Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • I’ve posted I’d like to have a Medusa whose ability includes that survivors that look at her suffer negative conditions that get worse the longer you look, such as Blindness, Exhaustion, Hindered, up to Exposed. I think a killer that survivors actively try to avoid looking at would be tense in a fun way during chases or when you’re on a generator. It also would flip the script as a killer in that, rather than try and sneak up on survivors by blocking their line of sight, you actively try and make sure they can see you a lot of the time.

  • @AnchorTea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969223#Comment_2969223

    It was a unique tile though. Created some interesting interactions

    Unique doesn't always mean "good"

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970273#Comment_2970273

    Thats exactly what i meant. The charts lack additional information. It would be nice if we could access official charts. Use filter on them, to see who played against who, what skill rating, how did it perform, etc. Kinda everything.

    For example, streamers used to have 50 kill streak streams. Now they are a lot harder and most stopped attempting them. There were also streamers that went for escape streaks with over 100 escapes. It would actually be nice to see how everyone is rated right now.

    In fact I would argue that Otz and others having a harder time getting long kill streaks is due to MMR being better at putting them against stronger survivors than the Rank system was. Streamers having to "sweat" more is evidence they're going against higher skill opponents than they used to under the old system.

    I agree though that it would be nice to have a nice chart showing what the average kill rates are in matches by killer when all the players are within a narrow bracket of each other in terms of MMR. Every time they've released kills-by-rank data it's always just been like the charts you posted above where it's only pivoting on the killer's rank and ignoring their opponents which definitely skews those charts toward higher kills.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970268#Comment_2970268

    The Pig has a good idea of which area the Survivor will be staying in if the Survivor wants to search the closest boxes because the Pig gets to set the starting location of the Survivor by hooking them. If the Survivor does not opt for that, it means the Survivor is opting to travel longer distances and diminish the time that would have been saved.

    You're assuming they start going to boxes while the Pig is near them initially. It's much more likely they'll simply delay the initial box runs until they feel they are safe from Pig interference. And that is not "longer distances between boxes", they simply are traveling to other points of interest like generators or to heal each other, for example. The only travel time that matters in this context is when they actually have decided to head toward a new box for a new attempt.

  • That actually makes that portion of it even more of a buff for Pig because it's guaranteeing 3 searches per trap versus what would normally be 2.8 searches per trap.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970036#Comment_2970036

    The issue is more, that it doesn´t matter what kill rate the devs balance around. We won´t know whats the real number. Especially now after the sbmmr has been introduced. Billy, for example is almost as strong as Freddy on the stats. Definetly 70% kill rate. No one would have ever complained about Billys lethality. Everyone though that he was the perfectly balanced killer (with the exception of some addons).

    After all, kill rate stats lack details, specifications, filters, etc. There are so many things that could impact the outcome of a match. Survivors disconnecting, suiciding, iri addons, people doing dailys, challenges, SWF, smurfing, events, afking, etc.

    Again, with those 70% numbers you keep going to those red rank charts and they are much more weakly correlated with the overall averages than the other chart because they tracked red rank killer matches that are skewed by having a much higher number of matches where the killer is high skill and the survivors included average or low skill players. The overall chart is less biased toward that scenario because it includes all matches from all killers and survivors.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970055#Comment_2970055

    If Survivor can ignore the furthest box, then so can the Pig. It means the Pig has a smaller area to find the Survivor in (which a higher chance of having to stand still more often in the process).

    That’s not how it works. Pig has no idea which of the five boxes a survivor has already checked, and the farthest box from Pig can be the closest box to a survivor. In fact in that respect it’s actually harder for Pig to patrol the boxes since the survivors never need to go to all of them.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969840#Comment_2969840

    Travel time is offset by the fact if you dont find it at first going to have to search one more box which takes time itself.

    Right, that's why I said it's both a buff and a nerf. You have to search 2.8 boxes on average instead of 2.5, but the time you spend running around to get to the boxes decreases about 20% as well (because there are five boxes they are closer together, plus you only need to check the four "closest" boxes to you and can ignore the least convenient, farther box entirely.)

