowns in that perk list so that, if you do run them, the net slowdown isn't overly oppressive.
    • I also noticed Circle of Healing not being on the list, which to me implies they're relatively ok with its current incarnation. They might be revamping the solo-only healing perks to make them a little more attractive as alternate choices to Circle of Healing. Or they might be tweaking some healing perks so they don't stack as much with Circle of Healing to keep net total healing speeds in check. Hard to say. 🤷‍♂️
    • Finally both bloodpoint bonus perks (i.e. BBQ and Chili and We're Gonna Live Forever) are on the list. That to me implies they might be increasing the base bloodpoint gains per match so players don't feel as obligated to run one of these two perks to help them "grind", and then revamping these two perks to replace the bloodpoint bonus with something else. (Either that or just nerfing the bonus a bit so that if you use them under the new system you end up getting the same total bloodpoints on average that you currently get when you use them.)


  • @PeachyPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002646#Comment_3002646

    Thanks for the response, but that wasn't really my question. Im asking if I lose the perks I have since I never prestiged anyone.

    No, nobody is losing perks after the update.

  • I actually like Bloodhound. It gives a similar benefit as Nurse's Calling but isn't affected by survivor perks which hide auras like Distortion or Shadowstep or Haddie's new perk Residual Manifest. Sure, you can see blood without it, but you can't miss blood with it, plus the blood trails last longer than normal which makes it even more likely they'll be visible.

    Predator has potential to be good but the fact that it makes it almost impossible for scratches to appear above ground level hurts your ability to see the scratches at long range. If Predator had the same concentration of scratches on the ground but still put up a few stragglers on nearby objects and walls so you could see them at long range then I'd definitely consider using it more.

  • @Hito420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997735#Comment_2997735

    i didnt say the build with furative chase was a "meta" build i said i dont like running meta builds when you tried telling me id be better off running x or x perk, i like putting builds together myself and seeing what i can do, and rancor is more than just the instadown and mori at the end of the match, it lets you see where people are when gens pop, where as make your choice is an instadown during the rest of the game on the one that unhooked

    And I didn't tell you to run a "meta build" either. All I said was your non-meta build would still be a non-meta build "but better" if you took out Furtive Chase.

  • On an upnote, I'm guessing a lot of players are doing their solo challenges first. Once those people finish their solo tasks we'll probably see an uptick in people doing the cooperative challenges in a couple of days which hopefully will help.

  • @BubMickey07 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003858#Comment_3003858

    Cause if someone is hooked and I'm next to them and the killer picks me and up and I can't get to the halfway mark on the wiggle bar without iron grasp it means the hooks are to close

    I pick up people all the time next to someone else who is hooked and get them to the next hook over. That’s never been a problem.

  • To be fair, it’s possible that a lot of people are doing the solo challenges currently instead of the community ones. But once they get their solo challenges done in a couple of days they’ll probably switch to the community ones and it could pick up pace at that point.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003748#Comment_3003748

    you talk as though a competent group of survivors is incapable of breaking LOS consistently against a myers

    Not to mention if the survivors work injured Meyers becomes basically just a powerless killer. He can vault slightly faster and has a slightly longer lunge, but otherwise he’s like Legion at that point where the survivors are all injured but he still has to get downs in basic chases with pretty much no ability. (Only Legion actually still has tracking abilities if they want to use Frenzy on an injured survivor to get a sense of where everybody is.)

    That said Infinite Evil is certainly a good add-on, I’d definitely rather use that than use no add-on.

  • @Sludge said:

    Kicking gens is worthless what do you expect

    I just equipped Call of Brine when I played last night. Boom, a reason to kick gens. 🙂

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003852#Comment_3003852

    They do not, because the conditions are the same for each match

    I’m saying the devs take MMR into account when they balance things. For instance, they’ve specifically talked about how Nurse and Twins have very different performance stats at average versus very high MMR and how they take that into account when deciding on possible tweaks for them.

    Maybe I’m misunderstanding what you’re saying they’re not doing though. Are you saying you want the game to have some kind of handicapping system that, say, speeds up or slows down gens based on relative differences in MMR?

  • Why do you avoid death with normal hook placements? I’m a bit confused how you can tell you are getting killed “because hooks are placed incorrectly”?

  • “I’m mad the other players are trying to win.” 🙄

  • They do distinguish between high and low MMR players.

  • @Salacia said:

    They are also underestimating the huge player loss due to camping/tunnel/team.

    Steam charts has players up +16% over the last 30 days.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002840#Comment_3002840

    This is kinda stupid tho. If you use offerings, you will get more Bp. With more bp, you will get more cakes. It is win/win tho. And i had great games today and every game i had at least 3 flans or more.

    I’m at a million bloodpoints already, I don’t use bloodpoint offerings unless I’m low on points so I don’t hit the cap.

  • “I’m mad the other players are trying to win.” 🙄

  • I say he’s fine but I do think his zombie pathing could use a little work. Other than that his zombie give him good tracking and once he charges up his whip he’s a pallet shredder in chase.

  • @AnnoyingNarrator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003136#Comment_3003136

    Those first point might be true against newer players, but more experienced players tend to have a better understand of his power.

    The second point has a similar problem, against better teams just getting a mark is a task in itself so you have to make it count. Sure, the survivor may not being doing gens for 60 seconds, but if doing that took you longer than 15 seconds, then the survivors have net gain in time since there are four of them. That being said, it can be very powerful to mark a survivor to make them not go for a save.

    While it is true that stalked survivors can't break you out of stealth, the main concern when it comes to stalking multiple survivors is the early game. In the first minute of the match, survivors don't know that they are facing a ghost face. If one of their teammates suddenly gets exposed, then that element of surprise is lost. Once good survivors know that they are going against a ghost face, they become way more aware of their surroundings and will try to spot you before you can sneak up on them.

    Ghost Face is a noob stomper: Strong against opponents who don't know how to loop m1 killers. Once you get past that point, Ghost Face's danger drops off greatly. I don't want to give Ghost Face some overpowered ability, I just want to have a little more control over how I approach using his power.

    • Getting a mark to full never takes 15 seconds. Either you get it in about 5-10 seconds or you don’t.
    • Good survivors are already aware of their surroundings regardless of the killer. Especially ones with Spine Chill don’t particularly become “more aware” just because it’s Ghost Face.
    • You’re wrong about the mark not getting experienced players off the gens. In fact, it’s the new players who don’t know what the mark means that stay on the gens once they’re marked.
1 … 55 56 57 58 59 … 171