dugman
dugman
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3222863#Comment_3222863
The problem is that you're not good at analyzing data. The devs put warning labels on the official stats, telling people to be careful about drawing conclusions from the data, and here you are making conclusions from an unofficial data website, that is not a representative sample of the DBD population. According to your data website, Onryo has the highest kill rate. Like LOL is this for real? The other problem is you need to realize that even if data is valid, that doesn't mean all conclusions drawn from the data are valid. You need to learn which conclusions can be safely drawn from data, and which conclusions are overstepping.
You don't even know what data is useful. Having data that combines all the MMR levels together is not useful. If I complain that I'm seeing too much Dead Hard at high MMR, it's absolutely useless to quote unofficial unrepresentative data that mashes all the MMR levels together.
You don't even seem aware of the biggest problem with observing PTB games, is that the MMR doesn't work on PTB, which means the high MMR killers are going to stomp all over the survivors even if the survivors are trying to do all these broken things. And that doesn't mean the broken things are ok. It just means there is such a massive difference between high MMR and low/mid MMR, and the MMR difference is more important than whether or not survivors are using broken strategies.
What you should be realizing is that we aren't given enough data to make a lot of the conclusions we want to make. And we shouldn't grab unofficial data, and call it "good enough", just because it's what we have access to.
ANYWAYS, I'm done talking with you. Have fun in the fog.
What you don't seem to understand is the difference between "not a lot of data" and "no data" or personal anecdotes. Dev stats and aggregate sites aren't 100% conclusive on some things but they are much, MUCH better than personal stories about how individual players "feel" about things.
Also, by the way, you also don't seem to get that stealth killers generally do well against average players but worse at high MMR. That's why Pig historically has the highest kill rate in the dev stats in overall games but supposedly does worse in the higher brackets, survivors at high MMR are less susceptible to Undetectability. So it shouldn't be surprising when Sadako does decently in overall stats. It's just the flip side of the Nurse who does poorly on overall dev stats but better than average in high MMR because she is notoriously unforgiving to casual average players who don't play her regularly.
Anyway, when you have something other than just personal feeling to go on let me know.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3222438#Comment_3222438
Well you may think it's bad game design but some people actually enjoy those types of perks, it's kind of like complaining a game has different difficulties that give you more rewards for making the game harder
Some people enjoy using map offerings and flashlight macros and leaving survivors to bleed out for four minutes straight, etc. Just because some people like something doesn't mean it's a good idea for the game as a whole.
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@Veinslay said:
I'm Chicagoland and it's been 100% for killer for me after 9 pm for the rest of the night. Been like that for a couple weeks now
I suspect that swfs are a lot more common at night in general since that's when everybody is out of work or school and can play online together as friends. During the day there's probably a lot more instances of someone having some time to kill but not having a friend online at the moment so they want to play solo. So the number of survivors probably typically spikes at night relative to the day. I wouldn't be surprised therefore if nighttime is the most likely time to see killer incentives.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3222508#Comment_3222508
I'm done with this too. Too many of your posts revolve around things you've observed on data sites, or things you've observed while watching other people play, or things you didn't observe while watching other people play. And not enough of your posts talk about your personal experiences with actually playing the game.
That's because stats are objective, not anecdotal. I can say "I like doing such and such" or "This or that happened in my game" but it doesn't mean much of anything since it's just my subjective experience. Stats are objective and come from a much wider pool of players or from the game data itself, so if the numbers are indicating something it's stronger evidence of a real effect than what I personally do in my own games. So I'm a lot more interested in analyzing the numbers than debating what "feels" better.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3222513#Comment_3222513
Maybe but I get on anywhere from 6pm to 3am and there is no consistency just mostly killer since unbreakable basekit was announced, not saying there is a correlation just what happened.
I don't think it's because of the PTB announcement, but it could be because some of the novelty of Wesker has died off so people who were trying him out somewhat exclusively have reverted to playing a mix of survivor and killer.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3222496#Comment_3222496
Im on NA and i usually see it every night
Could be a time thing, who knows? 🤷♂️
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@Sava18 said:
I'm on NA and see it more than survivor for the last 2 weeks now.
