dugman
dugman
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Yeah that is definitely weird that the Yellow add-on is objectively better than the Green add-on since any situation the Green add-on would trigger the Yellow one already would have triggered too but the Yellow also triggers in other cases as well.
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I think you’re over estimating how many survivors have Circle of Healing in their loadouts. The dev stats they released a month or two ago show only 10-16% of survivors have it in their loadouts (it’s the dark green band in the chart below.
It’s still relatively speaking a popular perk, of course, but it’s unusual for multiple people to run Circle of Healing in the same match let alone it be used by 3/4 of survivor players. At 16% of loadouts though it would appear in roughly 1/2 the matches since about 1/8 survivors use it.
Dead Hard is a totally different story obviously, it’s far and away the most used survivor perk in up to 75% of loadouts among high skill survivors. So that one you literally do see almost every match and often on multiple survivors.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2985156#Comment_2985156
The problem for me playing her hit n run is you will not beat even a garden variety SWF with that. Her TV spawns are too unreliable (like spawning on the inside of a LT wall, but facing the outside of the loop, or say spawning on the second floor near a gen that's actually on the first floor) to consistently make plays off of, while they can occasionally be useful in chase as a cut off, because your locked into an animation and the survivors all across the map know you TP'd, it feels like you're often at a much greater disadvantage for even bothering to use it to cut off smart survivors, as they basically have to be asleep near a TV for it to catch them off gaurd.
You can't even adjust your camera in time most of the time to take advantage of your well timed TP because sometimes your just looking at a wall, and by the time you can turn the Survivor who heard you TP just got 30 seconds of distance from you, and now you want to start slugging?
She needs a specific set of perks and add-ons to be viable. Currently, there are maybe 3 or 4 killers who rely on one or two perks, or one or two add ONS maybe. With Sadako, it feels like if you don't have the healing condemned add on and the TV reset add on, as well as at least one, if not two, chasing perks, you just break pallets and get 2-3 hooks all game.
Mind you, I am a GF main..I play killers I suck with or that are considered to be bad almost exclusively. No one in this entire forum seems to think Sadako is fine as she is, and is just hidden potential, except you. Sometimes, the majority is just right about something.
I mean this all in the most respectful terms.
I’ve said multiple times I think Sadako is on par with Wraith, she’s 2 out of 5 or maybe 2.5 out of 5 stars. For reference Otz also has her at 2 out of 5 stars next to Wraith on his tier list, so if I’m in agreement on his placement I’m pretty sure I’m in agreement with a lot of other people too.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2985164#Comment_2985164
I didn't miss it. Your post was saying you only get refunded for unhooks and no actual gain. And you are still wrong that you get more points for healing because safe unhooks award 20 whereas a full health state heal is 10.
You get 10 points per heal, but you heal more often than you unhook, especially if the killer is slugging. (Keep in mind reviving a dying person is technically a “heal”.)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2985145#Comment_2985145
You are wrong on the emblem thing. Any unhook gives back the points loss for being on hook, but specfically safe unhooks award points.
From wiki:
20 points: awarded to the Survivor who performed the Unhook action if the unhooked Survivors is not downed within 10 seconds post-rescue
You also lose points if they go down within 10 seconds.
But it's 20 for safe unhook vs 10 for a full heal.
Thanks for the clarification, you did though miss this line
- -10 points: deducted from all Survivors when any Survivor is hooked (refunded if the hooked Survivor dies within 10 seconds)
- 10 points: awarded to all Survivors when any Survivor is unhooked
That’s the section I’m referring to.
Also I’m not positive but I think it’s 10 points per heal from one state to another, not for a “full heal”. So if you revive a survivor from dying to injured that’s 10 points, and if you heal them from injured to healthy that’s also 10 points. And you get partial points for partial heals. So you actually get quite a lot of emblem points from heals over a match, especially if the killer is slugging and people keep getting revived.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2985072#Comment_2985072
First off I think we have a misunderstanding, I meat 60 seconds from start of chase music to the survivor going down.
