dugman
dugman
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In no particular order
- Sam and Dean Winchester from Supernatural
- Ripley from Alien
- Dutch from Predator
- Tucker and Dale from Tucker and Dale vs Evil
- Fathers Kerris or Merrin from The Exorcist
- Evelynn Abbott from A Quiet Place
- Columbus from Zombieland
- Rick from The Walking Dead
- RJ MacReady from The Thing
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2976056#Comment_2976056
Difficulty has no correlation with fun. I personally enjoy going against Blights, Nurses, Onis, Huntresses, but at the same time I find Doctor, Trickster, Artist, Nemesis, Clown, Freddy, Legion, Ghostface, Twins insufferable.
Sure, but that doesn't explain why people think Trickster is "unfun" but Huntress and Deathslinger aren't.
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If you can’t handle someone telling you they thought it was a good game that’s a reflection on you, not them.
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@GoodBoyKaru said:
This is quite possibly the worst comparison I've ever seen.
Just because one side has something doesn't mean the other has to have a direct equivalent. Survivors have exhaustion perks, doesn't mean the killer needs a perk to increase their speed to 150% for 3 seconds. Killers have perks which block the generator at the start of the trial, doesn't mean survivors need a perk to instantly complete a generator at the end of a trial.
Actually now that I think about it an Exhaustion style set of perks for Killer could be interesting. There are perks with cooldowns, but there’s not a set of perks that share a common cooldown like Exhaustion perks do.
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I’m surprised there are people who apparently hate playing against Trickster but don’t seem to have a problem with other ranged killers, especially since he’s historically apparently got one of the worst kill rates in the game.
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Decisive Strike is much better now than it used to be back when it lasted 60 seconds no matter what. Now that it cancels if the survivor touches any gens or totems or heals it makes a lot more sense (and I say this as a killer main).
That’s not to say it might not be part of the big perk rework. If it’s too popular the devs might be looking at ways to tweak it or the base game to make it feel less “needed”.
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I don't know anything about Resident Evil, but Spider-Man is a solid game.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2975572#Comment_2975572
That's because DBD is def a different game...
Ok you can have 500 hours experience. Let's for the sake of it say it's all survivor...I'd venture a small fragment of that is spent being chased and learning how to loop...Then trying to loop killers who actually know what they're doing. Learning that maps that change every game due to RNG
On the flip side. Your 500 hours can be split between killer and survivor....And then it gets cut even more when you spend 300 on nurse..Then try to play blight. Then try to play Nemmy. All killers who function differently at different tiles.
What you're describing is a high skill ceiling, but not a high skill floor. Someone with 500 hours will definitely not be "new" to the game, they'll be well above the skill floor compared to actual new players. They aren't a match for people with thousands of hours not because they're inexperienced but because there's such a large range of mastery available for all the different characters and maps.
That's why I think it's funny when veterans call people who have played for 500 hours "new players". They're not new compared to the average, the veterans are just older than them.
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I swear, DbD is the only game that posters unironically say people who have played for 500 hours "have no experience".
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The only thing I miss is Hawkins. It's kind of a bummer Demogorgon isn't available for new players also (I have him but I feel bad for anybody else that comes to the game now that wants to play him too.)
Other than that, the graphics are better now, there are fewer broken parts of maps, moris and keys and various other things are better balanced, and I like MMR better than the old rank system. So yeah, I don't miss "old DbD".
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2975029#Comment_2975029
Mods/devs- can any confirmation on this?
Here's the official wiki details on how the Unbroken emblem works for reference:
Escaping a Trial without being downed results in an Iridescent Emblem, while being downed at least once results in a Gold Emblem.
If you die in a trial, the Emblem Quality is based on the amount of time you were alive.
However, the highest Emblem Quality one can obtain in this manner is Silver.Your goal is to gain as few points as possible for this Emblem:
0 points: starting value, Iridescent Unbroken
1 point: added for being put into the Dying State
999 points: added if the time you were alive for was less than 300 seconds (5 minutes)
899 points: added if the time you were alive for was less than 540 seconds (9 minutes), but exceeds 300 seconds (5 minutes)
799 points: added if the time you were alive for exceeded 540 seconds (9 minutes)
Special Condition:
If you escape unbroken (without having been downed once) and the time you were alive exceeds 540 seconds, you will automatically be awarded an Iridescent Emblem
Notice:
The displayed percentage thresholds for this Emblem, unlike for all others, were defined in code and depend on the obtained Quality; they are not calculated via actual percentages, as that would be impractical for this Emblem.
