dugman
dugman
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Ironically I just had a solid 4k with her in the one game I played tonight. I won't turn buffing her though. 🙂
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@AnnoyingNarrator said:
https://forum.deadbydaylight.com/en/discussion/comment/3002337#Comment_3002337
The longer duration helps getting downs, but the main strength of GF is the ability to throw the survivors off their game. 99'ing was not just strong because it gave you a down, it was strong because it gave you a down that, from the survivors pov, came out of nowhere.
Even if you do mark them, how do you find them later? A survivor could easily just hide out the timer and be back on gens when it is up. GF also has a rather lackluster chase power, so that minute of leeway can quick be burnt up with some looping and some pallets. Getting rid of pallets early on can be great, but it is wasting time that you just don't have. But even if we ignore that, the change I want is not really about that.
It is about stalking multiple survivors. Right now, GF can accidentally alert an entire team that he is watching them by revealing someone who was already partially marked. That is all I want changed. By giving GF a dedicated "press to expose" button or something like that, it just makes playing GF easier. I should feel like a deadly stalker, not an accountant trying to keep track of which stock has what value.
- Marking someone to full does throw them off their game because they'll typically panic and stop doing gens, maybe even causing an explosion (and definitely causing regression if you use the purple Driver's License add-on)
- If the worst case is a survivor you Mark hides for 60 seconds and does no gens in the meantime, that's a win. But odds are you're either going to find them again or even just chase them straight after doing it depending on their reaction.
- It's actually easier to stalk multiple survivors when you stalk them to full because stalked survivors can't break you out of stealth while stalking others.
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@Obelt said:
I know were getting a 40 perk rework but these patches have been getting bare bones cant we just buff some weak perks in the meantime?
Perk changes typically happen in the mid chapter patches and go to the PTB first. The patches like we had today are just simple bug fixes.
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I’m at a million bloodpoints currently, I’m not all that excited about getting more at the moment. So I’d rather use things that impact the actual match like moris or hook distance reducers or the offering that forces the map to be random and save my bloodpoint only offerings for when I’m actually low on them.
There is zero reason for bloodpoint offerings from events to expire. They’ll still grant just as many bloodpoints if I use them three months or three years from now as if I use them today,
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@AnnoyingNarrator said:
https://forum.deadbydaylight.com/en/discussion/comment/3000300#Comment_3000300
I will admit that first one is something that you can play around but the second one is not something you can just do. Exposing a survivor also reveals that survivor is exposed for everyone, so a survivor who is next to them who is paying attention will realize that they are also being stalked and then be able to run away.
Ghostface's kill rate is mostly due to the fact that he is rather difficult to play against if you don't understand his mechanics. If you do understand his mechanics, he is actually quite weak. He is not terrible like Trapper or Pig, but he is on the lower side of the tier list. Besides, I don't think kill rate is the best indicator of someone strength because it does not tell you how they played the game. Did they get 10 hooks or did they just camp two people two death? Kill Rate is not something than can just be ignored, but it is also something that should not be considered the ultimate source of should something get reworked.
But the new Marks last 60 seconds, so even when they run you still have quite a bit of time to hit them later. It’s the equivalent of getting Haunted Grounds to trigger on them. Plus once they’re fully Marked they can’t break you out of stealth for the next 60 seconds if you are stalking someone else. You can even stalk at 40 meter range, beyond the 36 meter range of Spine Chill, to avoid them detecting you that way.
So you really do have quite a bit of buffer where you can Mark to full at longer distance if you want and just catch them later, you don’t have to only 99% like with the old version of Ghost Face. (Not that 99% is a bad tactic, it’s just now the option to fully stalk at longer range instead is more consistent.)
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@Adjatha said:
Eyrie of Crows is the culmination of every bad stage design decisions the DbD team has.
- The map size is gigantic
- The main building is absurdly safe
- Breakable doors you have to break or the survivors get infinite loops
- There are loop spots every 16 yards or less from one another
- Way too many pallets AND there are god pallets
- It takes place in broad daylight
- The ground is so brightly colored, scratch marks are extremely difficult to make out
- Nothing in the environment is creepy or oppressive
It's a failure on every level. It's not as bad as old Haddonfield or new The Game, from a gameplay position, but it's worse than both on a "creepy location" position.
Eyrie of Crows isn't "Gigantic", that's a myth. It's the median map size, it was something like 14 maps are bigger, 14 are smaller and 7 are the same size last time I looked at the numbers.
