dugman
dugman
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@Smoe said:
The only license even remotely big enough for an anniversary chapter would obviously be a vampire chapter with Morbius being the Killer. /s
Total tangent, but man I wish Sony would just sell back the Spiderman related character licenses to Marvel. They keep pumping out these movies with cool looking trailers that totally bomb. I was all set to maybe see Morbius and it got a 16% on Rotten Tomatoes at which point I just said "Nope!" 😝
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2920156#Comment_2920156
These would all be so cool the Medusa Idea Is so cool! A map filled with like statues of her victims would be such a eerie cool aesthetic In dbd
Ooh, yeah, I hadn't even thought about the Medusa map! A creepy cavern filled with statues of victims would be great! 😄
And I'm guessing Perseus could be the survivor in that chapter as well.
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I have yet to see any statistical evidence NOED is better than, say, Haunted Grounds in increasing kill rates. I'm not saying it's a bad perk, it's a solid one, but most of the complaints I see leveled against NOED fall into either
- "It rewards bad play". Which is a bad argument because it's falsely assuming that if the gens are done the killer was "bad". When in fact the game is intentionally designed so that when the survivors play well and the killer plays well the kills will be in the 1-3 range so the gens should be done most of the time. If anything gens being stopped most of the time would be an indication something is off that favors killers, that's not supposed to be the norm.
- "It's not fun to have a strong perk in the end game". The only reason it's "not fun" is because people hate falsely thinking they've won the match already only to lose at the very end. I've never seen anybody complain after my matches when Haunted Grounds gives me a 4k by giving me 2-3 instant downs midgame, but because of this false sense of victory when the gens are done if NOED gives even a single down it's "unfair".
Honestly, NOED has been in the game since the very beginning, I guarantee the devs have looked at it periodically and never seen it causing kill inflation. And yeah, they're slow to act on thing, but by now they've adjusted almost everything else that's that old (e.g. keys, hatches, moris, a bunch of killer abilities, etc) or at the very least said they are actively working on it (e.g. They've talked about not being happy with Dead Hard's stats and also about how they've been experimenting with ways to mitigate face camping). If NOED really were problematic it would have almost certainly shown up as something they're focused on changing at some point.
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@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/comment/2918487#Comment_2918487
Tru3ta1ent calls Noed the "data killer." It makes matches look even when they were not. Killer got stomped all game then gets 1 or 2 kills because of noed at the end. Horrible for balancing.
Tru3ta1ent says a lot of things, they're not all winners.
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I think my actual favorite chapter ideas for this right now would be
- Supernatural. Winchesters as survivors, a Demon that can briefly possess survivors, the Bunker as the map.
- It. There's a pretty spiffy concept piece floating around of an It chapter with the sewer as the map and Pennywise able to create various zones using floating balloons.
- Medusa. A killer that is a classic Medusa which, when a survivor can see her, they suffer negative conditions. So the survivors would actively try and not look directly at her while running away or doing gens, etc, which I think would be kind of tense and fun. 🙂
- Werewolf. A good old fashioned werewolf killer. They could have a Lunge attack similar to Demogorgon, an out-of-chase sprint burst, and if they hold the Lunge they could get a killer instinct ping on the closest survivor to them using their heightened predatory senses.
- The Observer as both a killer AND a survivor. Basically the theme would be the Observer accidentally has subconsciously created a killer version of himself, a creature of the id so to speak, and is determined to stop it somehow. You'd have a survivor version of the character and also a killer version, both with abilities that pertain to their intimate knowledge of the Entity and ability to sway reality to their own ends.
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I would unironically play a Jaws chapter. 🦈
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@MrPeanutbutter said:
There is no good reason for not showing MMR. The “best” argument I’ve seen in favor of hiding it is “it keeps players from manipulating their MMR by tanking”, but that is still a terrible argument. Players can still tank their MMR all they want - hiding MMR doesn’t prevent that in any way.
BHVR have been very secretive about game stats with this game forever, and that’s not going to change anytime soon. My personal belief is that the main reason they’re not showing MMR is because it would reveal how broken the matchmaking system is during peak times when there’s a massive shortage of killer players.