Note that the wiki also outlines that 999 points is No Emblem, 899 points is a Bronze Emblem, and 799 points is a Silver Emblem. So that above chart corresponds to getting No Emblem if you only live 5 minutes, a Bronze if you live 5-9 minutes, and a Silver if you live over 9 minutes.
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@TurboTOne said:
So to get a Survivor from 1 to 50 its about 1.4 Million Bp.
That 3 times means around 4.2 Million Bp to get them to P2 Level 50.
If the Survivor was not Leveled up yet.
Now we only need to collect some data to see how many Bloodpoints you get per Trial and how long the Average Trial goes to know how many Trials you need and how much time you need to play to get enough Bloodpoints.
Personally i've been playing Killer to get enough Bp to Level my Survivors. Its way more frustrating but at least you get some good Bp in an alright amount of time.
Don't forget there are other sources for bloodpoints besides just the endgame points from trials. You also get significant points from daily missions, tome challenges and giveaways and events. In fact I think I might get more points on average from those other sources than I do from the trials. Like right now for instance we're getting double bloodpoints from the event alone and that's not even counting the missions and challenges, so most of your points this weekend are not from the base amounts you get in the trial.
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2974921#Comment_2974921
I usually do this to say some sort of goodbye, like leaving behind my item and letting them get another hit so they get more BP. If it's Pig they usually wanna get booped, GF's love to moonwalk or meme so that's always a fun end to the game xD One very smart GF played with us at the gate so much so that he exposed us and got us to go back to him and downed us and had Blood Warden! Never laughed so hard during a game, that was a chef's kiss of a strat!
But I don't stand there to TB or to be toxic.
I can get bloodpoints by just going around breaking stuff or using my ability a few more times or closing the hatch. (In fact, sticking around makes it harder for me to close the hatch when multiple survivors do it.) And if you're on PC you can always say goodbye or gg or whatever in chat.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2974921#Comment_2974921
I've said many times I'd love a surr action for killers once gens are done. Would reduce queue times, frustration from playing killer, and make the role more bearable.
Yeah I wouldn't mind a Concede option for the killer once the gates are open. Just hit the button, all remaining living survivors are considered escaped, and done!
The only minor hitch I could see would be survivors complaining they're being robbed of a handful of bloodpoints by not being able to heal in the last minute or maybe missing out on a last ditch chance to complete some random mission? And while that doesn't sound like that big a deal to me I could see this being a possible point of contention.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2974921#Comment_2974921
For me I want to stay in the match longer for emblem points. Sometimes to rub it in if they played we're turds. But mainly emblem points.
From what I can tell, if you escape the trial without ever being downed you get an Iri emblem, and if you escape while being downed at least once you get a Gold emblem. The time you stayed alive only seems to matter if you actually died (i.e. if you last more than 9 minutes before you die you get a silver, if you lasted between 5 to 9 minutes you get a bronze, and if you lasted less than 5 minutes you get nothing). So you may as well just leave, it doesn't appear you actually gain emblem points by just standing around in the Exit.
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It’s the friends thing. People play with their friends at night more often than during the day even on weekends and holidays.
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The chat censor is honestly pretty stupid. Last night I noticed that the name Frank is censored. I’m guessing it’s related to Frank being one of the killers in Legion, but I can’t for the life of me understand why that would be a reason to censor the name.
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I’ll never understand why survivors refuse to leave when they’re all healthy at the exits unless the killer literally forces them out. I’m not going to chase survivors I literally can’t stop from escaping, it’s pointless, at that point I just look for the hatch to see if I can close it or break pallets or just look around to see if maybe I can catch a survivor who neglected to run to the Exit.
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If someone runs into a locker and you grab them and they use Decisive Strike on you, that means the survivor did absolutely nothing else of substance since they got off the hook. They didn't touch any gens, they didn't heal anyone including themselves, and they didn't touch any totems. So yeah, they were running around doing nothing for 30 second to a minute, that Decisive Strike is really honestly a sign you're probably facing an unproductive survivor. It's not exactly an overpowered technique.
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@Bran said:
I still say just make it a normal perk
It would be too strong as a normal perk. Its effect is already more powerful than Bamboozle which is itself a pretty good perk, the only thing keeping Crowd Control from actually being overpowered is that it's a Hex that can be removed.
