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dugman

dugman

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  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2956871#Comment_2956871

    Boons being infinitely relightable is a problem, because it forces boons to have to be balanced around the fact they are infinitely reigniteable which often leaves them too weak to justify in most situations. And since destroying boons isn't a basekit mechanic this means any boons balanced or too weak to be placed over and over again is not going to be used since it's not worth the time to set them up if the killer completely removes them from the game meanwhile CoH can be handled by boons being destroyable since it's often placed out of the way making the killer have to travel for it.

    As long as the devs continue to insist that boons having little actual counterplay as a base kit mechanic boons will either be too weak to see use or too strong that they essentially force killers to bring a perk to deal with it.

    I disagree, I would say Shadowstep for example seems to be a perfectly reasonable perk. It’s got a good enough effect that survivors do seem to like using it but it’s not so powerful as to need a nerf.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/324389/tunneling-is-not-a-problem

    It doesnt matter if you run BT and DS or not. if the killers are dedicated to tunneling they just dont care. And this is one of the biggest issues ingame. it completely breaks the game. making them basekit may looks convenient, but still wouldnt solve the issue.

    Actually it does matter because while a killer MIGHT decide to just keep chasing someone who has Borrowed Time and refuse to do a hook trade, if they suspect the rescued survivor has Borrowed Time they also might be more incentivized to either just hit the borrowed time survivor once and swap targets or ignore them and hit the rescuer. Having Borrowed Time shifts the tactical balance in favor of swapping targets in those hook trade scenarios.

    If Borrowed Time literally did nothing in those cases survivors would never bother running it. The perk is popular because it actually does make a difference for them.

  • Why do you buy clothes you think look nice in real life even though you don’t really see how you actually look in them for the most part except when you look in a mirror? Clothes and skins are about you deciding how you want others to perceive your appearance.

    That said I don’t typically buy cosmetics, I just use the ones I earn in the Rift. I think the only cosmetic I ever bought with shards was a pink elephant Clown piece since I already had won the head in the Rift and wanted to get the matching body.

  • I never dodge lobbies.

  • @Tsulan said:

    What makes you think that it will be reworked? Project W could mean a completely new map or several variations like freddy's map.

    They specifically said RPD is getting a rework.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959818#Comment_2959818

    It would be easier to just let the survivor commit sudoku if they desire as they can on hook. Taking away the agency of the killer when so many people are already frustrated at the role for that reason is pretty detached.

    And when someone commits sudoku, you know their number is up!

    https://youtu.be/9CdVTCDdEwI


  • @Xyex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958934#Comment_2958934

    "If you want to give hatch just AFK all game and let them do the gens and leave."

    No. Why should I quit playing the game just to fix nonsense to that shouldn't be in the game in the first place?

    And the automatic STILL REQUIRES THE DOWN. Meaning those exit gate people are still getting out. This changes absolutely NOTHING about gate campers. Plus, the ones who actually let you hit them are the ones being nice. The toxic ones run out before you can. So even if it does magically do something, it's doing it to the wrong people.

    If BHVR removes the BP from BBQ they'll have riot, and they know it. It's not happening. And regardless of what they've done for Prestige the BP grind will always exist. Hell, I already have all the perks on everyone I use regularly so it doesn't even do much for me in the first place, and I still need tons of BP to keep stocked on items and add-ons and offerings.

    Sorry, but the mechanic is just patently stupid. Removing choice from the player is never a smart move. Period.

    Why do you have to “afk all game” to give someone hatch. Either lead them to the hatch or, if they refuse to take it, just close it and start the endgame collapse. At that point they either die or escape.

    And by the way, I have gotten quite a lot of hits on people right at the edge of the gates because they misguessed where they were and the only reason they got out was I was in attack recovery. They definitely don’t “all escape” in those cases.

    And I seriously doubt there would be “a riot” if BBQ and Chili is changed once the prestige thing goes live.

  • To respond to various comments here:

    • Nothing in this change prevents you from letting the last person out the hatch. Just don't down them and BOOM they can use the hatch, done!
    • I agree that the last person downed should count as a hook for purposes of missions and things like BBQ and Chili and pips, etc. That can hypothetically be done in the automated system just fine though.