    So whether it ends up being an overall buff or nerf is very hard to say because both factors off-set each other to some degree and it may depend specifically on the map layouts as well.

  • @OllieHellhunter said:

    I'm just hoping it means less corn maps, swamps and shelter woods specifically, never seem to get any other macmillan map.

    Well you might be in luck, right now on the poll that includes the corn maps in the selections they're losing by quite a lot to Ormond, Gas Heaven and Eyrie of Crows. As I type this the poll is at:

    • Blood Lodge 6%
    • Eyrie of Crows 14%
    • Fractured Cowshed 6% 🌽
    • Gas Heaven 14%
    • Ormond 29%
    • Rancid Abattoir 4% 🌽
    • Rotten Fields 8% 🌽
    • Thompson House 10% 🌽
    • Torment Creek 5% 🌽

    (Maps with 🌽 are indicated)

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969961#Comment_2969961

    Oh i´m totally aware of that. I´ve been preaching exactly what you said, that the rates are artificially inflated, because it matches red ranks with non red ranks. Just like i´m aware, that the current sbmmr is very selective. At least in my killer matches. I either totally stomp survivors with 4 gens left or get totally stomped with 3 hooks by the time the gates are powered. There is no in between. Also a way to achieve 50% kill rate...

    Right, but you also said that "two years ago the kill rates were 75%" which isn't true. A very, very small section of players had around 70% kill rates. The great majority of the playerbase had more like 55% kill rates. The game has never been close to what the original poster is asking for which is most games to have a 75% kill rate on average.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969948#Comment_2969948

    Again, 68% is pretty close to those 70-75%. You get the point about what i´m trying to say. So why be so adamant about 2% on a very generous statistic?

    Because you're not understanding why the red rank kill rate is 68%, it's because they face non-red rank survivors in a lot of their games which inflates that number. When red rank killers go against only red rank survivors in matches that average is much more in line with the 50-55% numbers on the overall ratings charts.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969811#Comment_2969811

    People that played more than 1 hour per day where all red ranks.

    Of course, in the grand sheme of DbD. The grand majority wasn´t. Because those are playing dbd very casually.

    Exactly, the grand majority of players weren't red ranks, so red rank killers did not consistently face groups of all similarly red ranked survivors. That inflates the red rank killer kill rates because they have a bunch of matches that include lower rank survivors in them. It's why those ratings are 10% or so higher across the board on that red rank chart compared to the overall averages.

    There has never been a time when "most players had around 70-75%" kill rates.

  • It’s both a buff and a nerf. The average number of attempts goes up but the average distance traveled between boxes per attempt goes down.

  • I tried it out and it’s ok. 🤷‍♂️ Not really my thing though, I’ve barely touched it since playing it a few times.

    in Evil Dead Comment by dugman
  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969807#Comment_2969807

    Everyone was red rank back then. The rank reset only lowered you 1 color. So after 2 days, everyone was back on red ranks.

    That is objectively false. The great majority of players were not red rank.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969794#Comment_2969794

    Individual killers had 75% and above. Freddy, Spirit and Billy. The rest of the roster was slightly below 70%. With Clown being the weakst somewhere between 60 and 62%

    No, individual RED RANK players using a handful of specific killers had a 75% kill rate. That’s like saying “the kill rate is 80% because Otz’s kill rate is 80%”. His kill rate is that high not because the average kill rate for killer characters is like that, it’s because he faces less skilled players than himself in a lot of matches.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969758#Comment_2969758

    Thats kinda the point...

    Killers already had a kill rate around 75% and people played just fine. Claiming now, that survivors would stop playing, because it would turn survivors into bloodpoint piñatas is simply wrong.

    Killers never had a 75% kill rate, the charts you’re showing don’t have that.

  • Everything I said above applies to those. Those charts don’t show an average 75% kill rate. And the “red rank” charts which have around 68% kill rates are matches with red rank killers against all opponents regardless of rank so those kill rates are inflated versus kill rates in matches between equally skilled opponents.

  • Neither of those charts shows an average kill rate of 75%. The overall is 56%, the “red ranks” is 68%.

    P.S. The “red ranks” chart by the way is “matches with a killer who is red rank”, so the number is 68% because those players often face lower skill players, not because killers on average in close matches have that kill rate.

