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dugman

dugman

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dugman
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  • Not as well as I'd like but I'm better than I used to be.

  • I totally agree the pip system is pretty useless, I just ignore it completely personally. I think the only reason it's still in the game is the devs figured it was better to keep it around as a way to give monthly rewards to people rather than figure out a brand new system from scratch that could accomplish the same task of rewarding players who play regularly.

    Not to mention that, on top of the Grades and Pips, they also have Devotion levels and Prestige levels which mean even less than Grades but are still in the game. It's easy enough to just ignore all these systems of course but it would be nice if they could revamp or consolidate them a bit or something and make them feel more meaningful. (And who knows, they're probably going to be announcing some details soon on that big bloodweb revamp they're working on so maybe it will impact some of these other things too?)

  • If it were easier to play killer on DbD Mobile using the tablet controls I'd play it way more often. Other than those controls the game is pretty solid, it's got a few features I wish would find their way to the PC game. (Man. I wish the controls worked better!)

  • I couldn't care less what they do in the lobby.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941649#Comment_2941649

    if he did not reject the idea, than he would be confirming the change. It is one or the other. He rejected the idea.

    The reason was because it would not address permanent escalation of grind from releasing new content.

    it wasn't even like a maybe-type responce, it was just clear nope.

    No, they rejected the idea of revamping the perk structure as a short term fix. It isn't true that they rejected doing something with perks as part of their broader restructuring of the bloodweb and experience system. And it's definitely not true that them simply not "confirming the changes they're making" means anything one way or another.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941530#Comment_2941530

    I don't think anniversary stream will have any impact on the game. That is because Anniversary stream just talks about road map of the game.

    We already know a lot of road map of the game. for example on realm beyond, there is only two realms in which they have not changed of the old maps which are red forest(mother dwelling & temple) and backwater swamp.

    in term of killer updates, Patrick hinted twins. he also talked about back-filling improvements to matchmaking and hinted something about survivor team-rating, I imagine its something to do with facecamping killers in EGC and survivor leaving their teammate behind because their inability save them. maybe if your team-rating is very high, you draw even if you died.

    Survivor Icons were mentioned at the start of the year.

    Peanut mentioned that dev are working reducing grind. He rejected the idea of removing all perk tier. It makes me believe that they have bigger plans in mind. No clue for how big of grind they're reducing.

    If peanuts goal is to remove all grind altogether, he might be doing something like removing prestige & making that unlocked teachable perks from other characters automatically unlock on every other character at tier 3. This means that all blood webs would only have the generic perks and the character specific perks. teachable version of the perk would be available when corresponding character has their specific perk at level 3.

    In any case, regardless of what they say about the road map for DBD, very little changes until actual changes are implemented in the game.

    Just to clarify, Peanits did not "reject the idea of removing all perk tiers". They said that they didn't want to only remove perk tiers as a short term fix but wanted to instead work on a longer term revamp that would more permanently address grind. So it's definitely possible that changes to the perk tiers could also be part of that larger scale change, for all we know whatever the big rework is might end up including changes to perk tiers or do away with them altogether along with other bloodweb revisions.

  • How about something like

    • Videotape Copy disables spreading Condemned when Onryo Projects
    • Sadako has no lullaby, makes no sound when Projecting, and can see auras of survivors within 16 meters for 3 seconds after Projecting

    Basically she’d be trading the pressure of Condemned stacks for improved Stealth. It’s a bit like the Scratched Mirror Meyers idea of trading part of her base kit for improved stealth and tracking. In this case her aura reading isn’t as good as Scratch Mirror but she makes up for it by maintaining her mobility.

  • @Chilli_man2400 said:

    Cooldown will not fix the problem. The problem with COH is it grants pretty much a free healing station for everyone and guarantees a 5th perk to all other survivors a cooldown won’t fix it. The self healing part is the problem. Make the perk heal 100% faster but remove the self heal to balance it

    The perk can be balanced by just making sure the self-heal takes long enough that the time trade off to do it is a noticeable investment. If it took 60 seconds to heal yourself using Circle of Healing for instance it would be worthless to bother, by the time you managed to do it you’d be basically throwing the game by not doing gens or rescuing others for that long. And on the flip side if it took 10 seconds it would be way too fast. So there is a time range below 60 second and above 10 seconds where it’s still a good enough effect to consider using the perk but still take long enough that it’s not overpowering.