Actually I think the main reason the devs mentioned wanting to keep MMR hidden other than mitigating abusing the system was they feel that showing MMR promotes toxicity toward players with lower visible ratings. So if someone makes a comment after game or on the forums, and their visible MMR is average for instance, they'll get a ton of people insulting them as being "bad players" or whatever.
Personally I think that sort of behavior is going to happen regardless. Same with intentionally throwing matches to lower your MMR, the players who want to do that in the first place don't care if their MMR is visible or not as far as tanking their rating goes. So I'm still in the camp of thinking those benefits of hiding MMR are pretty minimal at best. And on the flip side, if people could see roughly where they and their opponents lined up in MMR, they could gather their own data to verify that the system is, in fact, working as intended versus having a bug of some sort. Hypothetically, for example, say there actually were a bug in the matchmaking system that caused a large amount of mismatches of MMRs, or that caused your MMR to drop when it should have gone up, etc. You currently have no way to submit a report on that sort of bug because you have no way to verify what the numbers look like match to match. Sure you could claim that "I keep getting bad matches", but if it's something that happens to only some users and not others the devs might not be able to easily detect it just by looking at aggregate stats.
Either way the point is moot, though, since the devs have already decided at least for now to keep MMR entirely hidden.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2482210#Comment_2482210
Yeah i don't care how you cope about your losses, i just want to know my MMR. Want to know if im progressing or not.
Progressing how? There's no leaderboard.
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Nothing happened 3-4 weeks ago, it was the same system they've had in place for months. Two weeks ago they were testing changes and the changes just went into place a few days ago.
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If there was one thing I'd want with Twins it's the Evil Ventriloquist skin. Sort of like
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I'm ok with most survivor perks personally, other than Dead Hard. I'm not even sure Circle of Healing is overpowered after the upcoming nerf. I think the ones that work best against me are probably Iron Will, Decisive Strike and Borrowed Time. Also Circle of Healing depending on the killer I'm playing. Spine Chill is also pretty decent because, even though the people who use it can tend to get a little overly reliant on it and miss you sidestepping toward them, the vault speed boost it gives is also sometimes a lifesaver for them.
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If I'm still chasing someone at a gameable pallet I'll try and catch them at it rather than just break it. If it looks like I won't be able to catch them at it though I'll loop them to the side of the pallet I want them at if possible and then break it. (Preferably with them on the side of the pallet that when they run they hopefully go into a dead zone or get stuck in the corner of the map.)
If I'm not in a chase and I see a dropped pallet I just break it. Technically the optimal play is probably to ignore really unsafe pallets to shave off a couple of seconds but I'd just as soon take that resource off the map entirely to be safe. Plus breaking things is fun! 😄
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I think Dead Hard is probably the best survivor perk currently. I think it’s also the most popular survivor perk as well (it’d definitely the most popular Endurance perk).
Decisive Strike is also good, so is Borrowed Time and Circle of Healing. But Dead seems to be a perk that is consistently extremely useful in basically all matches regardless of the map and killer. Short of things that inflict Exhaustion it helps in all sorts of chases, even against things like Nurse and Blight special attacks. And unlike other similar distance gains like Sprint Burst and Lithe and Balanced Landing it’s always available when you actually feel you need to use it (assuming you haven’t used it already recently) versus only working in certain scenarios.
Circle of Healing might be the runner up, it’s had a big impact on the meta overall. However it is getting nerfed again this next patch and the slower the self healing gets with this perk the less powerful it becomes. It might be getting to the point that it’s “just a good perk” with this patch, maybe? Hard to say for sure. But since I know Dead Hard is unchanged and still maybe the best perk Circle of Healing getting worse just further solidifies Dead Hard’s place in my mind.
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Or how about just combine Agitation and Mad Grit into a single perk? It still wouldn’t be overpowered at that point I’m guessing.
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@prettysusplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2919595#Comment_2919595
Sure because talking about how Pyramid head by passes DS doesn't say what is meant. I am going to guess your a troll and I will just stop engaging with that type of person. Hope your day is good.