Secondly, how on earth does any sentient being get surprised by sadako?, she plays a lullaby when near so you expect her, and if she tps she has a loud af and directional indicator, you have to be listening to music or doing something else for that killer to catch you off guard.
Regarding her Stealth, you know she’s in the general area from the lullaby but not necessarily where she is since she’s on and off invisible, has no stain, the lullaby is non-directional and she has a low profile so gets better blocking of line of sight from objects. I agree though that I don’t get why she has a Lullaby at all. 🤷♂️ She’s the only Stealth killer that has one.
As far as time between when a chase begins and a down, I could see 60 seconds being the average if you commit to chasing a single healthy survivor from start to finish. That’s not necessarily the best play though a lot of the time, knowing when to hit and run versus stay on the same survivor is really important, especially with a killer like Sadako that has the map mobility to do hit and run tactics. The better strategy with her is to keep looking for opportunities for quick hits on out of position survivors to keep up the pressure so the net time for a down on a given survivor is less than that 60 second average.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2985093#Comment_2985093
That 1m BP is a huge deal, especially for those of us who can't play a ton.
Here's the thing about Knockout slugging.
- A lot of your Altruism stat comes from safe unhooks.
- You can always see the person on the hook, unless you are Blind.
- Yes, Unbreakable is a good-ish counter, but the whole point of Knockout slugging is that you'll camp the area where the slug is, so that even if the other team try to find them, you can probably slug them too.
- You can unhook with BT, but there's no way to prevent a slug camper from just bopping the person back down the second you heal them.
- You can always see a slugged survivor too unless the killer is using a corresponding perk. That’s not that different
- Killers can camp the areas hooks are in too. In fact camping hooks might be easier since the survivor can’t move around to, say, crawl under a pallet. Borrowed time protects a bit on a hook but certainly doesn’t prevent a hook trade from happening. And if the killer is simply actually standing around face camping a slugged survivor that takes even long for them to die than if they’re on a hook so face camping a slug isn’t really a viable strategy except in corner cases.
- For reference, Altruism is the old name, it’s now called the Benevolent emblem. And you actually get the most points in that Emblem from healing other survivors, not unhooking them. Unhooking survivors is actually just refunding the points you lost when they got hooked initially. For example, all survivors lose 10 points toward Benevolence when a survivor is Hooked the first time, but they get those 10 points back when they’re unhooked. It’s the healing from dying and injured states that raises your Benevolence.
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I’m hoping that after they add the announced bots, if the bots work like they want, they’ll set it up so bots automatically replace disconnected players. That would help address killers losing out on sacrifices as well as the more important problem of the survivors being short a player. Yeah, an AI player is probably weaker than a good human player, but it’s still better than no player at all most of the time.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2985070#Comment_2985070
The Knockout loadout is crap versus SWFs, but people running it will typically lobby shop for groups that look like they are solo.
https://forum.deadbydaylight.com/en/discussion/comment/2985083#Comment_2985083
Eh...
In theory, sure.
In practice, when you're dealing with someone who literally never hooks and just slugs everyone with Knockout - yeah, that's a problem, it's basically a 'lol, enjoy depipping' build.
At least when you’re slugged you get to still crawl around and maybe even pick yourself up with a related perk. If anything that seems more engaging than being on a hook.
Also I’m not sure what I’m missing but why would slugging get you less pips than being on a hook as a survivor?
P.S. Pips are dumb, I personally couldn’t care less about them.
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I still don’t understand what aim dressing actually is or why it makes you hit objects sometimes. Is it that in reality you actually did miss the survivor, but graphically the system wants to show you hitting the closest object? I don’t get what’s happening under the hood here.
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@Barbarossa2020 said:
The QoL patch would be alot better than Mop girl 2.0
Quality of Life and balance changes are normally the midchapters so the next set of those would be in a couple months.
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There’s nothing wrong with slugging.
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From your post I think you meant to type “maps you hate”? But if not oh well, my bad. 🤷♂️
Anyway, I can’t stand corn 🌽. Losing survivors in corn is so freaking irritating.
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😡 .