    If I had to guess I’d say something around the time it takes to do a Self Care is where it’s probably starting to take too long (since it’s not just that 32 seconds at that point but also the time back and forth to wherever the totem is plus time to set or reset it plus the risk it won’t be available at all when you really need it.) I think the current version is in the 20-25 second range, so it’s not quite as long as 30 seconds but it’s definitely closer then it used to be. It may even be at the low end of the acceptable range now, maybe, hard to say.

  • The scenario I’m picturing is he subconsciously manifests an evil version of himself like a creature from the id. And so you end up having him potentially as both a survivor and a killer fighting each other.

  • Yeah, it wouldn’t be a big benefit or anything obviously since it’s already a really quick action, but it probably should speed that action up. Likewise for Fire Up.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/322373/tunneling-is-fair

    And then you wonder why everyone use borrowed time, dead hard, desicive strike and unbreakable. Tunneling is actually bad tactics if others just do gens and are free from pressure. Tunneling is only really viable if you do it fast and others don't work on gens and come to help. Personally I don't tunnel but I can hook sometimes someone twice in a row but im not that cruel to kill them immediatelly after that thought. Better stragedy is to tunnel 2 survivors same time but it's harder to pull off.

    Nobody even agrees on what tunneling means let alone whether it’s good or bad strategy. For instance, some people call downing a person who was already injured and ignoring a healthy survivor “tunneling”, but obviously downing the injured person is way better than injuring the blocker. Likewise if someone just got unhooked, and you have a chance to down them and rehook them versus downing and hooking someone else, all things being equal it’s better to rehook the survivor who’s already been hooked once. But that too is called “tunneling” by a bunch of people.

    If your sole definition of “tunneling” is chasing someone too long then, yes, that’s bad strategy. Knowing when to break off a chase and switch targets is important. But a lot of people use tunneling to cover all sorts of other things that are only loosely related to downing people multiple times in a row or chasing someone after you hit them, etc.

  • Yeah, this is a popular request, I think Mandy also mentioned liking it too so hopefully the devs are already thinking about doing this. Personally I’m way more interested in seeing who played what character at a glance than seeing MMR stuff.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939475#Comment_2939475

    I watched the matches, and they're not a good example, the survivors are very inefficient. Also I'd go for Nurse's, so at least you have a chance of knowing where they put circle of healing.

    They only seem inefficient because he’s applying so much pressure they aren’t able to commit to the gens efficiently.

    And like I said, he played Sadako for 30 days straight and won a ton with a ton of different builds, including using things like Nurse’s. This is the loadout he likes the best.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939796#Comment_2939796

    But was does that tell us?

    There are to few new players. This should be concerning.

    The system needs a lot more of fine tuning. And if it doesn´t work in the end the system is just not good. In that case the would have to admit this and work on a new system.

    Mostly that tells me the game is six years old? 🤷‍♂️

  • New players being matched against skilled players isn't necessarily because the MMR is wrong, it could very well be because there are far fewer new players than older players at this point in the game's lifecycle. The old emblem matchmaking system would be running into exactly the same thing.

    That said there has been an issue the dev acknowledged where brand new killer accounts started out at an average MMR and then had to lose to get down to a lower rating where they belonged. That was a little while ago though so I'm guessing they've already lowered the starting MMR on brand new accounts at this point and if you see a mismatch nowadays it's probably due to not having enough equally new players to match against without extended waits.

    • I think "Tunneling" is a useless buzzword, there's no consensus on what it even means let alone why it would be a problem and the great majority of people I see complain about tunneling after a match are simply sore losers upset they got eliminated early or got downed twice in a row or that I ignored a bodyblocker, etc. At this point I just ignore any complaints about "tunneling" as meaningless.
    • "Face camping" is actually a bit of an issue that the devs have acknowledged in that, if players feel (rightly or wrongly) that standing around a hook defending it is the most effective strategy then it leads to an unengaging gameplay scenario where the killer stands around doing nothing for two minutes, the survivor on the hook is stuck for two minutes before being eliminated, and the other survivors' best strategy is to just sit at gens for a little less than two minutes and then try for a hook trade. They've said they've experimented with game mechanics that could possibly steer killers away from face camping but haven't found one they like yet which both does that job but doesn't break something else in the process. It's possible, for instance, that the way they set up Pyramid Head's Cages to teleport away from him if he's nearby was a backdoor experiment to see if something similar might work for hooks as well but that they decided it wasn't a good idea for those.
    • Beyond face camping, though, so called "proxy camping" isn't a real issue. Proxy Camping is literally just zone defense where you guard 1/4 or 1/3 of the map rather than the entire thing. There's absolutely nothing wrong with it in terms of balance or fairness or sportsmanship, etc.
  • @Bwsted said:

    I just went against one of those bot streaming. At least, it was fast, I'll give'em that.

    https://forum.deadbydaylight.com/en/discussion/comment/2939445#Comment_2939445

    I have DbD on my work laptop for when I just want to login if there are login rewards on something. Eac legit gives me an error message every single time I close the game saying forbidden program detected or something. There's literally only Office and Adobe on that computer and every copy is genuine.

    Yeah the bots that cheat are insane, hopefully the devs can find a way to ban those.

  • The best anti-looper is actually Nurse, but I guess of the ones in the poll maybe Artist is the best at shutting down a loop? It’s close though, some of the others are quite good at it too.

  • Tunneling is a pointless buzzword. The vast majority of people I see who complain about “tunneling” after a game are simply sore losers because they happened to get downed twice in a row or I continued chasing them after I hit them or ignored a bodyblock, etc. I have yet to see any actual reason why so called “tunneling” is even a well defined thing let alone a problem.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939475#Comment_2939475

    Doesn't this all fall apart if the survivors are good at looping tho? i mean against people who will go down against sadako without looping her for at least 2 gens I wouldnt even recommend builds, as those people will get dunked on anyway regardless of build.

    It only falls apart if you’re not a good killer.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939480#Comment_2939480

    Knockout OG Freddy was my fave build back in the days, Ive been running that combo for years.

    Best thing you can do in this game is stop instapicking up trying to 12 hook, run deerstalker and pressure them more is how I get good results

    I totally agree, once I realized that I could apply a lot more pressure by not immediately hooking people the instant I downed them my results improved quite a lot. A combination of slugging and hooking is the way to go.

  • It’s not unusual for a purple or green add-on to be a direct upgrade of a yellow one, particularly when the two add-ons can stack together. In fact one of my favorite things to do is intentionally combine two add-ons that have the same stackable effect to see what happens when you get double the benefit. 🙂

  • He did use that combo in at least some of the videos but prefers the Bamboozle and Save the Best for Last tactic to help him secure the downs versus trying to slow the survivors down from seeing each other.

    But I’m definitely personally a fan of Deerstalker myself, I use it all the time. 🙂 Knockout not so much since survivors on comms tend to work around it a little too often I think and I kind of like having something else instead to either help me get downs or info on survivors to get into new chases more quickly.

  • RedsGamingGears has a 30 Days of Sadako series where he played her for 30 days straight and explored a bunch of different possible loadouts and strategies. He did quite well with her, especially using slugging combined with her Green add-on that curses survivors who heal each other to apply additional pressure. Obviously there’s at least 30 YouTube videos or more of him playing Sadako but this was the one on the 30th day and shows what he thinks was his favorite loadout.

    • Corrupt Intervention - helps give extra time to apply early game pressure
    • Jolt - Gets a lot of slow down in a slugging strategy since you’re spending additional time downing but not hooking
    • Save the Best for Last - Very useful for continuing a chase quickly after an initial hit to secure a down
    • Bamboozle - Helps mitigate her weakness at stronger tiles
    • Red Iridescent Videotape - Refreshes TV much more quickly to help apply map pressure
    • Green Ring Drawing - Survivors who heal each other gain stacks of Condemned if the wounded survivor was cursed. Since dying survivors can’t normally heal themselves to injured this works especially well with slugging since it forces survivors to spend time healing each other and gaining additional stacks of Condemned in the process.