Likewise
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I think my favorites at the moment are Doctor and Sadako. I love Doctor’s tracking and he has a decent anti-loop ability, and Sadako is a lot of fun to play. I’m also a fan of Meyers using either of his mirrors.
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@prettysusplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2919569#Comment_2919569
Obviously this would be referring to going after the survivor unhooked regardless of BT, DS or other survivors attempting to body block. Congrats on trying play semantics but considering tunneling is only going after one person till they are dead and not letting them play. We all know that if you just injured a player for the first time and you keep going for them it is not a tunnel its a chase. 😑
I would say hag is good at tunneling if she proxy camps and waits for the web of traps to pop.
Congrats on proving my point that nobody agrees on what tunneling even means. Nowhere in that post is it “obvious” that’s what they meant,
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@Tiufal said:
DH distance wont go. Its the only point in playing the perk.
Distance is the stronger aspect but I frequently see survivors also using it to dodge attacks. That invulnerability does add noticeable value to an already really strong perk.
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So what exactly do you mean by “tunneling”? It’s such a vague buzzword. Are you talking about reentering chase against someone you just injured? Or do you mean the ability to hook someone multiple times in a row? Or are you talking about the ability to redown someone who just got unhooked? These are all different scenarios and some killers are really good at doing one of them while others are really good at other things.
For instance, Blight and Nurse are excellent and reentering chase against someone they just hit because they have tremendous speed in the midrange to catch back up to a survivor fleeing from them after a hit. While Bubba is excellent and redowning someone who was just unhooked after a hook trade. And Pyramid Head can ignore Decisive Strike with his Cages. These are very different types of situations but they all get labelled “tunneling” by salty survivors.
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Balancing against drawbacks is fine, even an interesting way to design things. Scratched Mirror and Vanity Mirror on Meyers are two of my favorite ways to play him for instance.
One thing I don’t like though is giving something a drawback and “balancing” it by making it score more bloodpoints for events. Padded Jaws for instance which makes traps not injure survivors but they score additional points when triggered is a terrible add-on philosphy. Nobody in their right mind uses that add-on other than to flex and show they can win while using it. Even with the Mirrors I mentioned, they have this useless bloodpoint effect for no reason, you could take that off the perk entirely and it wouldn’t change at all how often those perks are used or how good or bad they are during the match.
But for some reason the devs keep making these types of add-ons, even in the new Legion revamp coming this week they added a brand new add-on which slows Legion’s base speed with Feral Frenzy to normal movement speed while greatly increasing the duration, and then tacked on this dumb scoring event boost for no reason. Again, anybody that uses that add-on isn’t using it for the event point boost, they’re using it for the duration increase, so why bother putting that bloodpoint effect on it at all?
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Breakable walls in principle are fine. I actually like them. There's a few that aren't well placed but otherwise they're ok and not getting removed.
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Just FYI they also did a massive ban wave last week. Not sure how many people it impacted but if only a few percent of people playing were cheating and got banned that would be a few percent of the concurrent players on average drop right there.
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Just to clarify, from the dev description the matching happens if either someone else is in your current MMR range or you are in someone else's MMR range. So if you are 1500 and I'm 1700, and my current range is +/- 200, then I can be matched with you even if your current range is +/- 50. They said one of the tests they did was forcing the matchmaking to only happen if both people were in each other's current ranges, but the queue times were so ridiculously slow when they did that they pretty much immediately abandoned that idea. (You might be willing to wait a couple of minutes, but you're probably not willing to wait 15 minutes like they said it was taking some people.)
Now all that said, in principle I don't see anything wrong with the idea of having an option you can set where you tell the matchmaking "I'm ok waiting longer for closer matches". It would presumably just slow down the rate at which your range you're looking for expands. It wouldn't prevent other people with wider ranges from pulling you into their match but it would mitigate you pulling in someone else into your match who has a wide gap in MMR from your own.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2918229#Comment_2918229
Ok well I will give it a shot next time I am playing her. What perk build do you run on her?