As far as everything else in that list, the map it's closest to is Ormond. They're both identical size with bright outdoors and a strong central building that has a second floor landing with a couple of god pallets overlooking a central lower floor area with a generator. So odds are if you hate Ormond you hate Eyrie and vice versa.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3001705#Comment_3001705
Fair enough I suppose. I just always see it associated with watching playback of gameplay, and I'm always confused. Because that's already a thing at the touch of a button
Yeah, if it was just a way to watch your replays for fun I wouldn't really care either way personally.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3001669#Comment_3001669
I'm not sure why a replay system is neccesary either way ? Does Xbox and ps not have recording options at the push of the button ? PC has basically unlimited ways to record
For customer service ticket purposes it would obviously be way better if the ingame ticket application just put the associated replay file in automatically. That prevent all kinds of problems with user errors attaching bad files or not attaching files or not attaching files to the right tickets, etc. Basically it takes the onus off the players, who are mostly just ordinary people who aren’t necessarily tech savvy enough to know how to set up games to record, and just makes it so you put in the ticket and you’re done.
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Yeah I’m not sure why they made it terror radius based instead of a flat radius of say 32 meters. It just means killers who can attack while Undetectable don’t get as much benefit from it. 🤷♂️
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It’s unfortunate but the devs have shot down a replay system for technical reasons, even though it’s something they clearly would like to include at this point. Not just for people to enjoy watching their matches but also because a replay system would allow them to automatically attach replay files to support tickets rather than require the players to manually record their games using third party software and attach the ticket on the web.
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@Carrow said:
Counterarguement: yes you are and killers need to grow the ######### up. If you want to play like an ######### you have absolutely right to do so. And the survivors have absolutely every right to call you out for out. Learn to take it not just give it.
Counterargument, DbD is a player elimination game and survivors who complain they got “tunneled” after they got eliminated first should grow up and killers are right to call this out. Learn to take the loss and move on.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3000889#Comment_3000889
- Yes. Note 'reasonable'. The commonly accepted definition of tunneling is focusing one player out of the game, exclusively.
- His post was super long and meandering, in my defense.
- No, that's not "the commonly accepted definition", it's just one of multiple definitions. I've seen plenty of people use the word "tunneling" to refer to simply ignoring bodyblockers to chase an injured person, for instance.
- Also, even using the definition you are, there's absolutely nothing wrong with focusing one player out of the game.
- I agree, that post was really long, no doubt. I'm personally not one to cast stones about that, though, I've certainly made my own fair share of long posts. 🤷♂️
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3000604#Comment_3000604
- Words mean...things. Yes, people misuse it, but there's very much a case where someone will literally be up your butt the entire game, preventing you from really getting much BP or grade points. Again, it's all relative. Nobody reasonable is going to get their underpants in an uproar about focusing someone out in a tough game, but when it's a stacked Nurse queued into a solo group on Midwich and then proceeds to literally tunnel everyone out individually - that's definitely not sporting.
- I agree about proxy camping, but he said 'camping'.
- Words have meanings but some words like "tunneling" have very different and sometimes wildly ambiguous ones. You say "nobody reasonable will complain about focusing someone out" but I have yet to see a complaint that isn't exactly that in after game chat. Also I fail to see how a Nurse "tunneling people out" is unsportsmanlike, let alone what you even mean in this context when you say "tunneling them out". Do you mean the Nurse keeps chasing someone she hit to down them? Hooking the same person twice in a row? None of that is unfair or unsportsmanlike.
- In his post he literally said "proxy camping is not camping and is a 100% good and viable strategy." He was explicitly saying there are people who claim that proxy camping isn't fair.
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Just generally speaking I think Sadako is a decent slugging killer in that her teleport and stealth allow her to go straight from a down into a new chase very quickly and apply relatively mapwide pressure. Her chase out of stealth is weak but with good macro play you can look for opportunities for quick hits and chases, slug for pressure and hook one specific survivor out as you go to get to a 3v1 game with hopefully a fair amount of pallets removed for the later game.
To that end I like
- Save the Best for Last - With enough stacks it becomes difficult for the survivors you injure to get much distance before you can follow up with a down. It also helps when there are two survivors near each other getting chain hits, and helps against anybody bodyblocking. Just a solid perk all around, especially if you’re playing for downs versus hooks.
