dugman
dugman
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- dugman
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@MikaelaWantsYourBoon said:
Artist, Hag and Trickster.
Artist - Boring power. And her voice is kinda cringe...
Hag - Her power is alright actually. She has good add-ons. But i don't know why but i just can not enjoy with her. Probably because i don't like slow-start killers.
Trickster - Worse version of Huntress. Bunny is better than him.
https://forum.deadbydaylight.com/en/discussion/comment/2964921#Comment_2964921
Play with re-charge add-ons. You will like her more.
No, I really won't.
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Nurse is the only killer I refuse to play. I can't stand staring at her feet half the match.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2963883#Comment_2963883
I don't see it as pity.
I see it more as a sign of respect - good on you for sticking the match out and not giving up, or becoming toxic. Here's some BP and maybe a pip.
I just say something nice in chat if I want to compliment someone.
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If you're looking for Memento Orgy you might have to wait for the dating sim this summer.... 😉
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I'm not all that invested in Scooby Doo personally, but I can understand some people would be excited to have the Gang as survivors. I can't really see a Scooby Doo "killer" being in the game. (What would that even be, a serial killer who was running a real estate scam on an amusement park?)
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Also it’s worth noting they’re not just “nerfing” perks, it’s very likely that among those 40+ perks that are getting changes they are buffing underused perks.
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I don’t like getting pity points and so I also don’t give people the hatch. That’s just me though.
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@Impalpable said:
https://forum.deadbydaylight.com/en/discussion/comment/2963837#Comment_2963837
Therefore i gonna hope if corrupt becomes basekit. That instead 3 gens next to each other on the killer spawn side are blocked until the first gen is done. Would avoid a boring stall out and could make the game tactical more interesting with giving survs the challenge to avoid this 3 gen midgame.
The devs kind of hinted that they’re looking somewhat broadly as why gen slowdown is so popular compared to other perks and are tweaking the base game to shake things up. So I wouldn’t be that surprised if they make a weakened form of Corrupt Intervention where gens are blocked for the first 30 seconds just be part of the game or make gen progression be a sliding scale where the first gens take longer to complete than the later gens, etc. Basically something to slow down that initial progress somewhat but still have the overall balance of the game when killers decide to also run slow down on top of that not change from the current state. (I.e. extra slow down for loadouts that have none but that doesn’t directly buff perks which inflict slowdown themselves.)
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@lemonsway said:
Why would the killer DC if a random survivor DC's? 3 Survivors are very well capable od winning the match. Why do people have the mentality that if 1 survivor is out that means killer already won? Does the Map and Gen speeds become more favourable to killer if 1 guy is out via sacrifice/mori/DC? Does match progression even matter or no matter what 1 survivor DC'ing means the match is ruinned and you're all entitled to some REDO!?
So if theres 4 Survivors but 1 gen left and 1 survivor DC's does that mean that killer won when there's just 1 gen left and 3 survs? How does that make sene? Those 3 Survivors could all be working on a different final gen but because someone DC's the killer won or should killer DC aswell because match is ruinned!? #########!?
If that's the mentality people have then ofcourse killers should think they should tunnel someone really hard because apparently 3 v1 is game over in favor of killer.
You're saying 1 DC = Killer Wins, which is just not the truth in every scenario.
If you as killer want to DC because some survivor DC'ed that's on you, i'd rather finish the match and get my BP.
A better question is why is there even a DC Penalty on a PARTY GAME!? Survivor is meant to be played with friends, as such 1 person having a disconnet doesn't mean the entire party should disconnect. And neither should the killer be forced to disconnect.
3v1 isn’t a guaranteed win, but it’s definitely WAAAAAY easier to win once the game is 3v1 instead of 4v1. When there’s only 3 survivors then downing one of them and chasing another while the downed one is slugged or hooked forces the last survivor to decide between doing gens but letting the other player die and doing a rescue and not progressing gens. It’s much, much more pressure on the remaining survivors at that point.
As a killer, if someone dies and there’s still more than 1 or 2 gens left for the survivors to complete, I very rarely lose the match. It’s much more difficult for them to finish three gens with just three survivors, no question.