    The basic strategy then is basically keep chasing and downing over and over, breaking pallets to remove resources, but only hook one specific survivor and slug the rest. Because you’re spending no time carrying survivors and can also teleport around the map very quickly you are constantly chasing and pressuring them and forcing them to heal each other and periodically remove stacks at TVs instead of progressing the gens. You eventually hook out the one survivor and get to a 3v1 scenario where you now can snowball to victory. Additionally because of all the extra stacks from the Green add-ons plus all the teleporting it’s not uncommon to get a Condemned kill either since the survivors are so busy just trying to tread water and keep each other standing at least one of them will accidentally let the stacks get away from them and give an opportunity for a kill.

    https://youtu.be/mp9mFcxs4Wk


  • Good stuff, just going through

    • Tutorials - I actually think the tutorials and bot matches against Trapper aren’t too bad as basic tutorials for people just learning the game mechanics. Learning about strategic points like “gen pressure” are much less important than learning how to actually interact with a generator and do a skill check in the first place. And learning the finer points of looping takes a backseat to learning that vaults and pallets exist and how to interact with them, etc. Things like what you’re asking for are probably better suited to a more advanced guide, if they ever do one. That said, if they ever implement the ability to create custom matches against bots that would be a big help to new players (DbD Mobile has that feature but unfortunately it’s not something they can easily import.)
    • Having multiple Rift challenges selected would be nice. So would something on the game HUD when you play reminding you what your current daily mission and Rift mission are. Also along those lines hopefully they might consider making the daily missions be dual purpose like the newer Rift challenges (e.g. Either down 10 survivors or rescue 10 survivors)
    • Cosmetics - Personally I’d love to see custom sound packs or animation packs as Rift rewards, including killer emotes. I think that would really spice up the Rift!
    • Prestige - I agree, Prestige is a bit dull at the moment. They are however pretty likely to give details on the major bloodweb revamp they’ve been working on the last six months, and it’s definitely possible that and overhaul to the bloodweb will also involve changing how Prestige works (if it’s even still a thing afterward.)
    • Devotion - I agree, Devotion seems kind of pointless, it’s just a number at the top of the screen and the only impact it seems to have is as you gain levels you earn Shards a bit slower until you pass a Devotion level and reset it. Having no fun rewards for gaining Devotion levels is kind of a bummer.
    • Bp and Grind - They’re already probably announcing more details soon on their bloodweb revamp. Depending on how that works there could be no need for anything like additional double points every weekend, etc.
    • Base Kit perks - I think they’re hesitant to make perks base kit generally speaking because they want to keep the amount of information new players need to track in order to play the game at a basic level as simple as possible. The only one they hinted they might be considering, maybe, was Borrowed Time and that’s probably mainly because it’s kind of an automatic thing that happens on a rescue, you don’t need to have a deeper understanding of things to benefit from it. If they wanted to buff killers, for instance, I suspect they would just do something simple like tweak the amount of time it takes to complete generators up a few seconds versus something significantly more complicated like make Corrupt Intervention a base ability, for example.
    • They did mention in January though that they were working on a new HUD setup to let survivors see what other survivors are doing (e.g. if they’re working on a generator the icon by their name would show it). Assuming they still like that idea it’s possible we’ll see something about that too.
  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937973#Comment_2937973

    Yes. That is exactly what I said. I hate being chased while injured.

    Not the fact that his power denies survivors ability to implement game knowledge to avoid, or at least minimise the chance of being hit. Then once hit, his power then applies a passive slowdown which forces survivors to waste time because his power would be extremely weak without it due to its terrible design. Then once injured you have to make a choice to either waste time healing knowing that your are likely going to be injured again, thus wasting a significant amount of time. Or you play the game injured, cutting a chase in half, because you only have one health state, and stealth based builds don't work because of your grunts of pain and blood trail. Then you add the fact that most legion's will run sloppy butcher, to drag out the healing even longer or thanaphobia, so if t you choose to not heal, the legion gets even more passive slowdown. All of this combined with the fact that he does not have a power during the actual chase, making him one of the most uninteresting killers in dbd objectively. All of which drags matches out long past the point that they should have ended, not because the match was close necessarily. But because the killer was just running across the map , going from person to person, hitting them forcing them to heal every minute. All of a sudden a 7 minute match, is now a 15 minute match, and the killer only got 4 hooks. What worse is unlike killers with unique abilities, his is just base M1, which is objectively uninteresting.

    You also say that its the same as any base M1 killer while injured.

    No, take scream. yes while in a chase his just an M1 killer. However, when I'm not in a chase I have to be careful to avoid being taken out before the chase even starts. This is at least interesting. Something that separates him from others. I'm sure you are going to say, what about plague? or the twins? Technically their power is unavoidable and is just a base M1 killer. Correct, and guess what, they are both unpopular killers to play against. The twins especially, due to victor being oppressive, even once injured.

