dugman
dugman
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@Hito420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2977776#Comment_2977776
getting stunned by a pallet/blinded is a better way to change obsession than hooking a survivor?... ok, what about if you are myres who is already trying to lower terror radius and when in tier 3 and a chase, you hear someone on a gen, you decide to break off, you get that much more time to hit them before they react
I’ve tried that strategy and it just doesn’t work well. For one thing typically if you’re already in a chase you stick with the person you’re chasing so it’s already not applicable to most chases. And when you do break off a chase to switch targets, even if you were Undetectable odds are fairly good either the survivor you’re chasing is intentionally running away from the gens, so you’re not heading toward one at that moment (which is why you need to break off) and/or the person on the gen already saw you chasing the other survivor or heard about it over comms or both. And Furtive Chase is even weaker than that,
To put it another way, Beast of Prey already makes you Undetectable during chases, which is much stronger than what Furtive Chase which is just reduce the size of your terror radius. And Beast of Prey is generally considered one of the worst perks in the game as well. If being Undetectable in a chase isn’t good enough for people to want to use it then having a somewhat smaller radius that people can hear your terror radius is even worse than that so obviously is really bad.
The only reason anybody actually uses Furtive Chase is for the Obsession switching, and it’s not even the only perk that does it nor is switching the Obsession even all that important in Obsession based builds. Any build that focuses on Obsessions is probably more effective overall simply either using Nemesis instead of Furtive Chase or using neither and taking a generically useful perk instead.
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It's definitely already getting nerfed in the big perk pass.
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- Game settings / Graphics - I agree that the game not having simple brightness or gamma adjustment in the game menu isn’t great.
- The devs already announced they’re adding the ability to play against bots in custom matches. Hopefully if those work out they’ll expand it so bots can also replace disconnected players (which is something DbD Mobile already does.)
- Back in January the devs mentioned they were working on an icon system for solo survivors to be able to see what other survivors are doing to help level the playing field a bit between solos and swfs. They haven’t mentioned anything about it since then though so I’m not sure if it’s still in the pipeline or got tabled for some reason.
- Having a little more flexibility in handling your add-on inventory would be nice. The upcoming Prestige change should also help with getting perks on all your characters.
- They’re probably not going to have multiple Rift challenges active at once during a match, but they did mention that you’ll be able to queue up both a survivor and a killer challenge simultaneously so you won’t have to think about swapping them around if you play both sides.
- The midchapter patches are where they do a lot of their balance passes and bug fixes and the full chapter patches revolve around new content. So the next big bug and balance patch will be in a couple of months (and will probably include that new Prestige system and maybe some of the big perk overhaul. Plus Sadako is due for a balance pass around then too.)
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2990430#Comment_2990430
(score down the text a bit and you'll find that I did another answer where I specified that his power overall became faster) He's on par with sadako for being the worst killer in the game right now... His antiloop is hilarious from a survivor perspective (it's sufficient holding w shift to kept him busy) and his teleport start to become useful only in nightfall mode... This killer is a joke right now
I think you’re wrong on both counts, Sadako isn’t the worst killer in the game (she’s on par with Wraith, about 2 out of 5 stars) and Dredge is significantly better than Sadako. But time will tell with Dredge, people are still getting used to both playing as and against it.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2990036#Comment_2990036
bold of you to assume my skill... i got the adept in my 2nd match with him (the 1st one was still a 4k but i didn't had enough time to care about my emblems), you're just salty cause you don't want hear the truth... this killer is a living joke, period. the only good thing that he has is mobility thanks to his teleport but:
1 if not in nightfall he's extremely slow
2 you can easily lock the lockers (more wasted time for him)
3 he's a pure m1 killer, nuff said
Just to clarify
- He’s the same speed as all the other standard killers (4.6 m/s). His teleport is slower during the day but still much faster than running so is still very good for map mobility.
- Locking the lockers does waste a bit of his time but not a huge amount, even with breaking a locked locker he still spends way less time crossing the map then if he walked there normally.
- He’s a bit better than a basic attack powerless killer in a chase because of the occasional anti-loop he gets from the Remnant.
Right now I’m putting him as potentially A Tier. I don’t think his chase are quite good enough to be at Nurse or Blight level but his mobility alone makes him really good and then you pair that with being boosted in Nightfall half the match and he’s looking pretty solid.
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@C3Tooth said:
Im currently playing Yui with Any Mean, because of Dredge so wanted for survivors to vault (when they usually left the loops), I picked up at least 3-5 pallets each match vs him.