  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958679#Comment_2958679

    I will play Dead by Daylight. And if i am on good mode, i will give hatch to last survivor.

    Nothing about this new change prevents you from letting the last survivor go out the hatch. Just don't down them first.

  • @kisfenkin said:

    So here is the question for all those people that believe this is grind reduction.

    Scenario: A new player starts after this is out.

    Question: How many levels do they have to get to have all perks on one character?

    Answer: Still exactly the same. NOTHING HAS OR WILL HAVE CHANGED. For survivors that means 31 x 40 levels. Plus you still have to level the character you want to actively play until they get all perks, or you have to level ALL characters to prestige 3 (that's 31 x 150) to get all perks. That is an insane amount of time that ONLY people who invest 40+ hours a week for years can achieve.

    There is no grind reduction in this. Nothing has changed.

    It’s grind reduction because all your future characters also instantly get all the perks you’ve already unlocked by Prestiging. For example, say I’ve already Prestiged all my characters today, and I buy Dredge tomorrow. Dredge will IMMEDIATELY have all the perks except his own teachables and generics. I don’t have to touch his bloodweb at all and he’ll have about 70 perks in his inventory.

  • I disagree, having it be automatic makes sense

    • If you want to let someone get out of the hatch you can still do it, just don’t down them
    • Having it be automatic means you can get it even if they would normally be able to just barely crawl out the exit. This helps mitigate the whole dumb “sit at the exit so they can watch me leave” thing a bit
    • Note that BBQ and Chili was one of the perks they mentioned is getting an overhaul the upcoming big perk update. So there’s no telling if your concern about that corner case of “I never hooked the last survivor and now I lose a couple thousand bloodpoints” will even be relevant, if it ever actually was. (Not to mention the Prestige system revamp will greatly reduce the number of bloodpoints needed to unlock perks on your characters so you may not even care about BBQ as much just from that.)

    So count me in the camp of wanting it to be automatic,

  • @AnchorTea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958482#Comment_2958482

    The point is that Dredge is just better than Sadako and Dredge has teleportion just like Sadako. Dredge has more places to teleport, much faster, has a mindgame anti loop tool, and the list goes on. Sadako's condemned hardly makes up for her lacking teleportation.

    I made this thread not only to get players opinions but also as feedback to the devs.

    Dredge’s teleportation is different than Sadako’s. He has a lot more possible locations to go to which is great, but it’s not virtually instantaneous like Sadako’s, it’s got a travel time. (Honestly it’s more like Demogorgon’s portals in that respect). Overall I think Dredge’s teleport looks a bit more effective than Sadako’s because of the extra flexibility but that’s just a guess.

    It looks like Sadako has better stealth than Dredge because of her shorter profile, on and off invisibility and the ability to be Undetectable pretty much at will. Dredge becomes a bit stealthier than Sadako during Nightfall, but is less stealthy during the day. On the flip side, he can be quiet in a locker for a few seconds to help him ambush that way, so it’s tricky to say how that will pan out.

    Dredge looks like he’s better at loops because he can actively use his Remnant to be on one side of a loop, walk around it, and instantly teleport back if it looks like the survivor is heading there. Sadako’s only advantage in a loop is using invisibility to disguise the direction she runs it which is ok but not as good as Dredge’s remnant. So points to Dredge there.

    Sadako’s Condemned is her weakest feature but still does provide some slowdown since survivors have to periodically get off gens to deliver a tape. It also does significantly improve when she uses her Green addon that applies stacks on survivors who heal each other.

    Personally my guess at the moment for overall tier list would be Sadako is on par or maybe slightly better than Wraith and Dredge is slightly better than both of them. So something like Wraith is 2 out of 5 stars, Sadako is 2 or 2.5 stars, and Dredge is maybe 3.5 stars or 4 stars (he seems quite good off the cuff so far.) Sadako is still due for her full balance pass, probably in the next midchapter, so they may end up buffing her a bit then. And one of the devs already confirmed that Dredge’s Nightfall visibility is currently too large because it’s bugged so that should be reducing down to around 15-20 meters probably (they said anything 12 meters or less was determined to be unplayable in internal testing).