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Yeah, I have the 9k shards handy for Dredge tomorrow so why not? 🙂
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2984247#Comment_2984247
If you as a team let a sadako down two of you and snowball the match ill bet a trapless trapper would 4k that team too, looping an m1 killer as a good survivor should take a minimum of 60 seconds.
Sadako is a Stealth killer who can teleport at will, part of her strength is catching players in hits before they have a chance to get to a stronger area.
Also I think you’re overestimating how long it takes to get a hit or a pallet drop once a chase starts. Typically the average time is about 20-30 seconds from when the chase music begins and either the killer gets a hit or forces a pallet. If a killer takes 60 seconds to get a hit or drop on most chases that’s a killer who’s playing badly.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2983485#Comment_2983485
Trapper is not worse than Sadako, I don't get why anyone says this. He has a stop in your tracks momentum shifting power, Sadako had to play 4D chess and pray to get the kind of value out of her kit the Trapper gets for essentially free at times. There are literally exist no-escape scenarios against Trapper, while for Sadako that is almost never the case until you're down to 2 survivors.
For what it's worth, I also heavily disagree that Wraith is better than Trapper. The two killers that operate on survivors making mistakes the most HAVE to be THE worst, even if there are plenty of games of survivors making mistakes.
Nobody plays perfectly, mistakes always happen, so it's not a question of "if" they happen but how often and how much the mistake costs. Assuming you're against some idealized set of error free opponents isn't realistic.
Also Sadako's map mobility alone makes her better than Trapper. The ability to put pressure anywhere on the map pretty much at will isn't something to be underestimated. In particular she's a very good slugger because of map presence since she can very quickly move from one down straight into a new chase at another generator, especially if she's using the Green add-on which makes survivors who heal or revive each other gain Condemned stacks.
I don't know if Trapper is literally the worst killer, but his lack of mobility and slow early game definitely hurt him which is why he's commonly in the bottom bracket on tier lists. Yeah he can potentially set up a good late game if he gets the chance, but he might not get that chance is the problem.
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Did I miss something with Nurse and Wraith officially meeting each other?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2983961#Comment_2983961
Because it wouldnt take him out of S-Tier.
I know it wouldn’t, so I’m not sure why so many posts say lots of people think it would.
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He was a top killer before “hug tech” was even a thing. So he’ll still be one even if it didn’t exist.
Also it’s funny that there are so many replies saying they think this is an unpopular opinion but I didn’t notice anybody that actually thinks removing hug tech would take Blight out of S Tier.
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It’s hard to think of something else a Boon could do that impacts the match that isn’t already covered by one of the current ones. The only game mechanic I can think of they don’t already boost is speeding up gen repairs, but that could really hard to balance since it would have to shave off more than 14 seconds from gen repairs to be worth it which is pretty significant. It feels like it would be too swingy.
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@IamFran said:
I agree.
They ruined the MMR since the last changes, they did that only because tryhard players were complaining about getting very hard matches so they reduced the top MMR so we the average more casual ones are mixed and matched with that kind of people and this is making me have Vietnam flashbacks of the old rank system. I'm even considering staying afk some matches with some killer and losing for reducing my MMR like as usually did in the old rank system.
It have no sense to implement a change to benefit only the 10% of the player base.
You're greatly overestimating how many players are at the soft cap. Peanits confirmed when they made the change that there are at most a percent or two of the player base over the 1700+ soft cap. Very, very few matches involve the soft cap as a factor.
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/2983485#Comment_2983485
I absolutely disagree on her not being one of the weakest. While someone like Trapper and Myers have no mobility and overall suck, they both at least have the possibility of snowballing hard and turning a game around with a few good traps or a single good use of tier 3. Not to say they're not bad, but they both can at least sometimes become extremely deadly (Mostly due to survivor's mistakes, but still). Onryo on the other hand has none of that, she's as mediocre as they come with no way to do anything special, since her condemnation doesn't exist 90% of the time.
About the balance pass, yeah the next mid-chapter seems most likely, but I'm a bit worried BHVR may think she's fine as is, since they haven't mentioned anything about her and their next mini-rework is going to be Twins.