  • No, couldn’t care less about post histories.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969552#Comment_2969552

    Of course i would. Played survivor back when kill rate was much higher.

    Escaping is just a 5k bloodpoint bonus for me. No real difference for me.

    I don’t remember the average kill rates ever being higher than around 55%. Where are you seeing that 75% figure?

  • @Lost_Boy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969273#Comment_2969273

    Exactly dude you said it yourself. You forgot this forum even exists like 99% of people that use the forum. They don't need to outright ban it they just need to dump it here so no one ever reads it. Banning it would just make people talk about it more.

    I mean general discussion forum doesn't specifically state that it should just be DBD topics. In fact it even states that it's a forum for general discussion on varied topics.

    Basically they're threatened by this game and want to minimise it's exposure.

    The presence of an “Off-Topic” folder implies that there is a topic which is the main thrust of the rest of the forum folders, which in this case is obviously Dead by Daylight. “Off Topic” implies everything else is “On Topic”. It wouldn’t make sense to even have an Off Topic division if there was a second folder that had threads on literally any topic at all.

    This isn’t something specific to Dead by Daylight, it’s a common practice in forums which have an Off Topic folder.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2968534#Comment_2968534

    I want it so bad, I can taste it. 😋

    All kidding aside, gotta say I’m surprised in the responses here. I thought killer mains would’ve been on board. So many threads on people complaining about vs. SWF then they turn around and say “no don’t take em out. The game will die.” Ok. Then stop complaining. The game would drop in numbers at first yes, but it would bounce back. People forget DBD launched without SWF & it was a hit. There’s still Kill with Friends Mode. They would just no longer be in public matches. BHVR could even give that mode a set of toggles to spice it up.

    I don’t think buffing solo Que improves the game- even with the supposed balances that are to follow after that.

    There is a persistent myth that swfs weren't intended from the beginning which is patently false. SWFs on comms were always intended to be part of the game, they just didn't quite have the swf system set up right at launch. But it was in place very shortly thereafter, the devs use it themselves all the time, and there's absolutely nothing wrong with having it in the game.

    The only issue with swfs is the balance gap between solo survivors and swf survivors which the devs have acknowledged is something they agree is a problem and want to find a way to bridge that gap. Very few people actually argue for swfs to be removed from the game, but there are a lot of people who are behind balance tweaks to smooth the difference between solo and swf players.

  • To be honest that particular tile was maybe overpowered. I don't know if it was a literal infinite but it was definitely annoying.

  • The game is always significantly worse when DC penalties are turned off. Too many people DC as it is with the penalties on and every time they’ve been off it’s decidedly a lot worse. If anything I’m tempted to say the DC penalties aren’t harsh enough.

  • Aside from “do your best”, I guess some advice would be don’t be afraid to slug for pressure. Especially if they’re swarming you trying for flashlight saves and revives they’ll often be putting themselves out of position for quick hits and you can get a lot of pressure by simply not hooking right away and smacking everybody who gets close.

    Also don’t get drawn into extended chases in strong areas, if they drop a pallet and you obviously won’t catch them soon just break the pallet and switch back to driving other people off gens. You’ll be widening the possible dead zones that way and with any luck by switching targets will catch a weaker person on their squad that you can down more easily.

  • Of course, they double your bloodpoints after the match. Why wouldn’t you use them?

    And who cares if the survivors get more extra bloodpoints to spend than you do out of it? You’re still getting bonus bloodpoints no matter what they get.

  • There’s actually videos out there people made somehow on private servers of sample games of survivors playing in first person perspective. It’s kind of entertaining to watch, and it definitely does look like it makes things tenser for the survivors during chases and when hiding!

    On a related note I think a killer whose ability includes that they force survivors to play in first person perspective would be interesting. The main problem implementing would be it might require them to adjust animations and camera angles for all existing and future survivors so their hands appear in the proper positions during all possible actions (versus just disappearing entirely when running or doing gens or something.) But if it could be implemented as a unique killer it would probably be a fun one to go against.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966835#Comment_2966835

    Yeah it’s definitely not a fun perk to go against. Still seems like a strong option for killers like Freddy or clown

    I could be wrong but doesn’t Clown’s gas prevent fast vaults? I think you only get medium vaults in the gas and Dissolution only triggers on fast vaults so the perk wouldn’t trigger if they are Intoxicated by Clown.