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They're not going to killswitch Dead Hard because it's not literally game breaking and the killswitch is intended to shut things off in emergency cases where something is fundamentally making the game not work (e.g. a map with a section where it's impossible to hook people or where it's easy for someone to force an indefinite stalemate by bodyblocking, or an add-on or perk that is crashing people out of the game, etc). Dead Hard is definitely overpowered and is going to be nerfed in the upcoming perk rework, but you can still play the game and win as a killer even when all the survivors all have it. In terms of practical effects it works out to something like a +5-7% boost to escape rates per survivor who has it in the group, which is more than other perks but not so high that it has to be immediately shunted out of the game instead of going through the standard patch process they're doing with the rework.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2973727#Comment_2973727
They both teleport to objects around the map. Except dredge's objects and teleport are far less restrictive. The comparison is an obvious one.
The wraith/sadako comparison was always dumb. It ignores the more important part of wraith's kit: his increased speed and the attendant lunge.
Right, they both teleport. ... and that's the extent of the similarity.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2973733#Comment_2973733
I don’t care if someone plays that way and won’t ######### about it but I do hate it and not because I’m a “sore loser”. I hate it because I want to be doing stuff not spend the entire match slugged or on hook. But yeah, I concede that’s not the killer’s responsibility to stop that. It’s on me to try and avoid it.
It's that phrase "slugged or on hook" that's the tell for me. It's not "being slugged versus being hooked" that's the problem, it's the "I don't like being inactive" which also happens with hooks too. And sure, the hook timer is technically shorter than the slug timer, but in the great majority of cases there's not much difference because either you get revived by someone else in about the same amount of time or the killer eventually comes back and hooks you. It's the exception and definitely not the rule to be down for literally the full four minutes to bleed out.
I get people being irritated with downtime in the game. I also get not liking player elimination in general. But I don't get being mad at an opposing player just because they're playing the game and eliminating people and causing downtime by hitting them beyond just being sore that they were on the losing end of it.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2973733#Comment_2973733
Not inherently, no. But when a legacy nurse is doing it from the start, with seemingly no intention of facing any semblance of opposition, it's just very, very lame.
If your complaint is just that Nurse might be too powerful at really high MMR I’ll give that to you. I don’t have any stats on it but I wouldn’t be surprised if Nurse is literally the best killer in the game at the very upper end of player skill. There’s probably not much that can beat being able to just ignore terrain completely in chases.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2973717#Comment_2973717
almost 3000 hours in the game and still never seen a bot killer.
Not saying they dont exist, I have seen the videos, but personally, never get them. I doubt people get them as often as they claim.
It’s probably an MMR thing. I’m guessing cheaters are either all in the very high MMR bracket since they can win all the time or in the very low MMR bracket by intentionally throwing lots of games or somehow hacking their rating.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/325637/first-match-killer-was-cheating
Zuh.
I've...literally never seen this before.
Just file a report after the game.
Sounds almost like those hacker bots that walk through walls and see everybody.
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I have seen streamers do exactly what you’re describing where they leave a Boon up as a sort of bait. I’m too lazy to do all that though and I like smashing stuff so I’ll just get rid of it and take the prize that if they want it back it’ll take them another 14 seconds to place.
On a tangent the one minor thing I don’t like about Boons is how fiddly it can be positioning yourself to snuff them sometimes. It’s like you have to be looking directly at the Boon and be in just the right spot next to it to get it to give you the option to snuff it, and especially when it’s nestled in a tight corner or something it can be kind of annoying. I wish the system was a bit more forgiving.
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I don’t play survivor but Ace is my favorite thematically. I think he’s got a fun background and look and even his perks that help him get junk out of chests sounds fun in principle (even though they’re presumably not the most effective perks the idea of rummaging for cool stuff in kind of neat.)
At the moment, my favorite killer to play might be Sadako? 🤷♂️ Hard to say, but I do like being able to zip around the map and also have Stealth and partial invisibility at will. The Condemned doesn’t directly lead to kills that often typically unless you happen to use a specific add-on for it but it’s still fun when it does.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2973721#Comment_2973721
To be fair, when it's a nurse on Midwich (that she offered for) going with a full-on slugging build like I had yesterday, it's just a matter of not being able to play the game. Once you're down against that you're just not getting back up. And she refused to hook anyone too.
At that point it's just a d-move, imo.
And you can’t do anything on a hook either, but at least if you’re slugged you can move around or maybe even get yourself up with a perk like Unbreakable. If anything being slugged is better in that sense than being hooked.
So again, it just sounds like sore losing. There’s nothing wrong with slugging for a victory.
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I wish people would stop saying Sadako and Dredge Rae the same killer, the only thing they have in common is the broad statement that they both teleport. To put it in context, for months people were likewise saying Sadako is a “weaker Wraith”. So what, does that mean Dredge is a “stronger Wraith”?
None of those three killers are the same beyond some broad similarity in their kit. Dredge obviously isn’t Wraith, Sadako isn’t either of them. If you try and play any of them like you another then you’re probably going to run into problems.