Ironically Dissolution isn’t as good on Dredge because it doesn’t work while the killer is Undetectable. You want to use it on a killer that survivors will pre-drop the pallets and who has a terror radius.
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I can see it being useful on killers that survivors like to pre-drop pallets against like maybe Clown. For instance Clown with this plus Infectious Fright can down someone and, if they get a ping, immediately get into a new chase against someone who if they vault a pallet they’re screwed.
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Hand Turkey
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@Thrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2988998#Comment_2988998
I assume it's a can of cracked corn old turkey neck would enjoy eating.
I think the icon is
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I think in the end he’ll be A tier because of his great map mobility and a decent anti-loop tactic.
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@GoodBoyKaru said:
Isn't the actual map called Withered Isle and the realm is Garden Of Joy or did I get that wrong?
It’s the other way around, the Realm is called Withered Isle and the map is Garden of Joy
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Nah, that killer sounds like a jerk (and I say that as a killer.)
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Garden of Joy is a bit big, that’s true, it has 164 tiles versus the median map size of 156. Personally I just instinctively assumed the house wasn’t worth chasing someone inside as a killer, kind of like the Saloon on Dead Dawg, and stuck to protecting the outside which is a lot weaker. The inside of the house seems like a pain though, not only does it look like it has strong loops but it’s just too dark in some places, not being able to see the walls when you’re running in a building simply isn’t fun.
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- Sadako is C Tier, she’s on par with Wraith (I even put her just slightly above Wraith personally). Her map mobility alone puts her in C Tier
- Deathslinger should be just below Huntress, not two brackets below her. They’re not THAT different.
- Plague in A Tier seems high. Yeah she’s great when she’s charged up but she has no mobility or stealth. I’d probably put her in B Tier with Bubba, another killer who is strong in chase but has no mobility or stealth.
Other than that I think I’m good with this list. 🙂
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2988513#Comment_2988513
I don't think it's unfair for a killer to do it. Their job is to kill by any means necessary. I do think it's unfair how the game treats it. It irks me that the person on the receiving end gets totally screwed over. Just today in a match I spent the whole 5 gens being chased, hooked and chased again by the killer. I die and lose a pip. Surely since the survivor role is meant to be teamwork, Me keeping the killer busy so the others have time to complete gens and escape should count for something even if I die from it.
The devs mentioned in their MMR update blog that they are currently working on tweaking the MMR calculations to treat survivors as a group for purposes of whether it goes up or down after a match. That way if, as in the scenario you described, you sacrificed yourself so that the other three can escape your MMR will go up instead of down.
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First impression but I think the house itself might be too dark in general. I play with the brightness turned up a notch because some maps are too dark and even with that I literally can’t see the walls in parts of the house as the killer. I might be wrong but I think this house might be darker inside that parts of Yamaoka Estates bushes which is saying something.
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@ad19970 said:
I mean I never play without DS. It might not always prevent me from getting tunneled, but it punishes the killer for tunneling, giving the rest of my team chance to do gens for longer.
Not only that, but it lets me reposition, so at least I can still have a fun chase if the killer chooses to keep tunneling me.
But what this game really needs are nerfs to camping and tunneling, and small buffs to the more fair and skillful gameplay of killers. BT basekit would be a great start, but I think that actually wouldn't be enough. There is so much the devs could do. Just increasing the hook phase duration from 60 to 80 or 90 seconds would also go a long way against camping in particular. I am actually quite baffled it's still only 60 seconds.
There’s nothing “unfair” about hooking someone twice in a row, aka “tunneling”.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2987863#Comment_2987863
Well, Sprintburst is, but its a similar scenario as 2020 Nurse and Spirit. Nurse was objectively the strongest killer, but Spirit was so easy to use and get hits with that Spirit had a higher succesrate. Sprintburst is objectively the strongest current survivor perk, but the ease at which you can use Dead Hard gives it a much higher succesrate.
A smart use of Sprintburst gives you 30 seconds to a chase which gives you at least 20 seconds of those seconds to recover exhaustion mid-chase. You could in theory use SB infinitely often against everyone, except current Blight due to Alc Ring, and only use pallets to prevent hits. You cant use Dead Hard that much, you'd be quite lucky to use DH twice in 1 chase. The distance you gain from DH is not enough to lose chase, and thus not enough to remove bloodlust.
But the amount of mindgaming skill it takes to keep using SB over and over and over again is quite a big gap between how little mindgaming skill it takes to use DH. DH still requires skill to use properly, but its not the skill that people consider is in need of a reward. Its a similar situation with old Slinger mechanics, where he could instascope you and there was practically nothing you could do. It required skill to do, but it wasnt a skill that people considered should be rewarded.