I'm on NA and I usually see either Survivor between 25%-100% or occasionally a small killer incentive. First time I've seen a 100% killer incentive though.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3222463#Comment_3222463
In the new system, survivors don't need unbreakable to pick themselves up. When I'm forced in a situation where I literally can't hook survivors, the new system punishes me, by letting the survivors pick themselves up. The new system allows survivors to bully the killer, by purposely placing themselves in situations where they literally can't be hooked, and the new system rewards them for this bullying. And people were doing this against me on the PTB, regardless of whether or not they were using Unbreakable.
I'm honestly not sure if you even play this game, or if you just browse data sites, and observe matches to see if they fit your data. Have you personally played killer, and personally played against a bully squad that purposely places themselves in situations where they can't be hooked?
Right, so now if I disagree with you I "don't personally play killer". 🙄
Whatever, I'm done with this then, eventually we'll see what happens with the system and who's right.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3222432#Comment_3222432
I'm often stuck in a situation where I'm forced to slug survivors, because I'm literally unable to get them to a hook. I've been complaining about this multiple times on the PTB forums, and other people have mentioned this too. I'm honestly not sure why you seem unaware this is a thing.
If I was able to always hook survivors, then I wouldn't be complaining about survivors being able to pick themselves up. I'm complaining about this specifically because I'm often literally unable to hook survivors.
If you're talking specifically about not being able to hook survivors who have Unbreakable and are part of a sabo squad on the PTB, I've said a bunch of times that Unbreakable might need to be adjusted. I haven't seen any games though where survivors who aren't using Unbreakable cause that sort of problem.
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I don't play survivor often, but when I do I play Plunderer Ace
- Plunderer's Instinct - shows chest auras and get rarer items out of chests
- Open-Handed - Significantly increases range of all auras for all survivors (including Plunderer's)
- Ace in the Hole - Gives you rare add-ons on items you find in chests and you keep the add-ons if you escape with them
- Appraisal - Lets you Rummage chests that have already been looted to get a second item from them. Also rummages chests more quickly.
Typically I'll go into the match with a cheap toolbox, find a gen near a chest, use the toolkit up on the gen, then open the chest and hopefully get tools or a medkit or maybe map. (If I get a flashlight or keys I'll usually just Rummage and get something else.) Then if I get tools I'll use them on a gen, or if I get a medkit I'll try and use it up healing people, and once my new item is used up I'll try and get a third and so on. It's obviously a gimmick build but it's fun rummaging around in chests for stuff, plus I just like Ace's look. 😄
All that said, I'm thinking of someday trying a build with perks that specifically counter the most used killer perks according to Nightlight. (I do a similar thing on the killer side to counter survivor perks and it works pretty well. 🙂) It would be something like
- Breakdown - a counter to Scourge Hook Pain Resonance (the most popular killer perk right now) and other Scourge Hook perks.
- Distortion - counters Lethal Pursuer and Barbecue and Chili, the second and third most popular perks
- Repressed Alliance - counters Call of Brine and Eruption and other perks that require the killer to kick a gen.
- Decisive Strike or Sole Survivor - Something to make myself the Obsession other than Object of Obsession. This is to counter Save the Best for Last. (Technically being the Obsession doesn't actually "counter" Save the Best for Last, but it does make the killer sometimes think twice about hitting you if you they have it, or at the very least punishes them a bit for doing it.)
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3222212#Comment_3222212
Well again you're not forced to use them and the meme addons are just that. For pure meme, not to sweat for a 4k
That's why we have perks like no mither and territorial imperative lol
Territorial Imperative isn't a "meme" perk, it's just an ineffective one. No Mither isn't really a meme perk either, and even if it was it doesn't give a bloodpoint bonus but instead gives different advantages to try and compensate for its downside.
To clarify, I'm not against perks and add-ons that have downsides but give you an in-match effect to balance it out. I'm against perks and add-ons that gives you a disadvantage and then balance that out with bloodpoints since bloodpoints don't impact the actual match. And again, I'm against it because I think it's bad game design, not because I think I'm forced to use it.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3222218#Comment_3222218
In the current system, slugging keeps one person off gens for infinite minutes if someone doesn't save them.
I don't know why you keep repeating this convenient scenario of a survivor just casually walking up to a slugged survivor, one tapping them, and they both safely walk back to a generator. In reality, I'm going to be proxy camping the slugged survivor, and I'm going to attack another survivor if they get close to the slugged survivor. In the best case scenario, I might even knock this other survivor to the ground before they can pickup the slugged survivor, and now there are two slugged survivors on the ground. Another likely scenario is that the second survivor picks up the slugged survivor, I knock the second survivor to the ground, and then I start chasing the survivor that was just picked off the ground.