    TLDR - Sadako and Dredge definitely aren’t the same character, they can coexist just fine. Dredge is probably a more effective killer overall but Sadako isn’t bad. And neither is currently in their “final form”.

  • On a total tangent I’d love to see a perk which gives a killer a boost if they slam a carried survivor to the ground. 😄 Something like nearby props are broken (e.g. gens, pallets, walls), nearby other survivors are injured and/or scream, and maybe the slammed survivor is Broken for a while and has their recovery bar set to zero. Call it “Let The Bodies Hit the Floor” and done!

  • @AnchorTea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958462#Comment_2958462

    True, but the community has been joking that Dredge's has taken over Sadako's throne (if there even was a throne in the first place)

    They play pretty differently so I can’t tell which one I’ll personally like better, but they definitely can coexist in the game.

    Also it’s worth noting Sadako hasn’t had her full balance pass yet. They’re probably going to do that next midchapter is my guess.

  • @AnchorTea said:

    The community seems to agree that Dredge's teleportation powers are similar to Sadako's. Most importantly that they're even better than hers. Having more access to places to teleport and create mindgames with, Sadako only has condemned to compensate for it. But even condemned is underwhelming along with the rest of how she's built (Lullaby, gimmicky stealth power, and long cooldowns)

    There's no purpose in playing her anymore. What are your guys' suggestions on how to buff Sadako?

    “The community” is wrong if they think Dredge and Sadako are similar other than a broad statement that they both teleport.

  • I’ve never played Resident Evil so have no opinion on any of these people.

  • Heck, they may as well just put all those skins in the main game, why not? 🤷‍♂️

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958172#Comment_2958172

    Also the new killer survivor saved loadouts is awesome

    Yeah those look ok, not sure how much I’ll use them personally

  • Probably from this line in the lore

    Otto's words shot over the congregation and reached into the murky recesses of their hearts and dredged up dark and fearful things.

    in Dredge Comment by dugman
  • The new prestige system sounds great, that’s probably my favorite announcement. 🙂 I’m also looking forward to trying some bot matches for the heck of it. Plus if the bots work out well for the devs they might consider having them replace disconnected players like they do on the mobile version which would also be a nice change.

    The big perk and basekit rework sounds interesting but no details so far so it’s hard to be too excited on that yet. I’m sure it’ll be good though. The new killer looks pretty fun so I’m looking forward to trying it out.

    The rest didn’t mean much to me personally but it all sounded like good changes for the game overall. Even the silly dating game will probably give some people a laugh.

  • You can still let the last person get the hatch, just don’t down them. However, the mori being automatic is useful because it prevents the last person from crawling out after a down if you don’t want them to escape, plus it eliminates the possibility you forget to do the mori animation if you like them.

  • They announced in this anniversary chat custom matches with bots in the anniversary as well as an overhaul involving some basic gameplay and 40-50 perks are coming this year.

  • @Gibberish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2957882#Comment_2957882

    If the reward is something exclusive, then it's something they have permanently missed out on just for simply not having as much play time as other people. Losing out on something is a punishment.

    Permanently missable stuff is dumb.

    Rewarding some people with bonus cosmetics because they have been loyal regular users is not “punishing” other people who haven’t played as much. Nobody is losing anything, the absolute worst thing that happens is a player’s inventory stays exactly the same as before the change, there’s no punishment.

    One person’s gain is not another person’s punishment, it’s not a zero sum scenario or a competition.

  • They also said a couple of times they weren't planning to add bots to the game because it was too difficult to program. What they might or might not do can change over time.

  • People are talking about it but since there's no details there's not much to say other than "Oh, cool! I wonder what the changes are like?"

  • Keep in mind, they hinted a while back that they were looking at Borrowed Time maybe being base kit, and they've also talked a few times about how they want to systematically find a way to steer killers away from face camping. So it's quite possible that part of this big perk pass will involve actually making one or both of those sort-of base kit abilities, maybe in a weakened state, and revamp or replace those two perks entirely.