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Yeah, I don’t need an 18 minute video telling me Dead Hard is overpowered. Even the devs know it’s overpowered and are nerfing it.
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I never give hatch. I don’t like people giving me “pity points” and that’s also how I treat others.
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Someone mentioned Bloodhound and I totally agree on that like I just said in the post above.
I’m also a Deerstalker fan because I’m a fan of slugging for additional pressure and it’s an extremely handy perk when you do a lot of slugging. Basically, if you are always just immediately hooking after every down, you are probably not putting as much pressure on survivors as you could be since carrying someone to a hook takes 10 seconds or so on average which is time you could have spent getting into a new chase with someone else. Ideally you probably should mainly be hooking players when at least one of them is already currently downed or hooked because that forces them into a position where of the two people who aren’t dying or being chased at least one of them has to go for a rescue instead of doing gens, leaving at most one person to advance gen progress. And Deerstalker plays really well with this tactic because it makes it trivial to go back and hook someone later when you have the opportunity, as well as making it easy to keep an eye on the area a dying survivor is located to spot incoming rescuers.
I’ll never say Deerstalker is a top tier perk obviously, but it’s just such a great quality of life perk for slugging that it’s one of my favorite fillers.
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@Yankus said:
Bloodhound. I've found so many injured survivors that have iron maiden with it.
Yep, Bloodhound is great. 🙂 Yeah you can see blood without it, but you’ll never miss seeing blood with it even on darker maps. Plus it makes the blood last longer which gives you that much more of a window to pick up the trail. And unlike Nurse’s Calling it’s not fooled by aura hiding perks like Shadowstep. Especially in a high healing meta, keeping injured survivors running and not actively healing is really useful.
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@HectorBrando said:
Surveillance and Thrilling Tremors especially for defensive or low mobility Killers, it gives you information on what you really need to check, which is gens being worked on.
If you are Myers, hook someone and see a Survivor in the other corner of the map with BBQ is pointless info, by the time you get there odds are he is long gone but once the game starts to progress if you defend the clusters and kick gens you will always know where to put pressure, lets say you have 5 gens left and are relatively close, you kicked 2 or 3, one starts to show yellow, now you KNOW someone is there and everything else barely matters its surgical pressure.
I love Thrilling Tremors. Surveillaince is great if I combine it with something tied to putting gens in regression like Ruin or Jolt or Oppression, but Surveillance by itself with no regression related perks isn’t quite as good since you usually don’t want to spend a lot of time kicking gens with base kit regression speed.
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@Tiufal said:
Cause killers are a whiny bunch. Its not that the game flaws favor them so hard its already gamebreaking, nah. LUL
There are definitely whiny killers, but if you think there aren’t just as many whiny survivors then go count how many threads complain about “tunneling”, a worthless buzzword that boils down to “I’m mad I got downed twice in a row.”
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@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/2963720#Comment_2963720
That is not what he is saying. What he is saying is that gen regression perks are bad because you have to hammer gens as fast as possible or they will regress losing all progress. Gen regression encourages getting gens finished as fast as possible.
Corrupt Intervention is one of the best designed perks in the game in my opinion in that it just slows survivors down and stars chases earlier and not in a boring way like "25% slower repair."
God I love Corrupt Interventions design...
The one issue I have with Corrupt Intervention is the best strategy against it is probably to hide it out. If all the survivors just go and hide in random spots and the killer doesn’t happen to have a good way to find them it can lead to the first 90 seconds of the match being nothing happening at all and then the match begins from square one at that point.
The good news for killers who use Corrupt Intervention is most survivors don’t do that. Either they’re solo and not on comms so they’re not aware gens farther away from them are blocked, or they just instinctively start doing gens when they see them without considering whether Corrupt is in place, or they don’t hide or are just bad at hiding. And it only takes one of the four survivors not hiding for the killer to find them somewhat quickly, down them and thus put pressure on the rest to not wait the perk out because they’ll need to rescue the dying player.