Why would you bother proxy camping a slugged survivor instead of hooking them? Slugging for pressure makes sense, slugging a lone survivor to just camp them is an inefficient use of time.
And I mention that scenario because it's pretty common. For instance, you knock someone down, another survivor is nearby who's injured and you down them. You hook one of them and a third survivor saves the one you didn't hook. Happens all the time.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3222014#Comment_3222014
A good rule of thumb is that I never care about the number of survivors that AREN'T doing generators. What I always care about is the number of survivors that ARE on generators, and the current system requires a second survivor to not repair generators for a while.
Your math isn't useful either. You should be comparing the current system where a survivor will die if another survivor doesn't pick them up, and a system where a survivor can pick themselves up. You should be considering that if a second survivor travels to a slugged survivor, they can put themselves in danger, and there is a risk the killer will start chasing them before the slugged survivor can be picked up.
I disagree and think you're just choosing to ignore numbers that don't fit your current view of the new system. And it's not the "number of survivors on the generators" that's important, it's the total person-seconds devoted to generators over time. Keeping one person off gens for 45 seconds reduces the total potential repair progress by 45 seconds as much as keeping one person off for 30 seconds and another off for 15 seconds.
In fact I'm pretty well convinced at this point that if the survivors don't have Unbreakable and are just using the base 45 seconds pick up time it will have very little impact on the game for most matches. The only examples of issues in this regard so far from the PTB involve Unbreakable, I haven't seen games yet where survivors without Unbreakable are escaping more than usual.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3220835#Comment_3220835
That's fair but you aren't forced to use them, they are for people that like to have bonuses and are willing to handicap themselves for that (that's why meme addons exist and why they give bonuses)
I'm also not a fan of the meme add-ons, and it's not about me not wanting to use them. I think they have a negative impact on the game overall.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3222020#Comment_3222020
if you slug another survivor then chase another survivor. it takes approximately 45 seconds for the killer to down other survivor from healthy to injured. you will not have enough time to go back to first survivor to hook them. the extra 15 seconds does not help you in this situation. it would be better hook then chase the other survivor. the unbreakable change makes survivor self-sufficient. your getting less wasted time from the survivor team as a whole. slugging in 3vs1 will be near impossible in their new system which hurts a lot of killer that have trouble getting hooks.
If your slugging a survivor then chasing another survivor to get a hit or pallet drop which should take around 10-20 seconds. your allowing survivors to sit on generator longer because your delaying your hook. Its unlikely that 15 seconds makes much of a difference between old and new system. there is just more added potential risk if your pick up is delayed for too long compare to old and new.
I never said anything about downing the other survivor from healthy so I'm not sure why you're saying that.
Also there isn't more "potential risk" in the new system unless the survivor has Unbreakable. In fact you are more likely to get the pickup in the new system if you come back in 30-40 seconds than in the current system.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3221826#Comment_3221826
the killer spends 30-45 seconds on the chase itself. 45 seconds of pick-up time is 1:1 time investment between the killer and one survivor. As I said, the game is not 1vs1, its 4vs1. that whole unbreakable change is 1vs1 killer mentality change. If the survivor is successfully picked up, the killer invested time to get the down but did not progress his kill objective because you rarely die to bleed out as survivor when 4 survivors are alive. the loss of times on generator was going to occur regardless for what action the killer would take (slug or hook).
it’s also a way to make more efficient use of your time while a survivor is currently temporarily out of action.
not necessarily. distracting the killer to stall their hook is survivor tactic to extend hook timers when survivor thinks the killer will camp the hook. for example, if you distract the killer for 20 seconds and then the killer picks the survivor up to hook them, that survivor effectively has 80 second hook timer. a survivor distracting you is only 25% of the team off generators, the other 50% are still doing generators. it is tactic to leave survivors on hooks for longer so you can m1 generators then attempt to go for a last second save. this is why people that hover over with flashlights and pallet-saves are annoying for killer. even if they're unsuccessful in saving the survivor from being hooked, they waste killer's time while rest of the team m1's generators. the game is 4vs1, not 1vs1.