  • @kate_best_girl said:

    Looks terrible tbh. Waiting 3 seconds for a limited time mediocre ability. Spirit Fury is much better tbh. I can't decide if that or septic touch is weaker.

    Actually this effect is potentially stronger than Spirit Fury when it triggers because it doesn’t require the killer to be stunned by a pallet to trigger. So if the survivor vaults the pallet the killer never actually stops moving and loses zero distance against them with Dissolution.

  • To clarify the devs have never said they’re only nerfing things in this coming update. They said they’re rebalancing 40+ perks and also making some changes to the basic gameplay to shake up the meta. So for example, they’ll probably be buffing some underused underpowered perks like Monstrous Shrine. And since they commented on how gen slow down perks are extremely popular on the killer side they may be thinking of slowing gens down across the board and then slightly weakening the gen slowdown perks so that all killers get a bit of slowdown in the early game regardless of loadout but don’t become overpowered using the current gen related perks on top of it. And similarly on the survivor side they may decide to do something with healing across the board and then adjust all the healing perks accordingly.

    So if they do anything with Self Care at all it would probably be part of a broader revamp of healing perks and speeds across the board.

    in Self care Comment by dugman
  • @Tsukah said:

    SWF shouldn't be allowed to burn certain offerings (hook and map offerings)

    I think the game would be better off overall if they just removed all map offerings altogether. The big problem with map offerings is they greatly exacerbate any map balances or exploits because they allow people to force the game onto those problematic maps at will. On top of which they also reduce map variety in the game because certain maps are going to be (rightly or wrongly) considered more favorable for survivors than others. (I say survivors because there are four survivors, each of whom might potentially choose to use an offering, and only one killer per match. So the odds of an offering being on the survivor side are about four times greater all other things being equal even if all the maps were relatively fair and exploit free.)

  • @MikaelaWantsYourBoon said:

    Garbage tier perk like other boons. Except CoH, all boons are so garbage.

    I would argue Shadow Step is decent. It’s obviously not overpowered or anything but it does do work for survivors who take advantage of it. I know as a killer I’ve definitely occasionally missed survivors because of it.

    Exponential is kind of niche, I agree that one is weak.

    Dark Theory is odd because I think it might be very weak against 115% speed killers but against 110% speed killers it might create possible infinite loops if they can’t find avenues to land their special attacks. Plus hypothetically if all the survivors use Dark Theory they can cover a decent area of the map in it which would give them edges on chases throughout the game. It’d be really interesting to know what the stats look like if you pivot out escape rates by number of survivors using Dark Theory, especially if there are mythical squads that intentionally all run it.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966151#Comment_2966151

    I specifically mentioned "aside from the two twins mains there apparently are". I'm well aware the two prominent mains do quite well with them, but that is so not the point here. For the average killer player and non-main, they are a venture into masochism.

    That’s a bit like saying Nurse is bad because average players are terrible with her and if you don’t play Nurse much and try to play her for challenges you will probably get wrecked. Obviously though Nurse is one of the top killers among people who actually play her regularly. The same goes for Blight to some extent, his Rushes can be tricky to land unless you play him regularly so people who just play him now and then for a mission don’t do as well.

    I’m not saying Twins are as good as Nurse obviously, I’m saying the logic in the original post above is flawed. Twins being hard to win with for people who don’t play them often does not imply they are bad for regular Twins players playing against similarly skilled survivors.

  • None of the above.