    I probably would have gone with Clown or Doctor or Oni pre-charged actually as the basic attack killer example. Stealth Killers like Ghost Face try not to get into extended chases if possible in the first place.

    As as being “uninteresting”, that’s obviously your personal opinion so it would be “subjectively uninteresting”. I imagine there’s survivors who are perfectly happy looping basic killers.

  • Thumbs up for the name Permanento. 👍

    in Permamento Comment by dugman
  • I don’t know how many people are in the 1400-1500 range but it’s irrelevant since the point I’m rebutting that the video creator incorrectly said is that, because there is a large number of people in the 1700+ range, there are a lot of people who are being matched as if they were lower MMR than they actually are. Which isn’t the case, there’s very, very few people in the 1700+ range.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937228#Comment_2937228

    If the soft cap is 1700, and the max range of extention is now 200 or something (maybe 250 9r 350), that is a pretty big pool of players. Not huge, but quite big.

    No, there is not a big pool of players who are over 1700 MMR, Peanits already confirmed that. It’s a few percent at most.

  • I get more consistent matches under MMR than I did under the old system.

  • I haven’t played Overwatch in a long time but I didn’t really have a main, I just played random select. My best character was Mercy possibly though. 🤷‍♂️ Not just for healing, but her pistol was actually pretty decent since it had pinpoint accuracy and unlimited range.

  • I said this in another thread but I would pay money for a Clown DLC that plays Yakity Sax in chases.

    https://youtu.be/3PwsKzWli94


  • @MikaelaWantsYourBoon said:

    This is t-bag version of killers.

    Don't t-bag, don't waste killer's time. Just leave.

    Don't leave people bleed out. Hook them and let them die faster.

    But toxic people will do toxic stuffs. Because BHVR allowed this things.

    A minor point, I don’t just bleed people out typically but I have once or twice had to bleed a survivor out simply because there are no hooks in the area and they don’t crawl near one.

    But yeah, intentionally bleeding people out just because it drags the game out to give the survivor the middle finger is a jerk move.

  • Like the post says, Fire Up does seem weak mainly because it takes so long for its effect to actually matter and even at that point it’s not any better than other perks which have comparably ok effects but which last the whole match. The bottom line is that a perk which is only useful in one phase of the game needs to have an effect which is stronger than a perk that lasts the entire game and Fire Up does not reach that level of strength. It needs to be closer in effectiveness with other good endgame perks like No Way Out or even NOED (which frankly is overrated in my opinion, it’s a solid perk but not literally the best perk in the game like some people think.)

    I will say that’s it’s ok to have a perk which works best in combination with certain other perks. Undying for example isn’t a bad perk even though on its own it’s kind of meh because when you combine it with other Hexes it has solid synergy. So in principle if combining Fire Up with, say, Bamboozle or Enduring gave solid synergy it would still be a decent perk. The issue is simply that Enduring and Bamboozle work best in the early and midgame when Fire Up gives little beneift and aren’t as good in the endgame when Fire Up might make a difference.

    If I was going to change Fire Up I would either just make it be a flat bonus of, say, 10% - 15% on all action speeds for the whole match, or maybe give it a starting bonus of 8% and ramp it up from there. That way it gives some benefit in the earlier parts of the match when you actually need it most.

  • I killer main. I play fair. I don't camp, tunnel or slug.

    There’s your problem. Why do you think it’s “unfair” to slug survivors or down someone more than once in a row or play zone defense? None of those things are unfair.

  • You have at least five or six ok perks there, I’m not sure why you think you can’t win with this. (Nemesis and Hangman’s Trick are both useless but the others are all ok.)

  • I don’t really care what happens in the lobby, I just hit Ready when it’s full and play the match.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936982#Comment_2936982

    https://forum.deadbydaylight.com/en/discussion/comment/2936994#Comment_2936994

    Can you please read my post before responding. Seriously at no point did I even address the strength of this build and immediately you start trying to explain how easy it is to beat it. The title of this post is "Legion rework is only leading to more and more players quitting." The point, that I made was that as I explained, how his power works, its barely avoidable and once hit, he just leaves. I then explained how with this build no matter what I do he can quickly break the pallet whenever he needs and can get his power back automatically. There is no way for me to use any form of skill to outmanoeuvre or even minimise his ability to hit me with his power. As you yourself stated, am I getting hit, it is unavoidable. So at that point, I am just playing against a 115 killer with no power, except that I am injured for most the match. That is terrible. As I stated the best way to counter legion, and to counter this build specifically is to run to the corner of the map when he is chasing me. RIP interesting chases I guess oh but don't worry because he is super easy to beat apparently. Even if I agreed to that, congratulations you won. However some people believe that is it is more significant as to how a match ended rather then the outcome itself.