It doesn't take "30-45 seconds" to secure a pallet drop or hit. If it's consistently taking you that long to do it I think you're doing something wrong.
And it doesn't matter that it's 1v1 vs 4v1 in what I'm saying because I'm talking about the total time lost by the survivor team as a whole. In the current system the survivor TEAM is losing 30 seconds plus 10-15 seconds on gens. In the new system, without Unbreakable, they're losing 45 seconds on gen. The systems are a wash between each other in that respect. So no, it's not relevant in what I'm saying that the game is 4v1 versus 1v1, the total time survivors lose on gens is the same regardless.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3221828#Comment_3221828
The current system still requires someone to travel to the slugged survivor, which means you can camp or proxy camp the slugged survivor.
It also means at least one of the other survivors can't repair generators for the entire time frame it takes to travel to the slugged survivor, then back to a generator.
Also, requiring a survivor to travel to a slugged survivor is huge, because it gives you the option to chase them instead. Some survivors like to excessively hide, or pre leave generators when they hear a terror radius. So making them travel to a slugged survivor (which might be in a dead zone) can save a lot of time.
Again, it takes 30 seconds currently for a dying survivor to get themselves to one-tap from recovery and about 10-15 seconds for someone else to head over and revive them instantly and then get back on a gen. I'm including that travel time of the other survivor in that number.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3221565#Comment_3221565
I'm keeping in mind there are still a lot of scenarios where I'm forced to slug, and being able to self pickup at all is a second chance in those scenarios. There is a huge difference between someone that can pick themselves up, and requiring a teammate to travel to the slugged survivor.
It’s not as huge a difference as you think when it takes 50% longer in the new system to pull yourself up than it does to be instantly revivable in the current one.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3221565#Comment_3221565
that would only be true if the game was 1vs1. it is not 1vs1. survivor have 4 to 1 efficient for killer. for every second that the killer takes, the survivor have 4 actions that they could be doing. the killer loses time regardless of how long the recovery action takes. for example, if the survivor goes down in 45 seconds and is slugged. the killer spent 45 seconds to down survivor which 3 people were doing generators during the time. The killer goes after another survivor. 1 survivor is still on generators entire time while other survivor is on generator for 20 seconds. he spends 5-10 seconds walk to the survivor and pick survivor up in <2 seconds.
The killer gets nothing from this interaction because -30 seconds of bleed out is unlikely to kill the survivor and survivor saves 1 hook-state. In new change, the survivor does not need to go to pick up survivor and stays on generators entire time. the killer gets nothing in this interaction. this is why perks that cause slugging always end up being problematic because there is no incremental reward/punishment for being downed towards slugging. Jake's old sabotage perk that permanent destroyed hooks, flip+power struggle, buffed boil over, successful sabotage, hook breaking in the corner of the map and the survivor running into the corner of the map causing the killer to be unable to hook them all cause infinity loops because of lack of punishment for being slugged.
the main strength of slugging for killer occur when killer imbalances the survivors generator efficiency when slugging. for example, you have probably at one point heard of survivor complaining of slugging at 5 generators. This occurs when 2 survivor are downed, 1 person is hooked and another person is slugged at the hook. The remaining two survivors are unable to complete 5 generators when killer is camping hook. this is one area where slugging is strong because 2 minute hook timer is lower then 5 generator completion. A lot of killer that lack game-slowdown will try to force this situation because it gives them re-occurring map pressure.
this other place where slugging gains strength is 3vs1's. If a killer downs 2 survivors, the survivor lose 200% efficiency and only 100% of efficiency remains. the killer can be on par with survivor in term of gen efficiency to kill efficiency. as a result, you can comeback as killer and kill all 3 survivor even if none of survivor have been hooked.
I had this discussion with you. I think it was 3 or 4 months ago where you had position that you can slug for pressure and I had counter-position that slugging for map pressure is ineffective vs efficient teams. My position was that you cannot use slugging only to win like you can with camping and tunneling and that slugging is proxy to stronger camping. you can close out games with slugging but in both situations, slugging relies on survivor to play poorly. with new change, you will have less opportunity to punish poor survivor play. as a result, I dislike the change.
https://forum.deadbydaylight.com/en/discussion/comment/3221754#Comment_3221754
I have always hated that as well. going down as survivor should never be rewarding. the killer should always get something for downing the survivor and survivor should always get punished. your suppose to actively be discouraged from going down as survivor.