Sadako can definitely snowball due to her map mobility alone. Condemnation is just a bonus that can get survivors off the gens a bit, her teleporting and stealth are the main parts of her kit.
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Not an exploit, there are two gates and they could have gone to the other one. Also many streamers have done exactly this and none of them were banned for it either.
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What exactly is the point of naming someone you suspect of hacking here? If you have evidence someone is hacking just submit the appropriate ticket and if it checks out they'll get banned. Their name being on the forum makes zero difference, and if you accidentally name someone who turns out not to be cheating or who happens to have the same screen name as the person you're accusing (since screen names aren't unique) then you could end up getting someone harassed for no reason.
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Sadako is definitely not the "weakest killer in the game", she's basically in the same bracket as Wraith, so around 2 to 2 1/2 stars out of 5. Her map mobility alone makes her better than the killers who would actually be at the bottom of the list like Trapper and Meyers.
That said she hasn't had her first full balance pass yet, if I had to guess that will probably be the next mid-chapter. So who knows, maybe she'll get a bit of a buff this summer? 🤷♂️ I don't think she'll get a major revamp or anything though, she's mostly ok but a couple of small buffs couldn't hurt.
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@Xernoton said:
That would deny killers one of their most important and strongest tools build pressure. I don't think that would be a good idea. Also it would make some killer adepts even harder than they are now.
Personally I think once the game is down to two survivors the bleed out timers should speed up to maybe double normal pace. That way worst case the survivor(s) on the ground only have to wait two minutes instead of four to die and end the game if the killer either can't or won't hook them to get it over with.
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My things I wouldn't mind seeing tweaked are mostly minor, but looking over the list of killers and perks:
- Trapper - He seems a bit too weak because it takes him so long in the early game to walk around picking up traps to be able to set them. If he had something like his purple add-on that starts him with all his traps automatically as just being how his base kit worked that would be a nice improvement. Or if maybe he could grab traps from lockers, and if he has all his traps out then when he grabs a new one the oldest is consumed by the Entity, that would help too since it's much easier to get to lockers than to visit six or so random spots on the map.
- Wraith - The flashlight burn on Wraith always felt like a bit of overkill. Probably could do without that.
- Hillbilly - I've never liked playing Hillbilly all that much. If I want to chainsaw people, Bubba is more fun doing that, and if I want to zip around the map quickly Blight or Sadako or I'm guessing the Dredge are more fun doing that. Hillbilly just feels kind of clunky.
- Nurse - Nurse is the only killer I actively never play. I can't stand that staring at the ground half the match mechanic, it's SO annoying! If they ever tweaked her so she at least kept her head up during blink stuns I'd probably play her, even if they made that stun just slightly longer to compensate for being able to still see what's going on.
- Shape - I like Shape's variant playstyle add-ons (i.e. the Mirrors and Tombstone) but his base kit doesn't feel as fun for some reason. Also I wish I could do his daily rituals while using Scratch Mirror.
- Hag - I wish I could do daily missions using Waterlogged Shoes with her, it's kind of fun playing around with those. Also I don't play her enough to be any good at hitting out of a teleport, but that's more on me than her as a character.
- Doctor - I wish his Hallucinatory Doctors actually moved around and chased survivors. I'd love it if the devs added the Nemesis Zombie pathing to the fake Doctors and let them chase people. Obviously they wouldn't ever actually do damage, but just seeing them running and chasing and even maybe fake-attacking survivors would be really cool!
- Huntress - I kind of with DbD has a small dot or something as a ranged attack cursor for Huntress and Trickster. This is the only first person action game I can think of that ranged attacks don't have a crosshair of any kind, it's a little annoying sometimes.
- Cannibal - I think he's mostly ok, although I do hope the devs eventually figure out something to steer killer players away from thinking that "face camping" is an effective strategy. I think Bubba is actually a lot of fun to play just chasing people normally personally, but he gets a really bad rap because of how many people just stand around guarding a hook while everybody else sits doing gens.