Sprint Burst is a solid perk, it’s main weakness is that it’s only typically usable at the very start of a chase. Dead Hard is usable instantly as needed whenever you want so it’s a lot more flexible like you said. I think that flexibility probably outweighs the raw distance difference Sprint Burst grants. A similar argument applies to Overcome and Lithe and Balanced Landing, they all give more raw distance boosts than Dead Hard but are less flexible. And on top of that, Dead Hard has the secondary function none of the others have, namely it can also be used to dodge an attack based on reacting to the attack animation. While the distance boost is the stronger aspect, most matches do have the invulnerability come into play at some point as well.
If Dead Hard didn’t grant invulnerability it would be tough to tell whether it or Sprint Burst was better overall. With the invulnerability built in to the perk though it greatly expands the potential utility of Dead Hard which is why it’s due for a nerf and Sprint Burst might not be.
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It's a solid looking perk for killers who don't become Undetectable. It's just ironic that Dredge is Undetectable for a chunk of the match and it's his teachable. 🤷♂️
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@HapaJJ said:
https://forum.deadbydaylight.com/en/discussion/comment/2988019#Comment_2988019
Oh yeah? Thanks captain obvious. Looking down and hitting isn't a problem...if they move. Survivors don't always go down in two hits...those people stand still. It gives an unfair advantage...especially when the entire team is the same. Hence...it's an exploit that should not exist. While trying to hit someone who will not move multiple times...with others to also possibly replace them...do you really think that creates a fair atmosphere? Idrgaf what you think at all...but I've made my point.
Just in case you didn't know, when you hit a survivor you lose collision for a bit so after the first hit you can hook them, you don't need to hit the crouching person twice.
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The building being strong aside, I'm guessing at the moment killers probably won't do as well on that map simply because it's new and it's not obvious how to loop it as a killer yet. I also found myself getting caught on some bushes and things I wasn't quite used to on that map (like around the gazebo and some thin fences and such that make it tricky trying to hug the edge on a loop when you're not used to them.)
But yeah, I just kind of instinctively treated that main building like the Saloon in Dead Dawg as a killer and ignored it for the most part, I figured my chances were way better trying to get people on the outside than in that house. The outside is definitely weaker.
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@jamally093 said:
Simple Dead hard can be used once and that's it because the killer can just ignore it and your screwed as Prove thyself going on a gen and it's done way faster and is perfect for SWF three gen problems. I dislike Dead hard because it's just a waste of a perk slot it's a one use perk I don't get what people see in it I'm just sick of my teammates using the perk because the match ends up with them dead.
A single smart use of Dead Hard can add a solid 20 seconds to a chase if the killer actually decides to keep chasing the Dead Hard user. It basically hits the reset button on the chase to start over from scratch if you time it right. And it's usable multiple times in the match, it's not a "one use perk".
Not that Prove Thyself is a bad perk, it's a good one. But it's not "way better" than Dead Hard, Dead Hard could be the best survivor perk in the game currently.
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/2987294#Comment_2987294
Dredge has a teleport with little cooldown and anti-loop, while Sadako has a teleport with a huge cooldown and no anti-loop
Right, Dredge is a better killer, it’s not “Sadako 2.0” though, the only thing they have in common is broadly speaking they both teleport. To put it another way, Hillbilly and Bubba both use chainsaws for instant downs, but I don’t think Bubba is “Hillbilly 2.0”
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I feel kind of bad for people with phobias. 🙁 It’s going to be a nightmare for some players if they ever do a spider killer.
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/2985222#Comment_2985222
Yeah but many of those people are in agreement SOLELY because this is otz, not because they have the knowledge, or even interest, to rank killers. He said pre-buff Legion is top of C tier which was absolutely ludicrous to me, as in my opinion he was absolutely the worst killer in the game, maybe tied with Pig.
I can’t speak to Otz’s opinions on specific killers, I’m not inclined to watch an entire two hour video where he details his thoughts on everybody. I’m just saying that if Otz and I independently rank Sadako as 2 out of 5 in the same bracket as Wraith then it’s very likely a lot of others have similar rankings.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/2986883#Comment_2986883
If you play against newbie survivors who don't even understand her power, maybe.