There’s a certain minimum total time lost on gens when someone is slugged regardless of how many survivors are alive. In the current game, it’s 30 seconds from one survivor plus 10-15 seconds travel from the other survivor. In the new system it’s 45 seconds for one survivor. That’s why it’s basically a wash in terms of time lost to the survivors on gens in a 4v1 setting.
And saying that the killer “gets nothing” for slugging someone for 30 seconds is false. That’s 30 seconds less total potential time spent on the gens. It also doesn’t necessarily follow that the killer “loses a hook state” because if the killer comes back to pick them up after 30 seconds they still get the hook. In fact, in the new system they’re more likely to get the hook if they come back in about 30-40 seconds if the survivor doesn’t have Unbreakable because it will now take them 45 seconds to stand up instead of 30.
It’s fairly common for me, for instance, to down someone, see another survivor nearby, and leave that dying person slugged for 20-30 seconds while I force a hit or pallet drop from the other survivor since I know I can do it and still have that dying person not working on gens. Slugging isn’t only for literally trying to bleed survivors out, it’s also a way to make more efficient use of your time while a survivor is currently temporarily out of action.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3221248#Comment_3221248
i don't like the idea of survivors getting second chances for going down with no perks. the current slugging itself is highly abusable when 4 survivors are alive. there is too many second chances in current slugging so unbreakable goes from bad to worse.
Keep in mind that in the current game it takes survivors 30 seconds to get to be one-tap from being revived by someone else and a rescuer about 10-15 seconds off gens to revive them. If you compare that to the new system where it takes 45 seconds for a dying survivor to stand up without help it’s mostly a wash in terms of time lost on gens. (Again, this is without Unbreakable which is what might need to be slowed down.)
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@Laluzi said:
Most survivors don't have access to sabotage? You need a perk or a toolbox that hasn't already been used on a generator, which is primarily how they're spent. I rarely encounter issues with my scourge hooks getting saboed.
To be fair, though, Pain Resonance is currently the most popular killer perk in the Nightlight stats so I’m little surprised Breakdown hasn’t caught more on yet. Even a single person using Breakdown can shut down one of the Scourge Hooks for six minutes after two hooks. It’s a bit of a counter to Pain Resonance and the other scourge hooks (barring being hooked in the basement with Monstrous Shrine), especially if more than one survivor is using it.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3221004#Comment_3221004
i thought finisher mori was just going to be cypress mori base-kit and offering being retired. I am not looking forward to new patch. dealing with base-kit unbreakable for killer is just super unfun deal with. Playing against efficient swf with dead hard/unbreakable/adrenawin x4 is already one of most annoying setups to go against as killer. that chapter is just going to make bodyblocking swf unbearable to play against with a lot of killers.
Just to clarify, it looks to me like Unbreakable might need to be toned down but the baseline 45 seconds is probably ok.
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@Ayodam said:
Basekit UB exists because of the new change to mori. But I can’t recall anyone asking for the mori redesign BHVR wants. It doesn’t help survivors, and it just seems to remove agency from killers. Was there some sort of toxicity that lead BHVR to implement this new system?
Actually making the yellow mori offering which lets you kill the last survivor in the game be base kit was a common request. This new system is just taking that further.
I'm actually looking forward to the new system, it'll speed up the cleanup portion of the game when nobody is standing, the survivors have for all practical purposes lost the match, and all that's left to do is hook the last dying survivors and maybe get a lone straggler if they stand back up. I have yet to see a game from the PTB where the killer hadn't obviously won the match when the Last Standing mori triggered.
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Stealth in general does well against average survivors and worse against survivors in higher MMR brackets with strong observational skills. Pig is no exception, she consistently has above average kill rates in the overall ratings from the devs and on Nightlight but does presumably less well at the high end.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219629#Comment_3219629
I actually use beast of prey pn my BP builds, i dont think it needs a buff cuz if they were to "buff" it they would probably remove the BP bonus, which is the entire reason i use it
Yes i know there is a cap and it doesnt exceed it, but it helps reach the cap faster
they could also easily buff territorial imperitive by rewarding BP when hooking in the basement (hooking only, so it is less effecient to just camp)
I'm definitely not a fan of perks using bloodpoints as a balancing mechanism since bloodpoints have no actual effect on the match itself. I'd much rather leave bloodpoint bonuses for offerings and rituals and events and such and keep perks and add-ons as being things which just impact the gameplay in the match.