- Jolt - If you do a lot of slugging Jolt offers good slowdown without having to carry people to hooks or kick gens in the process. You can chase and get downs without pausing and still enjoy regression from Jolt.
- Dead Man’s Switch - Because of Sadako’s map presence she can very quickly typically get to any gen on the map and force survivors off them. And if you also happen to use Jolt the regression from Jolt does go through the block that Dead Man’s Switch puts up, so they do synergize.
- Bamboozle - Since chasing is Sadako’s weakness, Bamboozle is a good choice for blocking off key vaults on strong tiles. Of the perks I like on her, I think this is maybe an “optional” one, you hypothetically might manage ok without it if you’re particularly good at looping tiles, but it can certainly help.
- Infectious Fright - Sadako can make fairly good use of this perk because if it goes off after a down she can just chase that person normally if she wants to, and if there is not ping on a down then she knows that all the survivors are far away and can have a good idea where to teleport to in order to get into a new chase right away if she doesn’t feel like hooking that downed survivor immediately.
- Deerstalker - This one I’d classify as “nice quality of life for slugging” perk versus a really strong one. But it’s a perk I always think about using when I’m doing a lot of slugging simply because it gets rid of all those annoying moments when you’ve downed someone, chased someone else, and then want to hook the first downed survivor but have lost track of them because they crawled out or you just have a brain fart or whatever. And it also eliminates those irritating times a survivor’s sounds on the ground are muffled or totally silent for no apparent reason. Plus it indirectly helps you keep track of if someone is running in for a revive by helping you watch the area the downed survivor is in. I wouldn’t say this is a “top perk” or anything, but it’s a fun filler perk that just makes slugging feel that much smoother.
- Dissolution - I’m speculating here, but I have a hunch that Dissolution will be pretty good on Sadako because she is a basic attack killer that survivors like to heal to full against and who can potentially get quick injuries on before they reach a pallet. With this perk and Save the Best for Last she could potentially hit a healthy survivor, recover quickly so they get less distance, then continue the chase at a nearby tile the survivor ran to and potentially put them in a lose-lose situation where even though there’s a pallet there if they vault it she still gets the hit. It’ll be interesting to give this one a try at some point.
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@StarLost said:
Sigh.
Okay, assuming this isn't just a wall of flame bait.
- I play both sides. I see a lot of killers tunneling and camping.
- I play on NA.
- You can't arbitrarily redefine words to mean something that suits your argument.
- Well, you can. But you look silly.
- There is only one infinite left in the game, and it's a RNG spawn on Swamp.
- Complaining about Us versus Them while doing exactly that is dirty pool.
- Yes, there are things that make killer frustrating too. But the issue about facecamping and tunneling aren't that they are OP, it's that they are extremely unfun to go up against.
- ”Tunneling” is a pointless buzzword, there’s no consensus on what it even is let alone whether it’s good or bad or otherwise. And the vast majority of times I’ve seen people complain about “tunneling” in aftergame chat it was sore losing by survivors who happened to get downed twice in a row or who I continued chasing after I injured them. There’s absolutely nothing wrong or unfair or unsportsmanlike or toxic or whatever for downing someone more than once or chasing an injured survivor over a healthy one.
- The original poster is very specifically talking in their post about “proxy camping” not being an issue. There’s a significant difference between actual “facecamping” and “proxy camping”. The former is a behavior that the devs have explicitly said they would like to find a way to steer killers away from because a killer standing around for two minutes at a hook is boring for everybody involved, so even though it’s already a suboptimal strategy a lot of the time it’s still important the game make it not FEEL like it’s a good strategy if possible. The devs simply haven’t found an actual specific mechanism yet though that they like which does that without breaking something else.
- ”Proxy camping” on the other hand is not toxic or unfair, etc. It’s literally just playing zone defense. There is absolutely nothing wrong with defending a portion of the map that contains gens and hooks.
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- Nemesis - Decent killer, I’d say 3/5 stars for effectiveness and fun. Zombies are ok for tracking, occasionally they can add a small amount of pressure but they also have questionable pathing. He has no map mobility but his whip is ok at loops and once it’s charged up he can shred pallets fairly efficiently.
- Pinhead - Another decent killer, 3/5. His single target chain isn’t too exciting, but his Chain Hunts can be big momentum swings. His teleport is fun and can get quick hits depending on the situation although smart survivors know not to open the box unless they are in a good position where they can run to safety.