Depends on how much you want to slug versus hook. For extra slugging though Jolt and Infectious Fright are both good since Jolt gets you extra slowdown per down without needing a hook or kick and Infectious Fright tells you immediately if the next survivor you want to chase is nearby or if you’ll need to teleport to a gen farther out.
Also having a perk to help in chases is useful since, like you said earlier, once she’s in a chase that’s a weak point. So Save the Best for Last or Bamboozle for instance are both good depending on whether you want to go for followups after injures with STBFL or if you want to shut down very strong windows at certain loops. You could also try the Enduring plus Spirit Fury combo since part of a slugging strategy is playing the long game and forcing a lot of pallet drops to create dead zones for the mid and late part of the match.
If you only want to slug very occasionally then Scourge Hook Pain Resonance and Dead Man’s Switch is a decent combo since you get the regression from the hook and can then immediately teleport to the gen that it pops to force it to be blocked. Plus with her teleporting Dead Man’s Switch has extra value in general since she can pressure multiple gens in rapid succession. You can also try Make Your Choice if you plan to hook more since you can often leave a gen quickly with her, then when a rescue happens usually use a nearby TV to try for a potential Exposed hit.
In either case a lot of people would also recommend Corrupt Intervention as a way to slow down the early game to give you more time to get those early downs and pallet breaks you want for the long game. If you really want to focus quite a lot on early game pressure you could try Lethal Pursuer, although keep in mind that her TVs won’t be on until after Lethal Pursuer ends so you’ll be doing a standard Stealth ambush on someone with it instead. Likewise for Whispers to help get an early hit or down faster, plus Whispers has an added benefit with her teleport that if you teleport somewhere and see no Whisper ping you immediately know to move elsewhere.
As far as add-ons go, especially if you’re slugging, the Green add-on that adds stacks to survivors who heal each other is huge. And that red add on that refreshes TV is also great. If you don’t happen to have the red add-on then you could maybe use the add-ons that reduce the TV refresh timers to get a little bit of that same effect, or possibly the add-on that speeds up the Condemned timer on people with tapes if you’re worried about someone using tapes to shut down TVs. (The goal being not so much to kill the person with the tape directly but to keep them off gens a bit more.)
Regardless of the build though, I think the main things with Sadako are
- She’s weakest in an extended chase, you definitely want to lean in to spreading pressure on multiple survivors. So having a solid macro game of knowing where everybody is and which survivors to chase over others and so on is really important. If a survivor drops a pallet, take it as a win that you get to remove the resource and move on to pressuring someone else off a gen unless you think you have an opening to follow up quickly on the pallet dropper.
- Just because she’s Undetectable doesn’t mean they can’t see her coming. Take advantage of her short height to help her approach survivors from behind obstacles where they’re less likely to see her, and try not to always look directly at gens when you approach them to mitigate Spine Chill’s impact.
- Prioritize keeping track of Boons and snuffing them when possible. Like all ambush killers Circle of Healing is somewhat strong against her if left unchecked. Fortunately once you know where they place a Boon the first time survivors tend to repeat placing Boons in the same spot so you’ll have a pretty good idea where to look when they replace it or run off to heal. And with the TVs there’s a good chance a TV is fairly near whatever Boon they place, maybe even within hearing distance.
- It’s a small thing but her partial invisibility after Manifesting can help her mindgame at loops. Head one direction around a loop while Manifesting, then as soon as they lose line of sight backtrack. There’s a decent chance you will still be invisible while backtracking and the survivor will run right into you.
- Obviously Unbreakable is a thing but since it only works once per match it’s actually not as impactful as you might think when you slug the same person multiple times. But as above watch out for Boons since Exponential might give them multiple free revives, and if you are running any Hexes keep in mind they might have Soulguard. (And of course No Mither survivors you may just want to hook out versus slug. But honestly if someone runs No Mither that’s usually good for you regardless. 😄)
- Lastly when I say “slugging” I don’t mean necessarily going full throttle for a four person slug win. The idea is more prioritizing your hooks where you focus hooks on one survivor and mostly slug the others. And once you get one person eliminated then you have more time to capitalize on hooks more freely, especially if in the preceding part of the match you’ve eliminated a bunch of pallets to make the late game chases much easier.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2918200#Comment_2918200
Sure, but it doesn't change the fact that it's very difficult to slug a good team with a pure M1 killer. An unbreakable or two would shut that down so quickly that it's probably not going to be worth the risk. It's different on killers who down people easily.