    Personally as a killer I don't find Decisive Strike all that bad since if the survivor touches any gen or does any healing the effect ends. Really if I trigger it after I down someone it means they did literally nothing the entire time between when they got rescued and getting downed again so that's fine, the perk gives them a helping hand at that point, no big deal. However that's just my opinion, it may be that the devs are seeing too high escape rates associated with it in which case they'll be inclined to tweak it a bit.

    Borrowed Time is one of those perks I just assume all the survivors have when they're doing a rescue in my face. And again, honestly, it doesn't bother me that much. I almost always end up still getting a hook trade in those types of situations regardless, and even if I do hit someone protected by BT I at least get the consolation prize that they have to run away and Mend for a bit before doing anything useful. But like I said above, it's quite possible this one will end up just being a thing all survivors get automatically when rescued, maybe with a lower duration or something.

  • Truly awesome work these posts as always, thanks!


    Overall I think all the upcoming changes sound good! 🙂 At worst some of the things I don't personally care about but I didn't think they were bad ideas or anything. And some of the ideas sound pretty great. My off-hand thoughts going through it:

    • Don't care much about Funko Pops but they're cute so I get why people collect them. 🙂
    • Pre-set loadouts aren't something I personally will use much or at all, but I'm sure other people will so it's a nice feature
    • Main Menu update sounds ok? 🤷‍♂️
    • The new Prestige system sounds much better than the current one! Can't wait to see it in action, I Prestige my killers every time they hit 50 so it'll be fun seeing the impact of this.
    • Matchmaking incentives won't impact me at all since I don't enjoy playing survivor. But it sounds like a good idea for the game overall.
    • The broad Perk overhaul of 40-50 perks sounds great, looking forward to the changes!
    • RPD never really bothered me much, other than that I get confused wandering around it sometimes. Guess I'll have to get used to a new version eventually now! 😄
    • The community tasks in the Archive sound cool. I also like that they are splitting up killer and survivor challenges. (Is that just in the Archive or is there also a similar feature for Daily Missions coming?)
    • I'm not a Streamer but I'm sure they appreciate the Streamer mode
    • I like the new Wiggle check system in principle so I'm glad it's becoming permanent.
    • I actually posted a suggestion a while back that Yellow Mori offerings become base kit, and this new Mori system where you automatically kill the last survivor left when you down them is basically that (with the added benefit of automatically happening without you actually left clicking on them.) So I'm very happy with this addition! I just wonder what will happen with the Yellow Mori offerings, are they getting a revamp or just being discarded with no replacement?
    • Bots in custom matches is definitely a great addition! It's one of the things I really liked on DbD Mobile so seeing them in the PC/Console game is fantastic. Hopefully if this works well they'll extend it to be like in the Mobile game where, if a player disconnects, they automatically get replaced by a bot. I'd much, much rather have survivors I'm playing against get replaced by bots if they DC then have them be shorthanded. A so-so bot player is still better for them than no player at all.
    • Never watched Attack on Titan, but I'm sure it's a good show
    • Never played Resident Evil so I know absolutely nothing about "Project W" other than that I guess W stands for Weskar or something? But as long as the killer is fun to play that's the main thing for me. 🙂
    • The Dredge looks fun, looking forward to trying him out. I'm kind of surprised they released Sadako and The Dredge right in a row like that since they both are killers that heavily rely on teleporting around the map. Usually killers in consecutive chapters are a bit more different in overall mechanical theme. But, like I said above, as long as he's fun to play that's all that really matters. (I can't really tell how good or bad he is from the little I've watched him on the PTB, but generally speaking any killer that has high map mobility is already at least decent.)
    • The new survivor seems ok. Hard to say if her perks are good or bad yet. Inner Focus would give you a bunch of 3 second aura pings on the killer throughout the match which is nice. Residual Manifest inflicting the Blindness condition on the killer means they can't see most auras during it, including generators or hooks or survivor auras from various perks or add-ons. And unlike survivors killers always play solo so if they miss something because they don't see the aura there's nobody on comms with them to tell them where to look. And Overzealous sounds ok I guess? 🤷‍♂️
    • Dredge's perks: Dissolution is hard to judge without trying it out. Survivors do vault pallets sometimes after a hit, but they also sometimes just run away or drop a pallet and run away and by the time you catch back up that 12 second duration will be over. So it's difficult to tell how often it will trigger. Darkness Revealed sounds pretty good! Every 30 seconds you can get pings on anybody in the vicinity of any locker across the entire map - that's a lot of area of the map to get free tracking info pretty much at will! Septic Touch sounds a bit iffy, though. It's kind of like a Coulrophobia effect, so has the same weakness that does where survivors probably aren't trying to heal within your terror radius in the first place too often.
    • Shattered Hope sounds maybe ok assuming at least one survivor brought a Boon. Of course if none of them bring a Boon then the perk is useless, but I see at least one Boon a match most matches so I don't think that's going to be much of an issue with the perk.
    • And the Dating Sim... I'm not into them but the snapshots are funny and I'm sure some people will get a kick out of it.