So even though I don’t use Corrupt because of that potential slow start which I find a bit tedious, I totally understand why it’s is one of the most popular killer perks currently.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2963799#Comment_2963799
Ruin, Devour, Plaything, Haunted Grounds. Can you name more than 1 boon that's worth running ever?
Also don’t forget Blood Favour and Crowd Control, both of those are quite strong if left in place a long time.
I think the only somewhat weak Hexes might be Huntress Lullaby and Thrill of the Hunt. Third Seal is decent against solo survivors but weak against swfs so a bit weak overall as well,
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2963349#Comment_2963349
If you record the game, send a report in post game and a ticket with the footage, then this has already been confirmed multiple times to be 100% bannable.
As for the actual length of the punishment, I suppose they'd make a judgement call, but it's highly unlikely it's gonna be a perma for a 1st offense. However, I wanna hope it isn't a slap on the wrist either.
For reference Griefing (which includes holding the game hostage by bodyblocking someone to prevent the game from ever ending) is punishable by a temporary ban. Typically the first temporary ban is 24 hours, the second is 48 hours, the third is a week, and the fourth is a permanent ban. If you do something really egregious though they can decided to skip a step or two in that process.
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I think the game is actually not in too bad a state for the most part. There’s obviously things that can be improved but it’s definitely a better game now than when I started playing four years ago.
Things I think are possible to see from this perk/base game rework
- Dead Hard will get nerfed for sure. There’s multiple ways to do it but the bottom line is it will get tuned down.
- My guess is the devs will be looking at why gen slow down perks are so popular on the killer side and may end up tweaking gen times so gens take a bit longer to finish (say 90 seconds instead of 80). Then they’ll tone down all the gen slow down related perks to compensate, basically baking in a bit of slowdown for all killers regardless of loadout but making it harder for killers to get additional slowdown on top of that. (They’ve done kind of a similar approach on some of their killer revamps where they, for example, baked in longer Mark duration on Ghost Face then reduced and revamped all his add-ons which increased Mark duration. So I can see them doing a similar strategy for gen slowdown.)
- Along similar lines they may look at Corrupt Intervention being popular and decide to make a weakened version of it be just a base thing for all matches, and then reduce Corrupt Intervention’s duration so the net result is similar to what it is now if you use that perk. So for example they could block all gens for 30 seconds at the start of the match for all matches, and then Corrupt can additionally block half the gens for another 60 seconds on top of that. Again, that’s assuming they decide that the reason this perk is run so often is because of a perceived need for additional time in the early game. They wouldn’t want to buff Corrupt Intervention obviously but they might want to just bake some of it in.
- If the bots work as anticipated hopefully the devs will extend them to automatically take the place of players who disconnect. That’s how DbD Mobile does it, and as a killer I’d much rather be playing against three humans and a bot than just three humans who are shorthanded.
- It’s worth noting they’re not simply “nerfing 40 perks”, some of that list of 40-50 perks could include underused and underpowered perks getting buffs. So we might see something like Monstrous Shrine getting a buff, for instance.
- The one thing they didn’t mention in the anniversary was the HUD icons for solo survivors to let them know what the other survivors are doing (e.g. a gen icon if the survivor is working on a gen). They announced it was in the works in January so I was a little surprised it didn’t get mentioned this week. Hard to tell if it’s something still in the pipeline or if they gave up on it.
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@Xyex said:
https://forum.deadbydaylight.com/en/discussion/comment/2962417#Comment_2962417
Yes, it is. If you're chasing without the intent to actually CATCH them, you're not playing the game.
Says the person who wants to play killer but doesn’t want to down the survivors.
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@Xyex said:
https://forum.deadbydaylight.com/en/discussion/comment/2961152#Comment_2961152
"So just don't play the game, 4head."
🤦
Right, because that’s what I said when I said “chase them but don’t down them” if you want to give them hatch.
🤦♂️
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Keep in mind the new Prestige system is significantly reducing the grind for perks. And once you have the perks you want unlocked there is much, much less use for bloodpoint increasing effects.
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An unusual thing with Pinhead is he has both a one v one ability with his single chain but also the chain hunt. The Chain Hunt and box in general are actually the more powerful part of his kit, his single target chains are kind of a secondary filler ability to round him out a bit. You wouldn’t want his single target chain to be too good because he’s already deriving a good amount of strength from the box portion of his ability set.