- Freddy - I'd love it if he could just swap between snares and fake pallets as part of his base kit, kind of like how Clown can swap between yellow and pink gas. If Freddy could place pallets out of chase and snares in chase it would be a nice little quality of life buff for him.
- Pig - Is it just me or is it kind of disappointing her reverse bear traps don't have a more exciting animation when they explode? Given how great a lot of the mori animations are these head trap kills are kind of anti-climactic. Also if they tweaked her Ambush roar sound effect so it went off as her Ambush actually started, versus while it was charging up, that would help her a bit with that ability.
- Clown - I kind of wish his yellow and pink bottles were separate inventories, so using a pink bottle up wouldn't use up his yellow bottles and vice versa.
- Spirit - Not so much a Spirit thing, but I think Iron Will could stand to be tweaked to be 90% sound reduction instead of 100%. Iron Will is generally a bit too good currently in my opinion, let alone against Spirit who can get really screwed by it (especially since the perk is apparently a bit bugged and negates certain sounds it probably shouldn't.)
- Legion - The new version of Legion seems pretty decent. The one minor thing I'm not fond of is that it's a bit hard to gauge distances of killer instinct pings sometimes, as in it can be hard to tell at times if a ping is somewhat close or pretty far away.
- Plague - The voices in her head when she's powered up are a bit too loud, it's kind of distracting.
- Ghost Face - I like the new version of Ghost Face well enough. One minor change might be that survivors he's already marked could appear with a red aura around them to make it more obvious at a glance that he's already Exposed them. Especially with the Marks lasting 60 seconds, it sometimes can be a little tricky telling who's Marked and who's not if the survivors happen to be playing with the same character skins.
- Demogorgon - Demogorgon is pretty fun as is, the main thing that's kind of sad is simply that he isn't for sale any more.
- Oni - Oni's ok, although hitting with his Demon lunge is kind of tricky sometimes. That's more me than him, though.
- Deathslinger - The only thing I don't like about Deathslinger is he turns really slowly while aiming. I think he's the only ranged killer that can't turn at normal speed while aiming his attack. If he could turn at normal rate he'd feel a bit more fun to play.
- Executioner - The one minor thing I can think of with him is the death animations of people in Cages are really boring. Basically they just die with literally no animation, it's disappointing compared to hook sacrifices.
- Blight - Blight is pretty solid, although I don't play him enough to be really good with his Rush attacks.
- Twins - Twins are ok, aside from maybe that switching between them sometimes feels like it takes just a tad bit too long. Also hitting with Victor's lunges can be a bit tricky at times if there's trees and such around.
- Trickster - I never liked Trickster's aesthetics that much, although his music is decent. Also, as I said for Huntress above, I wish he had a small crosshair.
- Nemesis - Nemesis is fun aside from his Zombies could probably use a small improvement in their pathing to help them not get stuck on terrain as often as they do.
- Pin Head - He's pretty decent overall, the only thing I can think is maybe he could stand to have his 1v1 chains break slightly more slowly?
- Artist - It feels like maybe she should have some sort of range limit on doing damage with the Crows, like say 40 meters, to mitigate the combo of her with Dead Man's Switch which allows her to literally face camp a survivor and knock people off gens fully across the map simultaneously. She'd still be just as good overall even if she could only directly injure within 40 meters (which is half the map, it's not like it's a small radius!)
- Sadako - I think Sadako is a lot of fun to play. One thing I wouldn't mind see with her is if survivors built up Condemned stacks passively over time even when they don't have a tape in hand. It would make the Condemned feel a bit more pressing to deal with, especially when she's not using that one Green add-on that curses survivors who heal each other. I don't think she needs a big buff personally, I already think she's on par with Wraith, but a small tweak on Condemned I could see.
- Dredge - Hard to really say too much about it since it's not out yet. I know on the PTB the darkness radius during Nightfall seemed too large, but the devs already confirmed that it was bugged and the actual radius when it goes live will be more like 15 meters or so if I remember right (i.e. a bit more than the width of the shack).
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If people are actually not doing dumb touchdown dances in the gates so the match can end sooner I’m all for that.