  • Looking into the math a bit, it does actually take survivors more tries on average to get the box off in the new system.

    In the current version, there is a 25% chance each of getting the box off on try number 1, 2, 3 or 4. The expected number of tries on average is therefore 0.25 * (1+2+3+4) = 2.5

    In the new version, there is a 20% chance of getting if off on try 1, 2 or 3 and a 40% chance you get it off on try 4. So the average number of tries is now 0.2*(1+2+3) + 0.4*4 = 2.8


    So the average number of tries has gone up from 2.5 to 2.8 to get a trap off. Which is good for Pig! But on the flip side, as mentioned earlier in the thread, the distance between boxes will be shorter with five of them available and since the fourth attempt will always work the survivor will only need to check the four most “convenient” boxes at worst. Thus even though their average number of attempt has gone up a bit that’s being mitigated by the survivors having to spend less time getting to boxes to do the attempts.

    It’s hard to tell if this is a net buff or nerf for Pig, other than obviously completely eliminating that dumb afk tactic.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955831#Comment_2955831

    How is that a buff?

    One more box means easier/faster to find for the survivors.

    Guaranteed 4 searches means faster to find for the survivors as well.

    It feels like a nerf to me. (Granted I only play the Pig for dailies)

    Right, more boxes just means less distance between them and an easier time for survivors to find them. And no matter what order the survivor search them they are now guaranteed to get free on the fourth try, so it’s not like they ever need to find all 5 boxes.

  • @[Deleted User] said:

    This is basically a perk on the level of lightborn. But at least with lightborn you can tell a lot of the time from the lobby if you’ll get value from it. With this you’re wasting a perk slot on the chance survivors set up boons.

    An explanation on why this is not just base kit would be great.

    How often are you having games as a killer where none of the survivors brought any Boons at all? I see them in the majority of games still.

  • As far as the stream went, it was kind of nice to see many of them starting a bit uneasy, like reading a prompter, then relaxing a bit and feeling more natural.

    Lol, except for Cote trying to talk about the dating sim in that Hawaiian shirt. 😄 He looked like a dad uncomfortably trying to tell his kid about the birds and the bees for the first time. He’s doing it because he’s a good parent but definitely feels kind of awkward going into details about it.

  • Yeah these announcements all sounded great. 🙂 I even specifically posted a suggestion before to make the yellow Mori offering part of the base kit which is effectively what this auto-mori is doing, with the side benefit that it just happens instantly on the down. Bots in custom matches is cool (hopefully if that works out they’ll consider bots replacing disconnected players too!). The Prestige overhaul sounds great, especially since I’ve already gotten all my characters to at least Prestige 1! 😀 And I like that they have split the mission log into killer and survivor sections.

    I don’t like playing as survivor so the matchmaking incentive means nothing to me personally but it sounds cool for the game overall. And I don’t know that I’ll use the preset loadouts personally but, again, I’m sure there are a lot of players who will. I’m not into Resident Evil games so I know nothing about Project W other than the name Wesker gets thrown around, but as long as the killer is fun to play that’s all that matters really.

    Hell, even the dumb dating sim sounded kind of funny for people into those sorts of things. 🤷‍♂️ All in all looking forward to this coming year, sounds good.