On a super safe and brightly lit map; with lots of people being greedy because of dead hard, I don't see where you are slugging everyone bar some massive misplays.
If I was in a position where I can hook one person and slug multiple others, I probably could have won that game just using pop and actually hooking them the majority of the time. Sadako is exceptional at delivering Pop, I will say that. Assuming the survivors don't just turn off your power basically for free.
I can definitively tell you slugging works well with Sadako against good teams. I’ve done it personally and there’s streamers who do it regularly.
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/2918187#Comment_2918187
I'm pretty sure Pulsar is. I can also absolutely understand that Pulsar doesn't want to play at High MMR. If you play Killer with the intention to win (3-4 kills), then you won't be able to avoid sweating. Even if you win such matches, it's usually not fun. That's why I also lower my MMR by killing a maximum of two survivor (and I only play at certain times). Otherwise I wouldn't want to play Killer anymore.
Yeah, to be fair to Pulsar, I’m not trying to tell him he’s “wrong if he isn’t having fun”. Him having fun is totally subjective. And I can definitely understand if he doesn’t enjoy high level meta play, a lot of people complain about it being a bit stale. My point is just that it isn’t MMR that’s causing him not to have fun, though, it’s that he doesn’t enjoy that meta. MMR is actually fine, he honestly should be facing higher skill players most of the time. Whether he actually likes even matchups is a different question.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2918177#Comment_2918177
Against a really good team, I am typically struggling for downs with her. Let alone having the luxury to slug. Some maps can be decent and I always buy indoor map offerings on her.
But against a good team with 3-4 dead hards on say, Eyrie of Crows, it's usually a very painful experience. Especially if it's a genrush one finishing the first two gens before corrupt is over. I don't see where you can afford to be slugging on a map like that where every M1 hit is a battle
Slugging actually improves your pressure, especially with her because of her high map mobility. By slugging you are trading securing a hook state for an additional 10 seconds or so getting into a second chase. So if you can hook one specific survivor when you down them and slug the others for example then you are keeping typically three people off gens and also focusing your carrying time on just one person to eliminate them. Plus because of all the extra teleports you get doing this you have the side benefit of building up stacks more quickly which also adds pressure and sometimes even a kill.
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60 seconds might be a bit long? Keep in mind it takes at least another 14 seconds for them to cleanse the totem plus any travel to it. But I could see maybe blocking hex totems (not dull totems) for 30-45 seconds if statistically Hexes are too weak overall?
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/2918154#Comment_2918154
High post counts mean Pulsar spends more time on the forums than in DBD 😃 At least that's the case for me at the moment 😅
Lol, maybe but I seriously suspect Pulsar is a top tier killer. Just a hunch. 😉
(P.S. And I only play a couple matches a night so I probably spend more time on the forums than in the game myself.)
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Prior to the current version of DS when it just lasted a minute without ever turning off the locker thing was busted. Now though it’s irritating but not overpowered since if a survivor does that and they still have DS it just means they have done literally nothing else since they unhooked other than run around and jump lockers. They haven’t healed anyone or touched a gen or sabotaged a hook, nada, they’re just getting chased or following you around wasting time.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2918160#Comment_2918160
I think Wraith is way better, if only for his add-ons. Wraith addons make him a straight up better M1 killer. He can apply mangled, get wallhacks, get full generator information, etc etc
Sadako's add-ons.....do almost nothing really. Or at least not that I have figured out. Good survivors don't fall for her flickering mindgames really and that's all she has. Maybe running through people while demanifested? Idk. They can still just camp the pallet.
Wraith at least gets his super lunge so his power can do ~something~ in chase
All Onryo has is S tier chase music. On a few occasions the RNG gods have shined upon me and I was able to TV spam someone to death by using literally every TV in a row mid-chase
Sadako’s add-on that applies Condemned to survivors who heal each other is amazing assuming you are slugging in combination with occasional hooks. Every time someone revives a slugged survivor who has a stack they gain a stack, and if they also heal that person to full that’s another stack. And if two survivors heal a third that’s two stacks. It’s not infrequent to see survivors get to full Condemned status when you use that add-on and slug a bit.