    I reread your post that I responded to and here’s what you said

    I drop the pallet, he vaults over it, breaking the pallet in the process and hitting me. Or I successfully stun him, once the stun wears off his power is fully restored and then vaults over it hitting me? What even is that? Not even bother going to talk about strength, just how is that even a power at that point? He vaults anything, breaks every pallet, and stunning him is useless.

    The answer to your question is the same as what I said - “it’s a power at that point” because it works but it’s not necessarily game breaking. From your new reply you apparently don’t like being in chases against basic attack killers while injured and think “those chases aren’t interesting”? (“So at that point, I am just playing against a 115 killer with no power, except that I am injured for most the match. That is terrible”) I’m not sure why though because those chases are the same as any other chases you’d have against any basic attack killer while injured at that point.

  • The map layout is too big for its own good 

    Just FYI the new Haddonfield map is actually smaller than the old one and is also smaller than the median map size. (The old Haddonfield was 168 tiles, the median map size is 156 tiles, and the new Haddonfield is 152 tiles)

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937202#Comment_2937202

    Did peanits refer to the old soft cap of 1900, or to the new one (that is presumably 1700, if not lower) ?

    Both.

  • The video maker is wrong on one of the very first points he makes - there is not a "huge pool of players" above the 1700 point cap. Peanits specifically said when they made this change that there are "very, very few" players in that 1700+ range, as in maybe a few percent of players are that high if that. Whoever made the video is seriously overestimating how many players are impacted by the cap.

    @dugman said:

    One quick question based on the test results that I'm curious about, what percentage of players are at the MMR cap? For reference the devs talked in the article and previously about how the MMR has a built in cap where it treats everybody who is at or above that ceiling as if they were that same rating (e.g. everybody over 1900 is treated as a 1900 for matchmaking). They then go on to say they're lowering that ceiling a bit along with reducing the acceptable range bracket for matches. So for instance, where now it might be everybody at 1900+ can get matched with players down to 1400+, in the new system the cap might be 1700+ being matched down to 1450+, something like that.

    Which all raises the interesting question, what percentage of players are actually at that ceiling? I've always just kind of assumed that the ceiling is set high enough that no more than, say, 10% of players are impacted by it, but that's just speculation on my part, I could certainly be wrong. 🤷‍♂️ So I'm kind of curious what percent of players fall into that "top MMR bracket".


  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936286#Comment_2936286

    So I just played against a legion with this combo and it was disgusting. Iridescent button: This addon breaks in pallet that he vaults over. Combined with Suzie's mixtape, which refills his power gauge when stunned. So every loop played like this.

    I drop the pallet, he vaults over it, breaking the pallet in the process and hitting me. Or I successfully stun him, once the stun wears off his power is fully restored and then vaults over it hitting me? What even is that? Not even bother going to talk about strength, just how is that even a power at that point? He vaults anything, breaks every pallet, and stunning him is useless.

    Well unless it was their fifth hit in a chain they don’t down you with a Feral Frenzy hit, so one thing you can try is don’t drop pallets when you’re healthy. If you’re injured go ahead and drop them, that will force Legion to either try and loop it normally or break it by kicking it or going into Frenzy and vaulting it, but none of those will immediately get them a down. Basically against Legion your best bet is split up, stay injured and try and force Legion to down you with basic attack chases which can take a little while.

    Note that the five-hit Frenzy chain down is an option for them, but even when it work it takes them quite a long time to actually do, up to 50 seconds with base kit and up to 100 seconds with Never Sleep Pills. Yes, they can get downs this way, but getting one down per minute isn’t really overpowered, even taking into account the mending involved.

  • Good job on the 4k. 🙂 It looked like you got caught on a corner once or twice and weren’t sure where to run now and then but that’s probably just from being rusty. You got the 4k though so you couldn’t have done too much wrong overall.