  • Watching Cote in his Hawaiian shirt talking about the Dating Sim is like watching a dad try to talk about sex to his teenage kid for the first time. He looks kind of uncomfortable but he's trying to be a good parent. 😄

  • They literally just announced on Discord that the "stream has begun". ... Except of course it has a 20 minute timer going so I guess 20 minutes of the "stream" is the timer? 🤷‍♂️

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955093#Comment_2955093

    Are you sure about the backfill thing? I'm not finding any details, and I can say anecdotally that backfill still seems to produce some really Kafka games on my end.

    To clarify they said they adjusted the length of time it took before someone’s acceptable MMR bracket for matchmaking reached its maximum and also narrowed those ranges. I could be misremembering but I thought they also backfill timer too as part of that, but if I’m wrong my bad.

    Backfill’s probably always going to be a thing though unfortunately. They don’t want four people standing around for ten minutes in a lobby that’s already formed so the system does need to put someone in those lobbies pretty quickly. The only way to get rid of the problem is to not show the other players at all until the game actually starts to remove the incentive for people to leave lobbies because “I don’t want to play with three Davids” or whatever.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954954#Comment_2954954

    Fingers crossed for:

    • Facecamping solution
    • Grind solution
    • Solo queue statuses
    • Some more killer buffs for Onryo, Ghostface (I'm still wondering why he needed a nerf) etc.
    • SBMM backfill issues fixed

    That would actually be an elegant sufficiency for me.

    • It’s unlikely we’ll hear any changes on Facecamping, mainly because it’s something they’re worked on apparently on and off for a long time and never found a solution that was effective but that also didn’t break something else. But who knows, I’d love to be wrong!
    • I’ll be a bit surprised if they don’t give details on the bloodpoint revamp they’ve been working on for six months.
    • It’s also been six months since they mentioned working on new status icons for solo survivors so that seems likely too.
    • Sadako’s first full balance pass is probably next midchapter is my guess, the full chapters tend to focus more on the new killer. But again, if I’m wrong great!
    • They already implemented the backfill related MMR changes they discussed in that big blog post a month ago. One change they didn’t do yet was they said they are planning to adjust the MMR algorithm to treat survivors as an actual team for purposes of going up or down versus every survivor being treated independently. That would address the situations where one survivor sacrifices themselves to help everybody else escape but loses MMR in the process currently.


  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/323757/an-absurd-amount-of-hours-and

    I've never once considered doing the math so I'm going to take this at face value. That is absurd, and really kinda-sorta deserves a dev response.

    Why is it absurd? You get enough shards over time to get at least one free character per new character release.

  • It’s better than the old one, especially the middle of the map is a lot more open which helps the killer there. The building have good loops but they don’t seem to be infinite so at worst they’re a wash with the old version I think.

  • @brokedownpalace said:

    Where's the fire?

    Didn’t you hear about the fire the Clown started at the circus?

    It was In Tents!!

    😄

  • I had a nice chat with a survivor the other day.

  • DbD Mobile lets you make custom matches against bots to practice and explore. Unfortunately the devs said they’re not planning on that for PC, but who knows, maybe they could extend the tutorial scenario where you can select killers other than just Trapper?

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2953944#Comment_2953944

    True but we're not necessarily talking about changing it into a whole other perk, either. Unless I'm mistaken, that drastic a change is very rare. Rare enough I can't think of any examples offhand, anyway.

    Even when NOED went from normal perk to Hex, it retained its nature as an endgame power-up.

    Whatever is done to Dead Hard it's more likely than not still going to remain a perk that lets you evade a hit that would otherwise down you.

    Big perk changes are uncommon but they do happen.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952399#Comment_2952399

    My issue with this idea is, to my understanding, the invincibility is the premise of the perk, not the distance.

    Plus the distance seems to be the bigger issue. It makes the perk usable for situations in which it was not intended.

    That's why I'm generally in the camp of reducing or removing the Dead Hard for distance aspect so it can't be used for things like making that last little bit of distance or going over armed bear traps.

    Alternatively, allowing the distance if, and only if, you actually do dodge a hit with hit. Basically, assuming it's possible to do, if the game acknowledges that you would have been hit had you not used Dead Hard, then you get the distance.

    Making the perk something that requires skill to use would seem the best way to remove its biggest issues.

    Even if the invulnerability was the original purpose of the perk doesn't really matter though since we're talking about significantly changing it anyway.