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Same here, I bet a lot of people had this problem yesterday.
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As a killer my favorite loadouts to play are ones with tracking and chase perks versus just slowdown. I’d rather have a game where I’m in chases most of the time with minimal searching needed to find survivors than a game which is longer but with more stretches of not knowing where anybody is.
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@IlliterateGenocide said:
The only fun part for survivor is chases.
So I don't think I would like that meta
To be fair there’s probably a bunch of survivor players who enjoy playing stealthy more than being chased.
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@DemonDaddy said:
Coh is still the best healing perk and that's just from a solo perspective.
To be fair, it’s still a solid perk but it does seem to be noticeably weaker now compared to its original version at release.
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Dead Hard is definitely overpowered but it’s not an “emergency” situation that requires a kill switch.
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Also if you have one survivor downed, and another is on a hook and dies for instance, does the game just fade to the mori? It wasn’t quite clear what happens when the killer isn’t near the last survivor when they’re already on the ground.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2961939#Comment_2961939
Just because your favorite YouTuber made a video, doesn’t mean they’re right.
It doesn’t mean they’re wrong either.
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@legacycolt said:
Dead hard only works if you play bad as killer in general. Stop bloodlusting pallets forever like a maniac, break them asap. Don’t chase a survivor for too long if you know you can’t catch them fast. Learn survivor movements and bait out dead hard asap. Chase survivors that are aggressive on gens, not the ones that are doing totems or chests.
Enjoy this free guide on how to be successful as killer.
That’s objectively false. Even if every pallet were removed Dead Hard would still be strong for its ability to reach vaults the survivor otherwise wouldn’t get to in time and also to dodge hits based on killer animations.
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Dredge is a solid killer but it’s not “just Sadako but better”. Aside from the broad statement that they both can teleport around the map they aren’t really similar.
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I agree, they should have something in place to detect clearly impossible speeds over extended periods, flag matches where it happens, and send the results to customer service for review. That would allow them to more efficiently nab cheaters but also to quickly flag potential speed related bugs if they cropped up.
Nobody should be automatically banned by a speed check without a follow up review, though, because there’s too many ways for people to either legitimately move faster than normal or for the speed increase to be due to a bug of some sort.
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- Dead Hard is clearly the top priority survivor perk due to be nerfed. Every statistical indicator says that perk is overused and overpowered.
- There’s some overly popular killer perks but I’m not sure they’re as overpowered as Dead Hard. The devs are almost certainly looking broadly at why Corrupt Intervention, Scourge Hook Pain Resonance and maybe Ruin or Pop are so much more popular than non-slow down perks, and if I had to take a wild guess what they might end up doing is simply make gens take longer to finish across the board and then nerf these slowdown perks so killers don’t feel like they “need” to run them just to have enough slowdown for a chance at a 3-4k match.
- One overpowered killer perk combo that might get nerfed would be Artist with Dead Man’s Switch. I say that because it’s one of the corner cases where actual facecamping becomes much more effective as a strategy. (Well technically she has to move a few meters away to launch crows but it’s practically the same tactic.) Dealing with it though may end up being done by whatever methods they’ve been looking into to steer killers away from face camping more broadly.
- Finally note that this massive perk overhaul isn’t necessarily all “nerfs”. All they really said is they’re revamping about 40-50 perks plus making base kit changes to shake things up. So some of those perk changes could easily be buffs to woefully underpowered perks like Monstrous Shrine for instance.
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@sizzlingmario4 said:
It's a buff in that you get an extra item but a nerf in that you may not get your medkit right away when you really want it.
Tbh part of me thinks they put the rummage action on Residual partly just to ensure these two perks wouldn't conflict with each other if you used both.
What would most likely happen if they made Pharmacy get Medkit from Rummage is, if you use both it and the other perk, you simply get either a flashlight or a medkit with a 50% chance each. Likewise if they ever did a similar perk for toolkits, and you used all three, it would be a 33% chance of each item the rummage.