Her red-addon that refreshes teleports on a hit after Manifesting is also pretty great. It significantly improves how often the TVs are avaialable.
Some of her other add-ons are also decent but those are probably her best two.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2918139#Comment_2918139
Yeah but if he is attacking, they are marked, so they are going down to it. Unless you get 360'd; it's not like you really miss many swings in this game. I doubt anyone in solo Q is going to be following you around revealing you during a chase either, only SWFs.
Onryo can also have Well Water which allows her to attack while undetectable still, assuming you time the manifest correctly.
Overall the new Ghostface will probably be about as close as it will get. His new addons should make him pretty spooky too, especially the one that gives you a speedup after marking someone.
- I see people in solo queue following Ghost Face pretty frequently. Also even if that weren’t true literally half of all matches have a 2- to 4- person swf, they’re very common. And even skilled players miss attacks sometimes because of jukes, maybe about once a match, and average players miss more than that.
- Yes, Onryo still has brief Undetectability briefly after Manifesting with that add-on, that’s true. Still has the lullaby though and of course that Undetectability runs out quickly.
- I’m definitely looking forward to trying out the new Ghostface, I like all the Stealth killers including him. 😄 (maybe with the exception of Spirit, I’m not really into the whole attacking by ear thing.)
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She’s actually already probably as good or maybe just slightly better than Wraith so she may not need a big buff. But if her stats turn out to be too low and the devs buff her some possible ones might be
- Remove her lullaby. I’m not sure why a stealth killer has a lullaby in the first place? Maybe they’re worried that her being 115% and almost always Undetectable would be too strong? Like I said, she may not even need a buff so that thinking might be right, but if not removing the Lullaby would be helpful.
- Lower the TV refresh timers. The faster the TVs come back the more often she can teleport where she wants which improves her map pressure and her frequency that she inflicts Condemned.
- Make all survivors who have Condemned build it up passively over time similar to when they are carrying a tape. Maybe if you have a tape it passively builds up more quickly than if you don’t, but either way having the Condemned build up on its own once you have a stack would increase the pressure survivors have to deal with it.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2917865#Comment_2917865
My Killer matches became FAR sweatier, so whatever they did seems to have sent my Killer games into hell itself.
My Survivor games could be bad luck. It would be weird, but it could just be luck. It seems unlikely though.
Either way, it's pretty clear most people aren't enjoying the game.
I’m pretty sure you aren’t “most people” based on your post count and presumably extremely high MMR. What you’re describing is basically the matchmaking putting you against equally skilled survivors versus random people when you are a very high level killer. That’s a good thing in fact, it’s just apparently you don’t like the high level meta as much as playing totally random weaker players.
So it’s not MMR that’s the problem, it’s shaking up the meta at high level play. Address a couple of things like Dead Hard and buff some of the still too weak killer perks to make more loadouts more effective at high level play and that would probably address your issues.
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Sadako is one of the most fun killers they’ve released in a while, but otherwise there’s no map so I’m not sure it’s the best dlc pack. I think my favorite DLC pack overall is Silent Hill. I never played Silent Hill so the franchise means very little to me, but Pyramid Head is a fun thematic killer with an interesting ability set and cool music and Midwich is one of my favorite maps in game because the loops are mostly gameable and it has some neat layout features and easter eggs.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2916580#Comment_2916580
With the rework, Ghostface will basically be permanently undetectable in a chase. Assuming you get a good expose on them
Onryo is essentially undetectable in a chase as well, especially with certain add-ons. And it's still not really a good chase power whatsoever
Ghost Face breaks out of Stealth when he attacks or when someone else who is unmarked sees him even after the patch.
Onryo can be Stealthy at will but does have a lullaby which hampers it slightly. And she has to be out of stealth to attack. (The lullaby kind of hurts her stealth a bit.)