  • I remain convinced that “tunneling” is a mostly meaningless buzzword at this point. There’s no consensus on what it is let alone how it would even be a problem in the first place, and the great majority of the time a survivor complains to me about “tunneling” in chat it boils down to that I hooked them twice in a row or continued chasing them after I injured them. It’s just sore losing.

    in Tunneling Comment by dugman
  • @Canas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2953578#Comment_2953578

    I don't see how playing in a custom gamemode will help, though, since it doesn't count as progress to any of the rituals or leveling I assume. How am I going to get perks and perkslots without enduring constant curbstomps from overleveled survivors?

    I agree with you it would be nice if the private matches gave bloodpoints. Even so, it allows you to practice the game as a brand new player to get the hang of the controls and learn the maps and abilities.

  • @Canas said:

    I tried playing the mobile version not so long ago since I was curious to see which differences there are compared to the regular version, sadly I quickly regretted it.

    After installing the game I had to download patches which were 33% larger than the maingame itself. After playing the tutorial and investing some bloodpoints for addons I queued up as a level 1 Trapper with a single perkslot just to be matched with survivors who were fully geared up. After a couple of minutes I heard the first boon totem go off, at that point I simply gave up and uninstalled the app.

    You have to be insane if you sincerely think it's fine to match up a brandnew killer with these type of survivors. Where are the player bots which were promised? I don't see how ANY genuine newcomer would want to put up with this extremely flawed matchmaking. I'll be sticking with the pc version for now, there's no point to playing the Mobile version whatsoever.

    Regarding bots they’re in the mobile version, I’ve played multiple games against them. Just set up a custom match and then as you do it you can set it up with bots in some or all of the other player spots. Also if a player disconnects on mobile a bot takes their place.

    The only reason I don’t play mobile DbD is the controls for killer are really frustrating. If it weren’t for that I’d play it.

  • At the very least there are a couple of things they announced they were working on six months ago that will probably have details or even be in the next chapter.

    • The bloodweb revamp
    • They mentioned status icons on the HUD for solo survivors to help them get additional information on what everybody else is doing.

    Both of the above were started internally around December probably and announced in January so they are probably both just about due to have the details announced and maybe be out by the chapter release.


    Also this most recent midchapter has a ton of changes, including major revamps for Legion and Ghost Face. It’s not like the midchapters don’t have revisions.

    • Supernatural. The Winchesters as survivors, the Bunker as the map, and a Demon that can possess survivors as the killer.
    • Event Horizon as a map.
    • Classic werewolf with a lunge attack a bit like Demogorgon and when he concentrates he picks up the scent of the closest survivor
    • Not a licensed property, but a Medusa who ability includes that survivors who look at her suffer worsening negative conditions like Blindess, Exhaustion, Incapicatation, Hindered, and even Exposed depending on how long they have her in view. (Picture survivors wanting to actively not look at the killer when they’re running away or doing gens, it would be pretty tense!)
    • The Shining hotel and/or hedge maze as a map
    • Phantasm with the Tall Man and his homicidal floating pinballs as the killer.
  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952356#Comment_2952356

    It kind of does though. First the killer assumptions. Almost every survivor is using dead hard, and it's use equals survivor victory. If these assumptions are true, why are the kill rates nearly perfectly balanced? And if they are balanced now, what would happen if you nerf the survivors strongest tool? The answer of course would be plummeting rates of survival which would REQUIRE meaningful nerfs to all killers.

    It’s not an “assumption”, it’s statistics from data. For example, in a set of 400 games posted a couple months ago, the kill rates ranged from something like 70% to 48%depending on how many survivors used Dead Hard (i.e. around an 8% extra escape rate per Dead Hard in the survivor group.) None of the other tracked perks had that much effect on escape rates, including popular ones like Borrowed Time and Decisive Strike. Likewise multiple datasets have shown Dead Hard being used by something like 40% of survivors.

    And to answer your question, even if Dead Hard were nerfed it would still be quite good, probably something like a 3-4% increase in escape rates. And since 60% of survivors don’t even use it now the overall impact would be on the order of maybe 1-2% across all games, if that.

  • That’s one opinion.

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