- Artist - Another 3/5, maybe 4/5 depending on how good you are at landing Crow hits? She has excellent anti-loop and decent scouting ability. She can snipe at long range although really that’s more of a gimmick, her real strength at long range is simply getting the tracking info on hits. Lack of map mobility keeps her from being higher tier.
- Sadako - Decent but probably a bit weaker than the others, 2/5 stars (same place I put Wraith). She has solid map mobility and good stealth which makes her not bad as a slugger. Her Condemned gives her a bit of extra slowdown but otherwise isn’t all that exciting unless you build specifically around it using her Green add-on that curses survivors who revive or heal each other. (With that add on Condemnd actually becomes more of a threat that they have to manage, assuming you are slugging enough that they have to revive each other.) Certainly playable and fun but I wouldn’t complain if she got a slight buff on her upcoming first balance pass.
- Dredge - I guess technically Dredge is a 7th year killer, but I’ll include it anyway for the heck of it. 🙂 I’d say Dredge is solid, probably 4/5. Its map mobility alone is so great that it gets into A or B tier just from that. The fact that it also has a modicum of Stealth during Nightfall and anti-loop possibility with its Remnant pushes it solidly into that A tier. The only thing holding it back from 5/5 is its not quite as good at looping and such as the S tier killers like Nurse and a Blight. But hypothetically if someone figures out how to really consistently land those remnant hits at loops and use locker teleports to cut survivors off between tile transitions Dredge would be a top killer contender.
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3000114#Comment_3000114
did they ever say its being changed? cuz i missed that
Just for reference here's the devs' big blog post about the upcoming perk and base game changes. They do specifically say that " Nearly 40 perks (exact number to be confirmed), including all the META Perks listed above, will undergo changes," and note that Dead Hard is one of those meta perks that was listed.
They haven't said what changes they're making to Dead Hard or other perks, or what changes they're making to base game play, so it'll be interesting to see the details. But it's almost certain Dead Hard is getting nerfed somehow because it's statistically so powerful in terms of helping escape rates. (The devs mentioned even prior to this big perk update announcement that they weren't happy with Dead Hard's stats, it's just that its changes are being wrapped up in this much broader perk overhaul rather than being a separate item.)
As you might know, Dead by Daylight’s META (most effective tools available) has been an ongoing topic of discussion for some time. -
Cool, I like it. 🙂
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/2999875#Comment_2999875
The same thing could be said about survivors and the EGC instead of leaving and getting the match over with they have to stand there waiting for 2 min just to tbag the killer before they run out, but because it's survivors people say it's fine and the EGC will end in 2 min if the killers are petty for letting someone bleed out to death then survivors are petty for waiting at the exit gates when they know they can leave and finish the match, both sides are guilty of doing it the only real big difference is the time one is 4 min the other is 2 min.
I agree, I’ll never understand why survivors insist on “I won’t leave until the killer sees me do it.” They even sometimes do this when they are the last survivor standing healthy on the hatch waiting for the killer to see them jump down it. Pretty silly if you ask me.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/328228/noed-every-game-what-a-boring-meta
Flip it also to the other side. "Dead hard every game, what a boring meta".
To be fair, Dead Hard is used by 75% of above average survivors according to the dev stats. NOED is used by about 20% of killers. So NOED is a relatively popular killer perk but it’s not nearly in “every match” while Dead is quite literally in almost every match, often with multiple survivors using it.
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@Science_Guy said:
Why?
Even if matchmaking were perfect, there's no reason killers or survivors shouldn't be able to back out of a lobby if they feel like it. Odds are if someone's willing to wait extra to avoid playing with a certain group, they have a good reason.
If you dodge a lobby based on the characters you see in it there’s no “good reason” for it.
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@Tostapane said:
well, the point of playing killer is killing the survivors, doesn't matter how... as far as i know, slugging is the best way to get a win (especially if you have a killer that can ignore survivor's defenses like nurse), you don't have to deal with perks like BT or DS, people won't focus on doing gens cause they are too busy to revive each other and the killer won't waste the time to hook someone (also no chances to get a "4%" since you didn't hooked anyone)... is this scummy? yes. is it effective? one of the best strategies that a killer can do. is it allowed? yes.