    One thing might be in general you may want to consider slugging a bit more with Sadako when you down someone but everybody else is healthy. When you do the cycle of down and hook and down and hook it leaves all three of the others free to do the gens while you’re carrying the downed person. One nice thing about Sadako though is you can use her teleport to go straight to a gen after a down and try and get a second down while you slug the first person. In this particular video it wasn’t as big a deal since you were taking advantage of Devour Hope and Scourge Hook so prioritizing hooks can pay off, but with a less hook centric build a bit more slugging can increase your early game pressure.

    Also try and approach generators from behind cover. Sadako in particular is on and off invisible and also short, so if you block their lines of sight to you as you move in then you’ll get very close before they react. (That’s what happened in that first hit in the house, for instance, they couldn’t see your approach until you were already in the house a few meters away.

    One other small trick you can do is if you are at a small loop, and want to help your mind game, you can Demanifest from behind the obstacle forming the loop where they can’t see you do it. Then remanifest and go in a random direction. There’s a good chance if they stick around that you’ll still be invisible while coming around the loop and they either won’t react right away or will loop the wrong way because they don’t know which direction you went, or they may even just abandon the loop altogether and you can chase them down in the open. It’s not a guaranteed hit or anything but it does work better than a standard mindgame if you seem to be at an impasse.

  • FYI Midwich is currently killswitched as of today.

  • Evil Dead looks like a decent game but it is VERY different from DbD, it’s a lot more like Left 4 Dead. Which is all well and good but I’m not really into Left 4 Dead.

  • I think it’s likely we’ll hear details about that bloodweb revamp they’re working on since they started working on it about six months ago.

    They also mentioned in the last MMR update they’re working on having it treat survivors as a team versus as individuals (i.e. all the survivors go up or down as a team based on how many escape) which should be a useful change since I think this semi-cooperative philosophy leads to some of the issues people complain about like sandbagging and it feeling wrong to lose MMR if you sacrifice yourself to save someone else, etc. It might still be too soon for that though.

    Perk filters would be nice.

    Also it would be fun if they had a Randomize option where you could click the Random button and get a randomized loadout or random killer with a random loadout. There are websites that can generate randomized loadouts, but having it in the game would be nice because the websites obviously don’t know what perks and add-ons you have available on specific characters and what characters you have unlocked, etc. That’s just a personal thing though, I’m not expecting it at all.

  • Don’t forget you can also intentionally drop a survivor and chase the person following you if they try hat and you don’t think you can reach a hook. Odds are pretty good you can get one of them down before the other person is revived if they keep hanging around and then you’ve got two dying survivors which is a great position to be in.

  • I think the game is overall a bit too dark personally, I always play with my brightness turned up a notch so I can actually see what I’m doing on some maps.

  • Everybody and their grandma knows that this game is in favor of the survivors. The reason why goes into:

    That’s not necessarily the case. Keep in mind the balance goal is most games end with 1-3 kills and the gates open. They intentionally want the gens to be done most of the time because they want some people (but not everyone) getting out when the survivors play well. And by all accounts the kill rates for all the killers are in that range, including at high MMR. Most of the people who claim the game is “survivor sided” seem to have a faulty idea that the gens being done should only happen half the time which isn’t the case.

    A more legitimate complaint at high level isn’t that the game is “survivor sided”, but that the high level meta game is a bit stale in terms of loadouts because a handful of perks on both sides and a few killers are just objectively better than others when all the players are playing well. Plus survivors on comms have a noticeably higher escape rate compared to solos. So when a killer faces survivors on comms with meta builds who play well, then even if the killer plays well if they don’t also have a meta build they will feel like they are facing an uphill battle. That’s where you get the killers who complain that they can’t experiment with new killers or builds without getting beaten badly. The game isn’t “survivor sided” but it is “meta sided” at that skill level. (Which is all related to your #2 above about variety.)

    Anyways, whenever they make a good patch, the next patch they take 4 steps back.

    I disagree, I find I like most of the changes they make in patches, the things I disagree with in them are exceptions and not the rule.


    Finally as far as grind goes they mentioned working on a major revamp to reduce the grind at the start of the year. And their teaser info for the anniversary seems to be hinting that maybe they’re going to be announcing something soon, which would make sense since they’re already been working on it at least six months. So who knows, hopefully we’ll get some details in a couple weeks. 🙂

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