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2917423#Comment_2917423
Who ever said Dbd is unfair and should be unfair? Nobody, in fact that's why the devs are balancing the game and making such nice updates to legion and ghostface!
Randomness doesn't make the game more fun, it makes it more frustrating because you have no consistent way of winning, especially THIS type of rng, which is not like the map generation one, but is just pure LUCK.
Actually some people like an element of luck in games.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2916156#Comment_2916156
I've been saying for a very long time DBD needs to have one killer that moves at full speed and has no red light. That would be amazing. It would make level 1 MM very scary in loops but not "OP".
Make stealth mean something. Also consider he would be giving up infinite tier 3/tombstone potential just so he has no red light.
"oh god I was joking but I just realised you actually did recommend unrelenting!!!"
Most of you probably never played DBD back then but there was a time that Unrelenting had a STBFL effect with no requirement. STBFL required the obsession to be alive. Together these two perks gave you 50% recovery from attacks. It was known as the "machine gun" build.
Rather than think of it as "giving up tombstone", think of it as "making Scratch Mirror Meyers able to move 115% speed", making him a full speed killer with permanent Undetectability plus he can sense the auras of survivors within 32 meters any time he wants and still have another add-on slot plus all his perk slots.
P.S. I love playing Scratch Mirror Meyers, if they actually did this buff I'd be perfectly happy playing him even more. 😄 I just think it's probably a bit much.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2916893#Comment_2916893
COH is balanced if you think of it only affecting the Survivor that brought it as an alternative to Self-Care.
But as soon as start to think about the fact that the perk affects other Survivors that didn't bring the perk giving them the full value. It gets pretty crazy.
Another way to nerf COH would be for its self-healing to be Self-Care 32 second speed for other Survivors but faster for the Survivor that brought the perk.
Like I said, though, it's all about the speed. If I put out a Circle of Healing totem and it takes other survivors and myself 60 seconds to heal with it nobody is going to actually bother using the totem. If I put out a totem and it takes other survivors 10 seconds to heal that's broken. Somewhere there's a middle ground where it's worth it for the self-healing and still not broken.
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Self Healing is hypothetically ok, strong or weak entirely depending on how long it takes to heal. For example, if CoH allowed you to heal yourself, but it took 60 seconds to finish, you’d be crazy to do that, you may as well just be out of the game and let the killer run wild in a 3v1 for 60 seconds while you heal yourself at that point. On the other hand, self healing that only takes a few seconds is too strong. So somewhere between those extremes is a time length where self healing using CoH is useful enough to equip the perk but still has enough of a trade off in the time it takes that it’s not overpowered.
The newest nerf to CoH that’s coming next week puts it at something like 21 seconds? I don’t know off-hand if that’s too slow or too fast or about right but it is a bit faster than just having the Self-Care perk itself (which takes 32 seconds) but with the disadvantage you have to spend some seconds running to where the totem is to use it, have to spend time blessing a totem initially, and if the totem is snuffed or the totem placer is killer then the ability is lost. So it probably is ok in general if it’s just slightly faster than Self Care by itself, meaning I’d think the range of 21-32 seconds is where it will be “good enough” without being too strong. We’ll see how things shake out next week I guess. 🤷♂️
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2916826#Comment_2916826
You can attempt to mindgame it like that, but even if you do - it's still a powerful early warning system against killers who rely on sneaky approaches.
I know that even as a beginner survivor, it's strong. If I see it light up and then go dark and nobody else is being chased, I know to be on my guard - even in this scenario it's basically Whispers that also gives me a pretty powerful speed boost, with zero cooldown, at times when I need it the most.
Then add on the fact that it blind counters Myers (against savvy survivors, you can find yourself stuck in T1 for ages), at the very least soft counters a bunch of other killers...any perk that requires you to play as if it were present even if it's not probably suggests that this perk might be on the OP side.
It would still be amazing even if it didn't function when a killer was undetectable.
Sure, like I said it’s obviously really good against Stealth. I think it’s one of the best survivor perks personally, in part because it not only helps with Stealth but the alerts also help against mindgames in chases.