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If I say something it’s usually “gg” and also something more specific like “that was close” or “too bad the Meg quit” or whatever.
But really, I don’t get why people take it as an insult when someone says gg. If you’re feeling insulted by someone saying the game was good that says more about you than them.
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@Iron_Cutlass said:
Im not sure why Clown doesnt have a Hallowed Eyes cosmetic, but frankly I feel as if the Hallowed and Frosty eye cosmetics are really outdated for the game, I feel as if they should just work on introducing more quality cosmetics instead of recolors of a default cosmetics slightly modified.
I actually like the Frosty Eyes, I use them all the time. 🙂
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The one change I'd like to see for Deathslinger is to let him turn at his normal rate while aiming his rifle. He's the only killer whose turn speed slows way down while aiming his weapon and it feels kind of annoying.
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Personally I think a first step for Insidious would be to shorten or eliminate the 2 second time. That 2 seconds is actually one reason I don't bother even trying it much. If it worked more like Wraith where you are simply Undetectable while standing still with no cooldown it would be a bit better. (Wraith is also totally invisible of course while standing still so he's even more effective doing this, but maybe if a killer could duck behind cover quickly and just be Undetectable it would be a little more flexible.)
But if that still wasn't enough then I could see adding a secondary effect like enhancing Undetectability times as an interesting way to go.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219830#Comment_3219830
At that point why not just use empathy..
Exactly, Empathy is a more popular in part because you seeing the aura of someone you want to heal is more effective than the injured person seeing you're aura and not necessarily knowing why.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219664#Comment_3219664
The devs tweak things pretty frequently.
for perks? I would say given this year and last year. we get 1 major update of perk changes per year. roughly, 1 major of update on killers and rest is new chapters. Last year major killer update was the clown. this year major update was legion and... ghostface. Next year according to patrick will be Twins although given their slugging patch, this might be their update? Not really sure. the perk updates are pretty rare for dbd.
you definately already made a thread on crowd control. I remember responding to it. there was some interesting suggestions on that thread though i have no memory of what they were. hex:penti/cc/bf/dv is not that bad of killer build. you do force out 3 cleanses for hex:penti. Its just that you land up having no perks for using these hex perks.
I don't see that I made a thread on Crowd Control as part of this set. Maybe it's a really old thread? Or one I replied to?
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Yeah, I'm not a fan of exclusivity either. I'd much rather the costumes simply be for sale in the store at some point then available once and never again.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219651#Comment_3219651
I did not see any of those perks. I am fairly certain you did crowd control. I think my comment on that thread was something along lines of the hex blocking all windows until it is cleansed. Either way, these posts regarding perks are meaningless. they're unlikely to get changed. DBD is way too saturated in perks. survivor and killer likely run maybe 20 perks in total. The other 80 perks are very much forgotten on both sides.
their perk system made more sense when there was only 8 killers and 8 survivors. now a days, there is so many survivors and so many killers that dbd suffers from perk over-bloat.
You're probably thinking of a different thread about Crowd Control? I might have replied in one of those. 🤷♂️
And I don't know the likelihood or not of whether various perks will be changed. The devs tweak things pretty frequently. More importantly, though, I think it's fun to look at specific perks and such in detail and talk about them. Whether anything comes of it the discussion itself is still entertaining, at least to me.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/349646/hex-crowd-control-discussion
you already made a thread on this perk. you should start naming some other useless perks like predator, beast of prey, overwhelming presence on killer side. Killer has long list of terrible perks of do nothing perks.
survivor has a lot of perks activate, but are not worth bringing because the reward for them is often low/insignificant to make a difference. you already named few of them. my prediction of next perks your going to name are perks like overzealous, fast track, visionary, deception, dance with me, buckle up, aftercare.autodidact.
I did Predator and Overwhelming Presence already. I actually don’t see that I did Crowd Control before. I haven’t done Beast of Prey yet, it’s probably coming up though.
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Dredge might be my favorite killer to play as at the moment. I like Stealth and I like teleporting and it’s got both. 🙂 I hardly even use his Remnant and still do pretty well with him just from the stealth and teleportation alone. I haven’t had a ritual for him in a while though so I haven’t played him recently (I normally play a match or two on whatever killer I have a ritual for that night.)