It works against decent survivors too. The reason is because every time a survivor revives another survivor with that build they gain a stack, and then they gain a second stack if they continue to heal the injured survivor to full. That’s on top of whatever stacks they get from teleporting or occasionally touching TVs or having a video tape. Sadako’s teleport makes her a decent slugger since she can down someone and teleport straight to an area other survivors are at, so she can stay in chases pretty efficiently and keep pressure on survivors by slugging between occasional hooks when the survivors are busy reviving each other. It forces the survivors into a position of constantly having to decide whether to revive and gain stacks, to not revive and do gens but possibly still have built up stacks to worry about, or to run across the map to use a tape to get rid of stacks and not do gens or revive or heal anybody. With four survivors in that position per match it’s not that uncommon for someone to spend too much time ignoring the stacks and get caught simply because they’re juggling a lot of plates in the air.
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@GodDamn_Angela said:
I was saying the same thing when they revealed The Dredge. They are just a better Sadako is basically every way.
Sadako has the whole Condemned thing to build up a mori but, let's be honest, who's actually getting kills on survivor not on their final hook with this?
If she’s specifically using the Green add-on that curses survivors who revive and heal each other and plays a slugging strategy she actually does get Condemned kills surprisingly often.
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Sadako’s first balance pass is probably next mid-chapter. The full chapters are usually mostly just the new content, mid-chapters are the ones with big passes on existing content.
P.S. I actually think she’s as good or maybe slightly better than Wraith, I put them both at 2 to 2.5 stars out of 5. Sadako has better map presence and slightly more flexible stealth plus a bit of built in slow down with the Condemned. But it’s close either way.
Dredge and Sadako’s only similarity is they both teleport, that’s it. I think Dredge is the stronger character overall because his ability has direct anti-loop capability which outweighs Sadako’s stealth and slowdown, I’m guessing Dredge will be 4 out of 5 stars on a lot of tier lists.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2986721#Comment_2986721
If its so they have to tell it on the perk description .
The perk description does say they have to be in your terror radius. So if you’re Undetectable or they’re Oblivious it won’t work.
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Blight was S Tier before people were commonly using hug tech, he’ll still be S Tier after it’s fixed. Repairing one bug doesn’t require repairing all bugs simultaneously.
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I hate people calling Dredge “Sadako 2.0” since the only thing they have in common is they both teleport. They definitely are different enough that they can both exist in the game just fine.
Dredge looks fun, overall I’m guessing because of his map mobility and surprisingly decent anti-loop he’ll be in the 4 out of 5 star bucket in a lot of tier lists, we’ll see though. (For reference I’d put Sadako and Wraith at 2 to 2 1/2 out of 5. Their stealth is better but their mobility and looping are weaker and I think the latter outweighs the former.)
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You have Venom in the poll but really Carnage is the better fit thematically, he’s the really evil insane serial killer of the two.
I could also see Bullseye fitting as a killer, although mechanically he’s probably too similar to Trickster.
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I Prestige every time a character gets to 50. I like resetting them and seeing what I get, it kind of forces me to try perk combos I wouldn't normally think of.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2985955#Comment_2985955
...I don't see that. Demo is a humanoid monster from another dimension, and a dinosaur is well... a dinosaur.
A Velociraptor is almost "humanoid" in that sense (head, two arms, two legs). They even have a similar walk and stride to Demogorgon, probably even a similar "roar" animation and maybe even a lunge attack or sprint or whatever. Aside from the head being a bit bigger and actually having eyeballs and the arms being a bit smaller they're really similar character models.
And Sadako has already demonstrated that the engine is flexible in the carry animations, so if they really wanted to add one they could presumably do whatever custom animation they want for the carries.
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@JakeCannon said:
I suggest adding bots to Custom Games mode so killers and survivors alike can practice by themselves without the added stress of live opponents.
You'll be happy to learn then that the devs already announced last month that they're currently working on adding bots to Custom Games. It's in the pipeline. 🙂
Personally, I'm hoping the bots work out well enough that they then extend it so bots replace disconnected human players in live games (something DbD Mobile already does). Yeah, bots aren't going to be as good as a good human player, but they're still going to be better than no player at all for the most part so I'd much rather see the opposing survivors get a bot helping them when someone ragequits.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2985950#Comment_2985950
Uh yeah. that's gonna be a pass for me. I just don't see how that could work.
If you say so, it's not that different from Demongorgon being a killer honestly.
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Not so much a change in this, but I was a bit skeptical about the Mobile version. After I tried it out though I realized it's a solid version of the game. The only reason I don't play DbD Mobile is just that I don't like using virtual controls on the tablet for the killer. But if you don't mind that it's got a lot of good features.
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@QwQw said:
I'm sorry, what now?
He's thinking like a Velociraptor.