    • Boons are fine. Circle of Healing was nerfed and it was the only problematic one.
    • MMR actually does work well in that when all the players are around the same MMR the match is close. Issues people incorrectly ascribe to MMR are actually due to either the matchmaking system ignoring the ratings in the interest of time or backfilling, etc, or due to high level players griping about the meta since they are often matched against other high level meta players because of the matchmaking, or high level players who liked the old system because they got to beat up weaker players more often.
    • NOED is barely better than Haunted Grounds, I’m pretty sure most of the complaints about NOED stem from sour grapes over dying at the last minute by people who incorrectly think they “won” because the gens are done.
    • I would say the number of problem players is a much bigger problem than anything the devs have done that might have been a bad idea. If anything the most recent anniversary chat is a good example of how the devs actually do pay attention and make changes to the game on a regular basis. They just don’t implement everything everybody asks for, in part because a lot of ideas people post aren’t good ones or aren’t feasible.
  • It would be interesting to know what the above graph looked like prior to the recent nerf to Circle of Healing. I wonder how many people switched from Circle of Healing to Self Care after the CoH speed nerfs?

    I agree with a bunch of the suspected reasons for why Self Care is more popular at high ratings than Circle of Healing. The main one probably being that, unlike CoH, Self Care is always available no matter what else happens in the match so it’s more reliable if you play solo queue and with the speed nerf if you take into account the time it takes to place the Boon plus the travel time it’s slightly faster to heal yourself with Self Care if you don’t particularly care if other survivors use your Boon or not. Also since Self Care is on a starting base character as a teachable it’s hypothetically open to everybody with no DLC needed (although at that high end of the graph you’re talking only a couple percent of players at most so odds are a lot of them have everything unlocked.)

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966449#Comment_2966449

    Reliability. Having to go to a specific spot each time to heal isn't always the best option.

    Not to mention the possibility the Boon is snuffed or the Boon placer has died.

  • @RisingTron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966407#Comment_2966407

    Pretty sure COH got nerfed to 50% which is the same as Self Care. On top of the time it takes to find and bless a totem, self-care is just a better option. Especially in solo.

    To clarify, the 50% on Circle of Healing is a bonus to healing speed, including the speed of the innate Self-Care you have in its aura. So because of the funky way modifier math works it takes something like 21+ seconds versus 32 seconds using the Boon because of that 50% boost.

  • I have a theory that the system which moves Pyramid Head's Cages away from him when he stands within 5 meters of them for a few seconds was also used as a backdoor pilot to see if a similar system would work for hooks to steer killers away from face camping. Since they don't seem to have followed up on it though and actually implemented them for hooks I'm guessing they ultimately decided against that idea.

  • MMR is balanced, at least in so far as if all the players in the match are around the same MMR the match tends to be close. The problems with MMR aren't because of inaccurate ratings, it's to do with when the matchmaking system ignores the MMRs in order to get a player into a match that they've been waiting a long time for or to backfill lobbies with missing people.

    And the proof was in that testing they did last month. The days they severely tightened the brackets had, by all accounts, the "sweatiest matches" according to the most prolific players. Which is a strong indicator that high skill, veteran players were being matched mostly against similarly high skill, veteran players and not being put in matches with people much lower rated than themselves. And the days they greatly relaxed the matchmaking people were getting incredibly swingy matchups.

    MMR works, it's the matchmaking algorithm that tries to pair up players with similar MMRs that occasionally doesn't.

  • Statistically from the dev stats they've released about 65% of all swfs are 2 person, 25% are 3 person and 10% are 4 person. There's no way most of those 2 person swfs are "bully squads", let alone the majority of swfs in general.

    • Supernatural. The Winchesters as survivors, The Bunker as the map and a Demon that can briefly possess survivors as the killer. (And with the new CW spinoff coming out there could be an opening to license it maybe, who knows?)
    • Medusa vs Perseus. Medusa would be a killer that part of her kit is survivors who look at her suffer increasingly negative conditions like Blindness, Exhaustion, Hindered and eventually Exposed, etc. So survivors would want to actively try to not look at her while running away or doing gens and such. I think it would be fairly tense! The survivor could be Perseus, the hero who slew her in mythology. And her map could be a cavern filled with statues of her victims.
    • The Shining as a map pack release with the Hotel and topiary maze. Hypothetically Jack could be a killer if they want a full blown dlc for it but I’m not sure mechanically what he would do that would be interesting since he’s basically just a crazy guy with an axe.
    • Event Horizon as a map pack with the ship as the map. Again, the killer probably isn’t all that interesting, unless maybe their presence causes hallucinations or something.
    • The Thing. Have The Thing as the killer, RJ McReady (Kurt Russel’s character) as the survivor and the Antarctic base as the map. The Thing would have an ability to go into mimic mode to look like a survivor, which even if the disguise doesn’t fool the other players does at a minimum grant them Undetectability which is a decent power. While in survivor mode they could maybe be able to do things like subtlety sabotage generators or pallets and vault and crawl like survivors can. And in Thing mode they transform into a hideous monster that has an innate high movement speed in chases and maybe a slightly longer than normal reach and terror radius. (So as The Thing they are more visible but move 120% speed, for instance, and have a bigger attack range.)
  • Literally half the matches have 2-4 player swfs according to stats from the devs so any notion of trying to partition out swfs into a separate queue is a non-starter since it would mean literally splitting the playerbase in two at best. Keep in mind many, many swfs are just people playing the game with friends because they don’t want to play alone, not because they’re part of some “bully squad”.