I think what the poster is saying is that in this specific game there was no reason to not start hooking the slugged people after looking for the last hiding survivor for a bit to speed the game up. If the hiding survivor is clearly not trying to revive anybody but is just off somewhere waiting for hatch then there’s no strategic reason to wait four minute for everybody to die versus hooking them so they can die in two minutes.
Overall general there’s absolutely nothing wrong with slugging, either for pressure or to get a win with four slugged survivors. But slugging for four minutes when you can obviously hook everybody and win in one to two minutes is kind of petty.
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My favorite build right now with Demogorgon isn't the "best" build but it's a lot of fun. 🙂 It's basically a build where you can just run around and attack at will and stay on survivor's tails the whole time.
- Save the Best for Last - Faster basic attack hit recovery
- Unrelenting - Faster basic attack miss recovery
- Endurance - Faster pallet stun recovery
- Spirt Fury - Periodic instant pallet breaks (you could also replace this now with Dissonance if you like that better)
and for the two add-ons:
- Black Heart add-on - Faster Shred hit recovery
- Mew's Guts - Faster Shred miss recovery
- Barb's Glasses - Faster Shred pallet break recovery
Of the add-ons I like using Barb's Glasses personally for the faster pallet breaks since there are a lot of times that you Shred and hit a dropped pallet in a chase and with that add-on they get noticeably less distance afterward. But I could see using the miss and survivor hit ones as a pair instead, either way.
Obviously with no slowdown or tracking this build requires good awareness and mindfulness of the macro state of the game to juggle the pressure on survivors. But with Demo's ability to track and get around the map with the tunnels he's pretty good at that sort of playstyle and at slugging and moving to a new area quickly. And once he's on a survivor's tail with this loadout it's hilarious how little distance they get when you attack or Shred. 😄
If you want to make the build a bit more flexible, though, and you're confident you never miss basic attacks, you could swap out Unrelenting for Jolt to get some gen regression every time you down someone. But for a klutz like me who whiffs at a few too many jukes Unrelenting is kind of fun. 😉
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I think it would be interesting to have a killer one of whose unique abilities is that they most 4.8 or even 5.0 meters per second. And I could also maybe see a perk that grants a permanent +2/3/4% movement speed boost for the whole match. But I don't think I see this sort of thing being more commonplace than that.
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/2998194#Comment_2998194
That may be the intention but it's not the reality... Russia + South America are the people i play with the most.
https://forum.deadbydaylight.com/en/discussion/comment/2998162#Comment_2998162
Probably due to a similar reason you read and post on this forum...
If you're in North America and you're playing mostly against Russians then you're probably not playing at a peak time.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2998494#Comment_2998494
Custom games are a thing
And your point is...?
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I'm honestly curious if anything will be changed with NOED or not. Despite all the survivors who constantly gripe about this perk, I have yet to see actual data indicating it's overpowered. It's a popular perk, but that could simply be in part because it's a universal perk that literally every killer has potential access to in their bloodwebs so a lot of newer players end up running it solely because it's one of the few perks they actually have early on. Combine that with it probably being at least a good perk and it's no surprise it sees use.
But in reality it's always struck me as probably being only somewhat better than Haunted Grounds. Its effect is very similar to Haunted Grounds in that it gives Exposed status for a reasonable chunk of time before going away (either by being destroyed or the match simply ending). And both perks typically get you one or two instant downs per match. The main difference is Haunted Grounds gets its downs early in the match, where you might be able to use them to build early momentum toward a 3-4k win, while NOED downs are more likely to hedge against a 0-1k loss. So it's not immediately obvious to me that NOED's statistical impact is going to be all that different from Haunted Grounds in terms of increasing average kill rates among close opponents.
All that said this perk is undoubtedly in the crosshairs of review if only because it's so popular and contentious. I could easily see the devs deciding to revamp the perk somehow, not so much to nerf it per se, but rather to make it into something that is less controversial but still a solid pick. Personally I don't use the perk much myself, I'd rather focus more on the early and midgame portions of the match, but I don't have any problem with the perk existing or being used.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2998915#Comment_2998915
A while back I actually wrote a whole post about how survivors spend a lot of time in a position of not being able to do anything and how it's bad game design. Whether they're slugged, hooked, or dead and waiting for their friends to finish the match, survivors can possibly spend a very, very large percentage of their time playing this game not actually playing/participating.