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I’ve seen posts before complaining about things being too random or swingy in the map generation, I think this is the first time I’ve seen a snarky post about maps not being random enough. Go figure. 🤷♂️
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@PedanticChicken said:
https://forum.deadbydaylight.com/en/discussion/comment/2982286#Comment_2982286
Why do they have anyone currently focusing on adding charms or anything like that. If all of these different teams actually focused on what is important or maybe idk hire more people to focus on what is important, then maybe something might get done without the community needing to wait 6 months-3 years. Plain and simple there is no reason to have anyone working on cosmetics with this many glairing issues
The art team and writers don’t “need to be doing bug fixes”, that’s not their skill set. Also this isn’t a zero sum situation, it’s a big enough company that they can have both an art team and a programming team.
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@PedanticChicken said:
https://forum.deadbydaylight.com/en/discussion/comment/2982282#Comment_2982282
They still go into the game and change the lore, they add useless charms. Personally I don't want them to add any charms, skins, anything until fixes and changes are made to improve quality of life
Again, the people who do art design for the charms aren’t the ones doing but fixes and programming character mechanics. The game has teams that do different things, one team doing art and such doesn’t impact the others doing the technical work.
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The people who write the character backstories and archive text aren’t the ones doing the bug fixes. They’re unrelated.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/2982014#Comment_2982014
It's happened to me. I've intentionally quit matches before and been banned. My internet has gone out and kicked me and it didn't. I remember it giving me some message about the crash as well.
If you reconnect to the existing match in time in Rocket League you don't suffer the penalty. The game can't actually tell why you disconnected though.
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@TAG said:
"If Rocket league can tell the difference between an intentional quit and a crash"
BHVR devs keep saying that that's not possible, so someone's wrong here.
What's wrong is the claim "Rocket League can tell the difference". They can't. What Rocket League actually does is it doesn't immediately inflict the ban on a disconnect, but it gives the person a chance to reconnect to the existing match. If they fail to reconnect to the match though they suffer the penalty.
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It's a really solid perk for any killer that uses basic attacks and wants to potentially to follow up an injury with a down on the same survivor. The reason is at full strength it shaves off 1.2 seconds from the recovery time after a hit, which means the distance between you and the survivor is reduced by something like 4.8 meters. Since you catch up to survivors at 0.6 m/s, that's a time savings of 8 seconds getting the second hit on them which is a noticeable chunk of time! It can easily make the difference between them reaching a pallet and not. You can think of it as more than reversing any potential distance gain they'll later get on a Dead Hard for instance.
There's also good smaller uses for Save the Best for Last too, such as interrupting Jigsaw Box and Sadako TV uses and in hook trades, etc. But I think the big reason it's so useful is that distance reduction.
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I definitely think it's overused and overpowered so I'm not surprised it'll be getting a nerf soon.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2981778#Comment_2981778
I did not ask to see any games. I wrote: "I have yet to find a Deathslinger that can win a game without the survivors absolutely sabotaging themselves."
That remains true, even after watching his last 8 Deathslinger videos.
I win more than 80% of my Nurse matches, but I don't let that make me delusional - I can still tell when the survivors are potatoes
These survivors aren't just making mistakes, they're making egregious mistakes that demonstrate they are not even able to identify the perks they are up against. I have pointed out multiple, ridiculous examples that you never responded too. I would genuinely rather play Deathslinger than spend more time trying to explain it to you. Take the last word you are wasting time in bad faith.
Man, I can’t believe how aggressive you are! All because I’m pointing out that statistically he doesn’t go against only potatoes any more than you with your 80% win rate with Nurse only go against potatoes. And I didn’t stoop to calling you delusional simply because I think you were underestimating him, nor did I claim you were arguing in “bad faith”.
You asked for “a Deathslinger that can win a game without the survivors absolutely sabotaging themselves first.” Apparently though your definition of “absolutely sabotaging themselves” is any game any apparent mistakes happen which is an unrealistic view of how people play. Very, very few games happen where no mistakes are made, and the good killers are the ones who both make fewer mistakes than the survivors and also use tactics to both amplify the possibility of survivors making errors and lessen the possibility the killer makes them.