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I’ll never understand why people get mad at “slugging and tunneling” beyond sore losing.
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As a killer I’m not “racing” to win but I also don’t spend a lot of time doing things other than my main goal, namely trying to kill the survivors. I’ll break things since that helps me out, and I’ll collect Rift challenge props because why not? 🤷♂️ But otherwise I’m not interested in goofing around farming points or whatever.
I think the ideal game length is about 10 minutes more or less. Too much faster and it feels like a stomp for whoever won, much longer and it feels like it’s dragging in a stalemate.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2972475#Comment_2972475
eh.. that's actually terrible if you think about it. A killer can only get so bad, they hold W and m1. It doesn't matter how bad you are as killer, you will eventually catch a survivor at least once.
These numbers include day one fresh survivors that i would agree is way harder to win as compared to killer when you are new. The fact we are including these people and are at 50% is awful.
I did an experiment and tanked my rank to see what it is like down there, and it baffles me how killers lose against these survivors. But here we are at 50% kills and deaths. It got to a point where i had maxed out every possible category at 4 gens and had to sit in a corner to let them escape.
The vast majority of players aren't "day 1 killers" so I don't think they're skewing the averages all that much.
Also we're not "at 50%", we're actually a bit over 50%.
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Actually face camping while all three other survivors are doing gens is usually a bad strategy. In most cases it ends up with three gens done, a hook trade, and then maybe one kill at the end. A much better tactic is to proactively pressure people off gens in the early game then stand in one spot.
So called “proxy camping” is different, that’s just a buzzword for “zone defense”, as in defending a zone maybe 1/3 the size of the map that includes a couple of generators and a hooked survivor. That’s obviously much more productive because, even if the other survivors are on the other side of the map and completing gens there, that’s leaving you in a stronger middle game with a 3- or 4- gen area you can patrol more efficiently. If someone is doing that in the early game it can make a lot of sense, especially if they’re a killer with low map mobility or a Trapper or Hag that requires set up time for instance.
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@Zozzy said:
Question is, will they do enough? A 1 minute base kit corrupt isn't going to cut it.
Killers have a 55% or so kill rate already on average, a 1 minute additional slowdown with no other changes would be too much in our favor (and I’m saying that as a killer main).
What’s more likely is they’ll slightly slow down gens across the board, or maybe do the weakened Corrupt as base kit, but also tweak all the regression perks down a bit so they don’t change the overall balance of the game if you continue to use them in the slower gen environment. That ways loadouts which had little or no gen regression will do significantly better than they currently do and loadouts with heavy gen regression will perform about the same as they currently do. So it would even out how good various builds are without hopefully raising the average kill rates of the best builds.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2972432#Comment_2972432
Not at all, as a Huntress main i love Ormond, it has a lot of nice open area for hatchet shots, Crows is just packed with objects you can't throw over. Like every corner is an object that is head high.
Ok, different for Huntress then.
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Probably the best strategic advice is know when to break off a chase or not take a chase in the first place. Sometimes you’re better off not chasing someone who is running into a remote area 20 meters away if it will take you too long to catch them and should instead ignore that survivor and go after someone who is actively on gens instead. Picking your battles based on what’s going on mapwide among all the survivors is at least as important as actually being good in a chase.
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Big and expansive as Temple of Purgation.
Just for the record, both those maps are the median map size. There’s something like seven maps exactly that same size including them, about 14 maps which are larger than them, and 15 maps which are smaller. I think this myth that “Eyrie is a huge map” is an optical illusion caused by it having a bright outdoors with long lines of visibility and a large main building. It’s actually an average size map when you measure it though.
Personally I think Eyrie is most similar to Ormond. They are both exactly the same size maps, both have bright outdoors with a large main building, the main building has a second floor runway overlooking a lower floor area, both have god pallets on their second floors and breakable walls on their first floors, and they both have a generator smack in the middle. And the rest of both maps outside their main building are mainly typical tiles and a shed. I’m pretty sure anybody who hates one map hates the other.
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As a killer I do think that when two survivors are already dead, and a third is slugged, the bleedout timer should speed up to twice normal speed to help move the match along if there’s a stalemate where the killer can’t find or can’t catch the fourth survivor so the dying player isn’t stuck on the ground up to four minutes waiting to die. Similarly speeding up the bleedout with only two left would also help move the game along when you have only a slugged survivor or two left but the killer has lost track of where they were and can’t find them to hook them.