  • That’s an interesting point about 1v1 games where you want to test things out.

    I’m not opposed to there being a toggle in the options menu where you can opt out of auto-killing the last downed survivor. I do think most killers would lead it turned on though for normal games.

  • Actually a lot of people on the forum complain much more about Dead Hard being too strong as a way to get distance in a chase versus being used to dodge attacks. That complaint has nothing to do with “baiting out a Dead Hard before you swing”, it’s about the scenarios where survivors get extra movement to reach vaults or pallets they wouldn’t normally get to.

    Personally I think the issue with Dead Hard is it is too good effects that could each be their own decent perk in their own right combined into one mega perk. The distance alone is already good enough to be a perk without needing the invulnerability, and the invulnerability by itself would probably see use as a perk even without the extra distance. Combining the two is too strong.

    • In the Prestige system, you spend about 1.5 million to have a killer’s three perks in all of your character’s inventories instantly at rank 1. There’s a few exceptions but most perks work just fine at rank 1, you don’t need to get them to rank 3 to be effective. So if the goal is to simply have all your decent perks on all your killers you don’t need to Prestige 3 all your characters, just Prestige 1 them.
    • Also keep in mind that perks will still be in the bloodweb to upgrade them. So it’s quite likely that just playing your character normally you’ll get some or all of those level 1 perks you really like available for upgrades to levels 2 and 3 without needing to go to Prestige 2 and 3 on the related character.
    • Finally as the number of killers grow the amount of bloodpoints you would need to spend to unlock all the perks on all your characters under the current system where teachables just become available on the bloodweb but don’t go immediately into your inventory grows linearly with the number of killers. For example, if in the future there were 50 killers, then to have all their perks at level 1 on all your characters you would have to grind through the bloodwebs on all 50 of them over and over until you got the new perk from a new killer you just bought. I don’t know how many games that is but it would be a constant number of expected games for each character, so 50 times whatever that number is. Under the new Prestige system, though, you just play the new character to level 50 and you’re done so it’s a flat 1.5 million bloodpoints to unlock it. Thus as the game grows the Prestige system ends up being significantly cheaper than a system where you have to grind on all the existing characters to get the new stuff.
  • This sounds like the opposite of “casual”. Casual implies “play how you want”, not having a bunch of tournament style restrictions for balance purposes.

    On a related note, the upcoming mode where you can form custom matches against bots is actually a version of a casual mode. Bots won’t care what your loadout is or how you play, it’s the epitome of being able to win while “playing casually”.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964599#Comment_2964599

    Yeah, but as you said, you can actually see the items survivors are bringing so I doubt anyone would bring these two perks without any item lobby. You wouldn't have that knowledge with Shattered Hope.

    I couldn't care less what people have in the lobby and I sometimes bring Lightborn because why not? Survivors swap their loadouts all the time at the last minute even if I did care enough to see what they were holding.

  • @ukenicky said:

    Iron Will is fine. Just fix it so that buggy stuff doesn't happen like survivors making absolutely no sounds at all whatsoever.

    Iron Will should only suppress grunts of pain (By 100%), nothing less and nothing more.

    Iron Will being "buggy" means it's not fine.

1 … 62 63 64 65 66 … 171