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@Alen_Starkly said:
I appreciate all of your responses, but I really hope that a *dev* gives an official statement on this. Logically, I wouldn't expect the prestige change to come out on the 7th, but you can never know for sure. If it does come out on the 7th, and BHVR was negligent on communicating that to us (it's possible), then I will miss out on the rewards for just a few characters that I could have P3-ed (I just need to hold the button) within 1 minute. And if the change comes out on the 16th, then unless I grind maniacally for a week, I won't get Haddie and the Dredge to P3.
A few months before the removal of Hawkins offerings, BHVR mentioned in a patch note that they would be removing them with the mid-chapter update or something, but not everyone read the patch notes carefully, nor did everyone remember about the removal. BHVR could have given us a heads up a few days prior to the Hawkins offering removal in-game and/or on Twitter, but they didn't. If I knew the offerings would have been removed, I would have used them all, 'cause I adore that map and it's a big shame I didn't get to enjoy it more before it was gone.
That's why I am concerned that BHVR will push this change without giving us a heads-up, and many of us are gonna be frustrated. The grind for P3 has been going on for a few years, and it's been a passion of mine, albeit exhausting at times.
Please BHVR, be transparent about this. <3
If it was coming out next week it would have been on the PTB as part of the test.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2981755#Comment_2981755
Dude, these survivors are literally sitting behind rocks, and then crawling out of them directly into his FOV when they could otherwise just sit there and avoid him with their 3rd person FOV. If you think these videos are indicative of Deathslinger potential and not survivor's being potatoes then you are crazy.
And for the final. #########. Time. I am not assuming he only wins due to bad survivors. But, in 7 out of the 8 matches I am now up to there has been multiple awful survivors every game. Christ. We can find videos of Clown and Myers stomping oblivious survivors and those two killers will still be AWFUL.
Except you are assuming he only wins due to bad survivors. But survivors are people, they’re not idealized perfect players, and his playstyle takes advantage of that. “Survivors made mistakes so they’re potatoes” is ignoring the fact that he sets up more situations an an average killer for him to get those mistakes to happen.
You asked to see someone who does really well with Deathslinger over the long haul and he does just that. Now you’re complaining that “oh but it’s because the survivors are bad” ignoring that he does well in all the matches and his MMR is obviously high since he wins probably 80% of his matches. He’s not winning simply because “he’s a good shot”.
Certainly someone who is a so-so Deathslinger could do worse than learn a bit from Red.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2981730#Comment_2981730
Dude, I see his macro perk builds - they're cool and all but half the time the survivors are just posting up on rocks and waiting for him wherever he already is. They are not objective oriented at all and it shows. Maybe of the 6 games of his I watched so far the only one where the survivors even tried to bang out gens was the Leary's game - AND the hysterical thing about that one is they managed to scream it up for SH:PR all the way to the last gen. That is unbelievably sloppy.
I'm not saying all survivors are bad. I'm saying these videos are a piss-poor indication of Deathslinger's current woes. Stop rebranding.
I’m not “rebranding”, I’m saying it’s odd you’re assuming he only wins because survivors are bad when that’s statistically highly improbable. Part of being good at the macro game is putting survivors into situations where you have the opportunity to find and capitalize on unforced errors and catching them in the open and finding and focusing on the weakest player on the squad. Spectating killers who are excellent macro gamers will always look like they’re “against potatoes” even though they’re not because they’re setting up a lot more opportunities and putting a lot more pressure on survivors to be in those situations.
“But that’s the survivors sabotaging themselves” is selling the killer short when part of the strategy is creating ways for the survivors to sabotage themselves in the first place. It’s not accidental, it’s intentional.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2981723#Comment_2981723
I already gave him the benefit of a doubt and watched several videos, and again, the survivors I play do not commit so many unforced errors. It's cool that he's a good shot but that's really not what Deathslinger being bad right now is about.
Are you saying these survivors in these videos ARE good? Most of them can't even post up on T wall properly.