I could see it! If Demogorgon can be a killer so can a Velociraptor. 😄
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2985745#Comment_2985745
It does exactly what it is designed to do and does it quite well. Now what it is designed to do, isn't very interesting. Like this is a perk that done the same exact thing since day one when we used to slap it on mikey and just play hide and stab around corners.
So Insidious works just fine, it's that it isn't the most engaging. It's not Territorial Imperative which doesn't work well at all and even when it does the information it provides is useless. Or Monstrous shrine which does nothing and isn't even a meme perk like Insidious.
Not all these perks gotta be great, sometimes the meme is enough. Especially when it is a generic perk.
I respectfully disagree that Insidious is a good perk aside from very specific corner cases. I have yet to see any good use for it that isn't done better by any of the other Undetectable or Oblivious granting perks. Quite simply standing still for more than 5-10 seconds is a huge time investment for what is likely going to be only a modest payoff, if any. To put it in context, you can literally cross half a map in 10 seconds to get into a new chase. So unless standing in place for that long is going to result in the equivalent of chasing someone else off a gen it's a bad tactic.
I agree that "not all perks gotta be great". But they ought to be better than Insidious.
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In principle I think breakable walls are a good addition to the game, at least the ones which meet the criteria that:
- They don’t form infinite loops while unbroken, so breaking them isn’t mandatory
- Breaking them turns a strong but beatable loop into a less safe loop for later, so breaking them is optional but worth the time investment on average
- Breaking them doesn’t make the corresponding tile stronger for survivors. There shouldn’t be walls where a killer breaking it is bad for the killer, that’s just a “newb trap” if that happens.
A lot of the walls do meet those criteria already, I think, so I’m ok with them overall. There are a few walls that shouldn’t be in the game, and those are bad, but on the whole I think the game is better off for having them.
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Just a side note that the devs already mentioned they are working on changing MMR so it goes up or down for survivors as a group versus individually. If that goes into effect the question of whether or not the last survivor’s MMR should depend on if they go out the gate or hatch would be moot.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/326592/insidious-rework-idea
That's a bad idea and Insidious doesn't need any changes as it works fine as is.
Insidious is one of the worst killer perks in the game. It’s only apparent use is for face camping Bubbas, and even then it’s not really necessary.
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This would just end up with almost all the high MMR players sliding their selection to “first available opponent” so they don’t have to “go against sweaty players”, and lower end players turning it all the way up to “I don’t want to play against high level opponents”.
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Sadako is on par with Wraith, about 2 to 2.5 stars out of 5.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/2980602#Comment_2980602
Is it though... Not from what I've seen, honestly. I'm really glad I started playing this game under the old rank system. I remember actually going with/against fellow newbies when I still was one for about 2 weeks until I was starting to see meta perks every game. That just doesn't happen anymore.
It is. For example, when they did their round of MMR testing about a month ago, the day with the strictest MMR brackets had the tightest (aka sweatiest) matchups, and the loosest bracket days had the most comments about opponents being all over the place in terms of skill. Likewise the day with the grade system as the test metric had a lot of comments about matches being very swingy in terms of opponent skill.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/2985594#Comment_2985594
Most likely old data (his experience), but before nerfs I would say it was like that.
I don't know how many players keep using it. I have stopped spamming it with my SWF group even before nerf, but for different reason.
The dev stats on how many people use it as of about a month ago are in the reply above. It’s around 10-12% of survivors depending on the MMR bracket (never more than 12%) So about 1/8, which means every other match or so one of the four people has it.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/2985254#Comment_2985254
You know that one per team is enough, right?
I don't think CoH is as bad as it used to be tho. I might still be playing actively if they released it like this and not waited 5 months to change it.
I never said it wasn't. I was correcting the original poster saying that "75% of survivors run the perk" which isn't true.
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Dredge looks fun and I’m curious to see what the live version is like since they mentioned it will fix a couple of bugs from the PTB, notably that on the PTB the darkness during nightfall had too large a radius in which survivors could see (it’s only supposed to be visible to something like 15 meters is what I think they said but on the PTB it was visible a lot further than that.)
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2985254#Comment_2985254
His statement isn't significantly off. He said 75% of games have COH too, not 75% of survivors run it. In most SWF mixes at least one person brings COH. This lines up fairly closely with the 16%.
Fair enough if he meant most matches versus most survivors.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2985268#Comment_2985268
See @ReverseVelocity 's comment on this above!
The wording in the description of the yellow is wrong then, it just says it applies Mangled on a hit from the Redeemer which would be the spear hitting.