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@[Deleted User] said:
Shaking the meta is by nerfing the meta, so yeah. If it's not a good shake up, nothing will change
They must change the gameplay too, they said they will
They never said they're "only looking at the top 40 most popular perks" either. Some of those 40 could easily be underused perks they're planning to buff.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2961152#Comment_2961152
You don't have to get it. Have your 4k cutscene and let the rest of us play how we want without taking options away. Everybody can be happy.
I'd be happier if it was automatic personally.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2961021#Comment_2961021
It's fun to have a final chase as killer. Especially when you plan on giving hatch anyways. The normal constant time pressure you're under as killer is off so you can go for weird mind games and stupid plays, memes, etc. Then have a wholesome hatch carry and ggs in the chat. Don't take that away for a forced cutscene that will be boring after a week.
So chase them but don't down them, I still don't get the problem.
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@Xyex said:
https://forum.deadbydaylight.com/en/discussion/comment/2959391#Comment_2959391
It's called hyperbole. If you're going to just AFK for hatch, why not just AFK the entire match? If your "solution" to fixing a bad design idea is to NOT PLAY the game, that's essentially what you're suggesting.
And those people didn't misjudge. They knew they were close enough to get out.
And yes, there will be a riot if BP is removed from BBQ. Lots of people only bought Bubba, with cash, for the BP on BBQ. And the prestige update doesn't fix ######### about the item/add-on grind.
Why even give the hatch in the first place? You seem to be arguing that you want to give someone a hatch but if you don’t down them before you do it then somehow it’s the equivalent of being afk which makes no sense.
And no, there won’t be a riot is BP were removed from BBP. You’re still engaging in “hyperbole”.
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@Zeidoktor said:
Only if this makes Swiper the Dredge.
"Dredger no dredging! Dredger no dredging! Dredger no dredging!"
Dredger snaps a lot of fingers
"Oh, Man!"
Lol, Dredge is kind of like the Cthulhu version of Swiper now that you mention it! 😄
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2960910#Comment_2960910
Even if it was shards I don't think it would be a significant amount because that's losing them money
Who knows? They did for instance give a huge number of players 6000 shards last year when they changed the Bubba cosmetics. It’s not entirely out of the realm of possibility they could be anybody who reached P3 by the update something similar.
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2958357#Comment_2958357
If it's not a cosmetic I don't know what you could give us that really justifies the amount of BP we sank into the bloodwebs.I hope it's not just blood points or shards.
To be fair shards is the equivalent of money toward getting DLC so it’s not bad.
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Shards maybe? Or maybe an icon for the scoring screen?
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I don’t see how any of the four things you defined are actually problems.
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2960660#Comment_2960660
Except when he is on the 4th hit and insta downs you, regardless of health state.
I think if they just removed this unnecessary addition, survivors wouldn't mind it as much. Not a big deal on huge maps but small maps it happens often.
I find Legion OK when you compare to Nurse/Blight but his playstyle is really boring. Deep wounds is non-gameplay.
How often does this even happen without Never Sleep Pills? It doesn’t seem like it actually works that consistently. Never Sleep Pills let you get the fifth hit more often, but it also takes longer because of the lower speed, Legion spends 60-90 seconds just going through that chain of hits using that add-on and honestly one down per minute or more is not overpowered.
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No, I already knew it was extremely popular because it’s a very powerful perk.
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I’m just Prestiging like I normally do, I’m not doing anything special one way or another.
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She seems ok. Is it just me or does she look a bit like Dora the Explorer meets Days from Future Past?
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2960316#Comment_2960316
That would mean a killer isnt entitled to tunneling, which is just desillusional.
What are you talking about? When did I say a killer can’t tunnel? (Which by the way, “tunnel” is a useless buzzword, there’s no consensus what it even means let alone good arguments why it’s an issue in the first place.)
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As a killer I have no issue with someone having Decisive Strike if they pull themselves off the hook. The whole point of the perk is that it’s a hedge against getting hooked twice in a row before you have a chance to do anything else. Whether a survivor pulls themselves off the hook or gets rescued doesn’t really matter toward that goal.