Statistically on Nightlight Dredge is running a little above average kill rate and just a little below average pick rate. I think typically killers with Undetectability in their kit do well against average survivors but are weaker at higher MMR where the survivors have excellent observational skills so are harder to ambush. So my guess is he’s probably above average against most players but below average among higher MMR players.
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@usesPython said:
https://forum.deadbydaylight.com/en/discussion/comment/3219040#Comment_3219040
If you want to start as the obsession you can run Decisive Strike instead of Sole Survivor, would probably give you more value
Good point, for some reason I was thinking in my head you only became Obsession from DS once it triggers, I forgot it also starts you off as the Obsession.
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@Regulus47 said:
Have you been living under a rock? Killers have been hard tunneling off hook and camping non stop ever since 6.1.0. came out. There's a reason the BP bonus is always on surv lol.
I think he was saying the wandering around randomly ignoring everybody of the last two matches was weird.
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@KreeG said:
https://forum.deadbydaylight.com/en/discussion/comment/3219026#Comment_3219026
I have also seen this, more times than I'd like to admit. And the thing that always kills me about this is they don't even loop the killer a reasonable amount of time. I get it, not everyone is going to be amazing in chase, but you lose 2 health states in like 15 seconds and then DC or suicide on hook?? For what, so you can "go next" and do it all over again? It's so baffling.
Otz has a rule of thumb that seems to hold - if someone disconnects on first down, and the survivors brought a map offering, the person who brought the offering is the one who ragequit. 🙂
I think one of the fastest ragequits I ever had was right at the start of the match, first thing I see after heading out from where I started is a survivor going into a locker. I walk up, grab them, and instant disconnect. I can only imagine what they were shouting at their monitor. 😄
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3218671#Comment_3218671
I use it because I'm sick of the the blinds that make no feasible sense that work like looking at a wall and they get a blind at a 180° angle or when I don't feel like doing the whole dance around with 2-3 flashlights trying to hook one survivor.
Then we have unavoidable blinds like at pickups or at locker grabs when the Killer has no wait to stop the blind unless the Survivors get the timing wrong (which isn't hard to get wrong)
Yeah don't get me wrong, getting blinded is annoying, I'm just saying that a lot of the time you can avoid being blinded by positioning yourself facing a wall when you pick someone up and being mindful of whether someone might be nearby trying for a save. So a lot of the time flashlights don't do much compared to toolboxes and medkits. Also if the survivors realize you have Lightborn then they'll stop trying to blind you and just work on gens instead which is probably the opposite of what you actually want.
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Lol, it's funny but I was thinking the other day about a survivor loadout I might try someday where each perk is there to counter the most popular killer perks and Sole Survivor is part of it.
- Distortion - Counter BBQ and Chili and Lethal Pursuer
- Breakdown - Counters Scourge Hook Pain Resonance
- Sole Survivor - Increases the chance you are the Obsession which counters Save the Best for Last. Also counters BBQ and Chili once someone else dies
- Repressed Alliance - Blocks gens to counter Call of Brine and Eruption
Interestingly, what I wanted was a perk that makes you the Obsession at the start of the match. But the only ones that do that are Sole Survivor, Mettle of Man, and Object of Obsession. Mettle of Man requires you to take Protection Hits to do anything, which isn't ideal, and Object of Obsession doesn't work well with Distortion. Sole Survivor is the only one of the three that doesn't have a penalty associated with it, it's at worst neutral in the beginning and then ramps up if someone else dies.
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@Ayodam said:
I don’t think I’ve ever seen a survivor DC or give up on hook when the survivors are winning. It makes no sense why they would. If it happens, maybe they have to quit/leave because something is happening offline.
I don't know that I've seen a survivor give up when they're clearly winning but I've definitely seen survivors give up on the very first down of the match when neither side is winning.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3218951#Comment_3218951
Nah Wraith has far more speed after his uncloak, while Sadako has nothing after Demanifestation. Her Speed-Up after coming out of the TV doesnt really matter, because the RNG is so bad sometimes. Its the same like Jigsaw-Boxes, Freddys Alarm-Clocks etc. - mostly the gen is in your back and u lose your speed by turning around etc.