But OP was specifically asking about slugging, so I stuck to talking about being slugged. On that topic, in solo queue, survivors will leave teammates on the ground for a very long time. I notice this as both a solo survivor and killer. I can spend two or three minutes on the ground being a tap away from revived despite there being three upright survivors, and I'm talking about when the killer is not camping my bleeding body.
I definitely agree with you about survivors having too much downtime, it’s one reason I never play survivor.
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@River_dbd said:
https://forum.deadbydaylight.com/en/discussion/comment/2998923#Comment_2998923
Is the mori change only on the last survivor? I thought it was all of the time. That's why I was against it because I felt like it defeated the purpose of the game. The killers obey the entity and feed it, so if they kill everything themselves then it kinda cancels it out.
It’s only the last survivor. Basically they’re just making the Yellow Mori base kit (with the small addition that it just happens without having to click the button after the down.)
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@TragicSolitude said:
I play killer, so I know slugging is necessary, but as a survivor it's not fun being slugged. At all. It's boring, survivors can't do anything while slugged, they can't make points. They're no longer playing a game, they're just waiting to be allowed to start playing again, whether that means being picked up by a teammate or killed so they can move on to the next match. If I could make BP in some way while slugged, I wouldn't mind so much. Instead, I get my fun by putting the controller down and getting birds. Birds are funny.
I'm not knocking killers for slugging, here. I'm knocking BHVR because this very common part of gameplay is in no way engaging.
Except if you’re hooked you’re also not doing anything other than being on the hook. At least if you’re slugged you can move around, and if you’re slugged long enough survivors can instantly revive you by tapping on you. I would think survivors would rather be in a position of being slugged than being hooked.
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Yeah, some streamers have highlighted that combo.
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Lol, sure, whatever helps you cope.
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There’s almost 30 killers so on average you’ll only see a given killer about once every 30 games. Even if Dredge is more popular than average you’re still not likely to see him in more than 5-10% of games simply because there are so many other killers out there.
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Half of all matches have a 2- to 4- person swf in them. People like playing video games with friends, it definitely should not be removed.
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@GoshJosh said:
Blood points, Archive challenges, perhaps only chance they'll get to use the flashlight the whole match.
Also now there’s the new perk that gives the killer the Blindness condition for 30 seconds when you flashlight blind them, which is actually now a somewhat more practical reason.
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At least it’s not a daily ritual, right? 🙂
There are definitely some tome challenges I just totally skip as killer though. Like that tome challenge where you have to get two grabs off a gen in a single match. It’s difficult to grab a single good player off a gen before they cancel the grab and force the hit instead let alone two grabs, talk about a pain in the butt!
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I don’t think I’ve been called a hacker, but I did have someone rage about how I was a “trash NOED killer once”. I wasn’t running NOED, I had Thanatophobia and the icons looks similar. And even if I had run NOED I got a 4k before all the gens were done so it wouldn’t have even mattered. 😄
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As a killer I have been impacted a bit by this perk so it’s not totally useless. Not being able to see gen or hook auras for 30 seconds is kind of annoying as a killer, especially since you’re a solo player so if you’re not sure where something is there’s nobody to help you find it. And since you can get blinded during any pallet break it can happen multiple times a match.
I’m not saying it’s “game winning” or anything, but it’s definitely noticeable.
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@Solomonkane said:
People want easy wins.
This is mostly it. Whenever someone says “I don’t want to sweat to win” it means “I want to face weaker players so I can goof around and still win”. So these sorts of complaints I just disregard.
That said there are legitimate complaints about how the meta at higher level is stale. That’s what the big upcoming perk and base game revamps are intended to shake up. So when someone says “I’m sick of always going against Dead Hard / Corrupt Intervention / etc” that’s something the devs are actually interesting in mixing things up.
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It’ll be interesting to see what the devs do on her presumably upcoming balance pass (they typically do a pass on new characters a few patches after release so she’s probably due for one next midchapter is my guess.) I think she’s on par with Wraith right now so she’s ok it that sense but I wouldn’t complain if she got a buff or two. 🤷♂️
- She’s the only stealth killer with a lullaby. No idea why she has it, if they get rid of that it would help her stealth a bit
- Have survivors just passive build up Condemned as if they had a tape. That helps prevent survivors simply ignoring the TVs altogether most or all of the match.
- Reduce the TV refresh time a bit. The faster they turn back on the more often she can teleport and the faster she can build up stacks as well.