I’m saying he’s excellent at the macro game which allows him to maintain pressure even when the survivors would normally split up on gens and also find the weak links in the survivor’s group to get the first down more quickly. You don’t get a consistent 70-80% kill rate over a long run of matches simply because “the survivors are all bad”.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2981632#Comment_2981632
Sorry to discount this video, but survivors:
- Grouping up on one side of the map allowing for repeated infectious fright procs
- Deadharding before his redeemer goes off
- Not looking over their shoulder when they don't have deadhard
- Immediately going back to the same gen when they just heard Deathslingers redeemer go off on the other side of the building
- Crossing windows instead of taking advantage of the 3rd person FOV to force Deathslinger around tall walls first
- Survivors just losing track of obstacles and running into walls
My opponents don't play like this. They split up to the 4 corners of the map, only DH when the gun goes off, and actually use the jingling sound to make sure they don't run back into my line of fire. I don't miss shots often, but survivors do not present me with such easy opportunities. This guy also seems to round corners, even without infectious fright going off, and there's always some potato there just waiting for no reason.
Honestly, the only thing in this video that really impressed me was the use of double stun reduction to modify what would have otherwise been much longer follow up hits. The rest just looks like bad survivor play.
Edit: This guy, much like Otzdarva during offtime hours, could be quite good at Deathslinger, but these games are not indicative of some winning formula for the killer.
Further Edit: Unfortunately, I loved M&A Deathslinger, but with his nerf and having moved on to main more reliable killers, I don't like modifying my FOV from killer to killer, that makes this even more frustrating.
I just grabbed the most recent video, like I said he’s posting a bunch of them one a day. And no, he doesn’t just win because “the survivors aren’t good”. And he uses different builds in most of the videos.
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I don’t have an opinion on Brand New Parts either way, but I definitely think the game would better off as a whole if they removed map offerings entirely. The offerings just exacerbate issues with map balance or exploits by allowing players to force the matches onto those problem areas. They also limit map variety since certain map offerings are much more popular than others by survivors (I say survivors because with four survivors it’s four times as likely that a game with a single map offering will have it on the survivor side.)
There is sometimes a complaint that “but if there’s no map offerings what if the game just randomly sends me to the same map two or three times in a row?” That’s an illusion, sure it can happen periodically through chance but repeated maps happen much, MUCH more often due to map offerings than without them. That said I wouldn’t be opposed to tweaking the random map selection algorithm to not choose a map that any of the five players in the lobby played on in their most recent matches.
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Evil Dead is a lot more like Left 4 Dead than it is DbD. Which is fine but they’re definitely different enough that they can cooexist in the gamespace. At the moment Evil Dead seems ok but has some rough bits that they’ll want to iron out.
VHS is a bit closer to DbD but still plays more like an action shooter than DbD does. Again, whether someone likes that better or worse than DbD is just a matter of personal preference. Since the game is still in closed beta it’s really hard to tell how well it will do.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/326320/deathslinger-is-an-endangered-species
I have yet to find a Deathslinger that can win a game without the survivors absolutely sabotaging themselves first. My own included, and I consider my Deathslinger quite good - I just get W'd the moment that overnerfed terror radius hit's their gen and have to spend 40 seconds just to get in firing range.
RedsGamingGears happens to be playing Deathslinger once a day all month this month and is kicking butt with him. He’s an insanely good shot (at least compared to me! 😄) and a very strong macro game killer. Here’s his most recent video but he’s doing two matches a day for 30 days.
https://youtu.be/zMDAXUNHF0c -
You’re definitely in the minority.
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@bm33 said:
Makes it easier to find and snuff when it's a boon totem.
The difference is survivors get to pick where they place a Boon so they can choose not to use this totem.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2981286#Comment_2981286
All that's gonna happen is the meta being destroyed and turned useless and nothing base game will change.
The devs already said they’re making base game changes alongside the upcoming perk changes.
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I agree that keys are a bit weak compared to the other items, but that being said I did have a survivor escape from me using a key about a week ago so it does happen. 🤷♂️