Wraith loses a lot of time during his uncloak while Sadako moves at just about her normal speed while Manifesting so there's really no difference there.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3218595#Comment_3218595
The most funniest thing is: Until yesterday, Sadako was the deadliest killer. On P2, Freddy showed up.
LMAO
For my results: thanks for the warm words 😊. I used every killer besides Hillbilly and Bubba.
Yeah, I think Sadako is a little underrated, at least by people who say she’s the worst killer in the game. I think she’s basically on par with Wraith personally. And on Nightlight she has almost a 60% kill rate. I think part of it is simply that stealth is generally good against average players and weaker against players with really strong observational skills. That’s also why Pig historically does really well in the dev’s overall stats too.
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@KblokoBR said:
https://forum.deadbydaylight.com/en/discussion/comment/3218775#Comment_3218775
I agree it eats some time, but in some ocasions they are well hidden and killers has no way to detect them unless the noise, but look for them along the map is time that non mobility killers haven't to spent.
Certainly it’s better on some maps and against some killers than others, I’m just saying that overall it’s not that bad.
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I just win the game and get it over with for them. Personally I don’t like when people give me pity points so I don’t do it to other people, I play the game normally and if they win they win and if they lose they lose.
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Circle of Healing is the only boon that’s really even in the meta and honestly it’s not even that bad at this point. I’ve definitely seen survivors lose games because they are so focussed on blessing and reblessing that totem when they should be on gens instead, it’s not an insignificant time commitment.
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@SoylentPixie said:
I may have missed something in my long hiatus, but why was he removed in the first place?
Dredge swallowed him up. (If you watch Dredge’s character screen long enough you’ll see it has Maurice’s head pop out sometimes.)
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@Laluzi said:
It could be better, but it's been worse. In a nutshell?
The good: The bloodweb reduction was one of the best changes we've had in a long time, and I think that really does improve new player accessibility alongside the new prestige system. Acquiring stuff is better than ever.
Killers got great buffs that were sorely needed and it improves the M1 experience.
Nerfing Dead Hard and NOED really puts us in a healthier state than we were at last year.
They're moving towards making all non-licensed content purchasable with shards, which is awesome.
Mixed: Cheaters are currently a massive issue, but BHVR's made some promising statements in that regard and their roadmap has a couple of key features that should help.
They keep making noise in the player satisfaction surveys about time-limited cosmetics. No confirmation, but I'm very worried about FOMO coming to DBD.
I really don't like the look of nearly everything about the finishing mori system, and it looks like it could mess the game up something fierce, but it's still subject to change.
The bad: Ragequitting and DCing are rampant and unchecked.
The solo/SWF gap is unaddressed and solo queue desperately needs help. Currently no concrete plans to address this.
The community in-game is pretty bad and there's a lot of deliberately unpleasant behavior. Tribal hatred of the other team is common and manifests in habitual griefing. Good sportsmanship is rare.
The report system is nearly worthless due to its reliance on third-party recording being run 24/7. Some platforms can't make meaningful reports period.
I’m onboard with most of what Laluzi said, other than I’m actually looking forward to the new mori and slugging system. I think it will be a nice speed up to the cleanup phase of the endgame in most matches where you no longer have to walk around just hooking the last one or two downed people. The Unbreakable speed might be a touch too fast but otherwise it seems like a good system.
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@supersonic853 said:
So make franklins and lightborne useless? This is supposed to be a killer advantage so they can prepare for the match and to make their 4 perks more valuable. If you don't want to deal with it. Last second swap.
Lightborn is bad because flashlights are already pretty weak items so using a perk against them isn’t really worth much. In fact the more survivors you see with flashlights the better off you probably are that match. So regardless of what happens in the lobby you probably shouldn’t use Lightborn honestly.
Franklin’s is useful regardless of the lobby because it is unusual for survivors to have no items at all going into a match. It doesn’t really matter much if they bring a toolbox versus a medkit, for instance, you’ll get value out of Franklins provided they have an item. So again you don’t need to see the lobby to get value from Franklin’s.
Basically neither of these perks is good or bad because of seeing people on the lobby. Lightborn is usually bad either way, and Franklin’s is consistently “ok” regardless of what they bring.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3218598#Comment_3218598
I am talking about new version where this would be working also outside chase. I thought we are talking about buffed version already
Either way Sadako is already Undetectable out of chase. Even if a perk made her Undetectable in chase I’m not sure she’s get much out of it.