I don’t think bleed out timers when there are three or four survivors alive should be sped up because it would be more noticeably hurting survivors’ chances at making a comeback later and escaping. It does sometimes happen that a killer can have two or three survivors slugged at one point in a match and they manage to eventually get back up and some or all of them escape. Reducing the timer to two minutes in those cases would make that much harder than it needs to be.
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@keepingitril said:
I won't start a new thread for my idea because it's loosely on the same topic, but I'd like to see a randomise charm button.
Keep it fresh and charming every single game (or as often as you do or don't want) but done in one click.
Yeah, it's kind of a tangent to my post above, but I'd be down for randomized costumes and charms in general. Put a "?" in the corresponding slot and it picks a random piece every time you join a new lobby.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2971704#Comment_2971704
https://forum.deadbydaylight.com/en/discussion/comment/2971715#Comment_2971715
Ok, I guess I have not played enough against sadako, bc I really don't know what sound effects you talk about. That might also be the reason why she always surprises me :-/.
In case you're curious the official DbD wiki page on Lullabies has clips of all of them. Here's Sadako's.
OggSP.S. The link doesn't seem to want to work on the forum, but you can find it on the bottom of the Terror Radius/Lullaby page
The Terror Radius is an integral Game Mechanic in Dead by Daylight . The Terror Radius is a feature intended to induce fear and anxiety in Survivors, causing them to experience The Heartbeat, a sound effect triggered whenever Survivors enter the Killer's Terror Radius and intensifies with proximity. For most Killers in Dead by Daylight, their Terror Radius is decided by their base Movement speed: 32 metres for those moving at 4.6 m/s and 24 metres for those moving at 4.4 m/s. However, some Kille -
If you read that bug report thread on Onryo's Lullaby it sounds like the person who reported it doesn't know the difference between her lullaby and other sounds she makes when projecting and manifesting.
All lullabies are non-directional, including Sadako's.
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Preach it, I can't stand corn, it's my least favorite map feature in the game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2971217#Comment_2971217
Maybe I just play too many different killers then. I really wish we could see our MMR.
Yeah, it would be nice to at least know roughly what bracket we're in, if only out of curiosity.
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@[Deleted User] said:
I don't find that per-killer MMR is an effective system, so I think they ought to revert the lock-in change too. I find that I face the same level of opponents whether I play my mains or killers I hardly ever play.
If anything I'd bet the system is likely preventing people who constantly alternate between killers from reaching their ideal MMR in a timely manner, assuming it works the way I think it does. And it's not like it's preventing people from going out of their way to tank their overall MMR, so I don't see the point in its existence. It's certainly not making learning new killers easier, which was one of the original selling points.
Who is this system for?
I disagree, I find the killers having different MMRs works fine. I’m a terrible shot with Deathslinger for instance and I can tell the survivors I go against are weaker than the ones I go against with my better characters.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2969976#Comment_2969976
Please. The MMR discrepancy is not that large.
In any case I don't think killers should be able to swap so they can't counter like an all medkit lobby or whatever. It's boring.
The MMRs are totally independent for each character aside from when you use a killer for the very first time their initial rating is set to the average of your other killers as the starting point. I guarantee you for instance that there are a ton of killers whose Nurse MMR is drastically different from their other main killers if they don’t play much Nurse.
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To clarify, the devs didn’t say they’re “nerfing 40 perks”, they said they’re changing 40 perks plus also making some changes to base game play to shake up the meta. So a bunch of those 40 perks are probably weak ones that are getting buffed.
And they specifically said they’re not just nerfing, say, popular slowdown perks but looking at why those perks are popular and making some base game changes as well. So for example they might slow down gens across the board, since slow down perks are perceived as being “necessary”, and then since all gens are slower compensate by tuning down actual the actual slowdown perks so they don’t become overpowered in the new envrionment.
So it’s not just 40 nerfs.
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A couple maps I’d be interested in would be
- The Hotel and topiary maze from the Shining
- The ship from Event Horizon
- A Medusa killer whose map is cavern or large garden space littered with statues of her victims.
- A large abandoned cruise ship at sea (kind of like a Ghost Ship or Triangle type setting)
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@MikaelaWantsYourBoon said:
Well actually i wanna see Medusa in game. She will freeze survivors for 3 seconds when use power.
Her power can work like Pinhead's chains. If she hits you with power, you will freeze for 3 seconds. But i don't know how survivors would dodge her power
Funnily enough I’ve posted I want to see a Medusa, but mechanically I want her ability to include that survivors who look at her suffer conditions like Hindered or Blindness or Exhaustion or Exposed, etc, getting worse the longer you look. (She would still probably need an additional thing she can actively do with her power button too, otherwise she’d play mostly like a basic killer from her point of view.)