- Her teleport is cool but I wish it was a little less disorienting coming out of the TV. You tend to lose whatever momentum you’d get from the speed boost out of it simply because you have to look around after crawling out to figure out where to even go. On top of which the crawling out animation feels slightly long and survivors get a blaring warning when it happens so can start running away while it’s happening. I’m not sure how to change this much though, other than either speeding up the crawling animation or allowing Sadako to look around during it.
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Every now and then I see a post about how survivors earn fewer bloodpoints on average than killers, but I wonder if it’s actually true? When two or three or four survivors escape the ones who escape typically score more points than the killer and vice versa for the ones who die. It would be interesting to see actual statistics for average endgame bloodpoints per match for killers versus survivors.
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@I_am_Negan said:
The same could be said about camping too.
Not really, the devs could hypothetically just take out the ability to self-escape from a hook to prevent people from immediately killing themselves on the first hook (they’d have to wait the first minute at least). It’s not as obvious how or why you would “stop camping” which is just another word for “zone defense”.
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Gen speed isn’t actually as big a problem as some people think. The median kill rates are in the desired 1-3 range. The devs want the game balanced around 4 kills being the exception, not the rule, and that means the gates are supposed to be open most of the time when the survivors play well.
The only issue right now is that the killer meta seems to “require” running some sort of slowdown perk to stay in that 1-3 range. Ideally you’d want the killer to be able to use or not use slowdown perks and still be in that same range assuming they play equally well. And odds are pretty good that on the perk update the devs are noticing the popularity and effectiveness of slowdown perks and might be looking at, for example, slowing gens down a bit across the board so all loadouts benefit but nerfing the actual slowdown perks so slowdown heavy builds don’t become more powerful than they already are. Something like that would hopefully keep kill rates where they are overall but allow for more flexibility in what killers feel comfortable using.
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@ShinobuSK said:
Same reason as yours. Experience. If people have worse experience with mmr than with what was before, naturally they gonna complain about it
The difference is the people complaining about the experience now tend to complain more about matches being “too sweaty”, i.e. they’re complaining that they’re having to try too hard to win because the opponents are closely matched, and they want to have ”more casual opponents”, i.e. weaker players than themselves they can goof around against and still beat.
The fact is MMR is actually a better estimate of player skill than the old emblem system and, when the MMRs are close to each other, the matches are in the desired 1-3 kill range. What actually generates the complaints is a combination of high level prolific posters not liking the high level meta because they think its stale with other high level prolific posters liking the old emblem system where they got matched against weaker players more often. The former issue is a legitimate one and the reason the devs are working on that major perk and base kit revamp. The latter isn’t a problem though other than for people who like to bully newer players. And neither one is a problem with MMR itself.
That said, the devs did mention in the big MMR blog post one change they want to make is to have the survivors be treated as a group for purposes of MMR going up or down. That way one survivor sacrificing themselves to let everybody else get out will still go up in MMR.
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/2997763#Comment_2997763
Surely in a game that connects you to players across the world... there is always a peak time!? ;)
Actually everybody connects through a bunch of regional servers to help reduce ping times so you’re much more likely to be connected to someone in your region than someone on the other side of the planet.
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/2997749#Comment_2997749
Then it's the new MM system...
Could be, or maybe a lot of people are still trying Dredge out at in the time and region you're playing, who knows? 🤷♂️ (I haven't had any issues with my killer queues personally but I normally just play at a relatively peak time.)
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@Akumakaji said:
They will be converted into bloodpoints, maybe with a few sharts thrown in for good measure.
Actually the Green and Red offerings might stay the same since they'd still be better than the base kit mori (which is basically the equivalent of a Yellow).
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I mean if someone is intentionally body blocking me I'll usually just hit them regardless. Worst case they have Borrowed Time and I don't bother to chase them after the hit but even then they're now forced to spend some time mending so it's still a bit of slowdown in my favor. And with any luck I then get to down either them or the person they were blocking for shortly afterward.
I'm not saying there's zero strategic value to a smart body block, but I definitely think it's a bit overrated and on average you're probably better off just getting as much distance as possible from the killer after the unhook versus giving the killer a free two-for-one chase.
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FYI Steam Charts has DbD up +11% over the last 30 days and up +7% for the month of May. So I'm not sure what caused your long wait but it's not the overall player count.
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Yeah, people who dc on the first down suck, no question.