In fact I’d be all for removing that vault speed buff it has, I think it would still be a solid perk without it and that speed boost seems kind of like a spurious addition that has little to do with the main point of the perk, namely alerting you to when a killer is coming.
A couple months ago someone posted 400 games worth of data and kept track of how many survivors used specific perks every match. It was pretty interesting because you could pivot out escape rates versus how many people had Dead Hard for example and see a really strong correlation. Unfortunately the data didn’t include a column for Spine Chill and I would have loved to have seen how much of an impact Spine Chill has on escape rates, particularly if there was enough data in it to get good averages for individual killers.
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@HaunterofShadows said:
For the most part both metas are balanced. Dead hard is the only meta perk in the game I think is unbalanced.
It’d be interesting to see data on perk usage for killers to at least get an objective measure of what the most commonly used killer perks are and then pivot those out against kill rates to see which ones have strong correlations with high kill rates. Without that it’s difficult to say which perks are overpowered versus just being perceived as being overpowered.
For instance, is Corrupt Intervention actually possibly overpowered relative to other perks? Or is it inline with other good perks but just happens to benefit from word of mouth and positive feedback makes it more popular? Same with NOED, a lot of posters try to claim it’s overpowered but that perk has been in the game so long it’s pretty likely that if it were actually linked in the data to overly high kill rates it would have been nerfed a while ago assuming it takes them a year or two to get around to nerfing something that’s busted.
The one thing I think nearly everybody can agree on, though, is there are some really, really weak perks on both sides that could still use buffs. I suspect the devs prioritize nerfing things that are too powerful over buffing things that are too weak since things that are too weak just don’t get used much so don’t impact the overall game as often as broken things which lots of people use. But hopefully one of these days they’ll buff Monstrous Shrine, for instance.
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@StarLost said:
Completely agree.
It's unfair how hard Spinechill counters Myers and Ghostface.
https://forum.deadbydaylight.com/en/discussion/comment/2916614#Comment_2916614
...How?
Are stealth killers overpowered without SC? Because I don't think a single one of them is above 'C' tier.
Wraith, Pig, Myers, Onryo and Ghosty are all pretty crap against survivors that know what they are doing, with or without this perk.
SC is an incredible early warning system that also gives you hefty advantages in chase (that vault speed has saved my butt so many times).
https://forum.deadbydaylight.com/en/discussion/comment/2916628#Comment_2916628
The issue is that stalking killers are straight up blind-countered by this one perk, which is pretty unhealthy for the game. The entire point of stealth killers is that their terrible kits are somewhat balanced by better approaches. SC completely negates this aspect.
https://forum.deadbydaylight.com/en/discussion/comment/2916621#Comment_2916621
This wouldn't be so much a nerf to SC as it would be a small buff to Myers and Ghostface, and a smaller buff to Pig, Onryo and Wraith. Which is not a bad thing - all of these killers need buffs.
https://forum.deadbydaylight.com/en/discussion/comment/2916644#Comment_2916644
When you strawman, you concede the argument.
I enjoy playing survivor as well as killer, and I'd be happy to see SC not work against stealth killers, especially Myers and Ghostface.
One already very powerful perk shouldn't hard counter two entire killer kits, on top of being excellent against everyone else.
That's a bad design oversight.
https://forum.deadbydaylight.com/en/discussion/comment/2916640#Comment_2916640
See above.
The issue isn't the overall power of SC, it's that it completely breaks two killers and makes 3 others a lot weaker - all of which are already weak killers.
Even if it didn't work against undetectable killers, it would still be a five star perk.
Spine Chill partially counters Stealth but not completely. Like I said above, I catch Spine Chill survivors pretty commonly just by sidestepping toward generators. It’s obviously a good perk against Stealth but it’s not a complete negation.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2916628#Comment_2916628
As you see above, people think the speed boost part of the perk, "largely irrelevant"
Yeah ok survivor mains, sure vault speed increase is irrelevant. Tell that to Clown or Bubba
Right, if it’s “irrelevant” then why even have it in the perk?
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Like other people said, the whole point of Spine Chill is it’s a tool to use against Undetectable killers. That’s not a bug, it’s a feature. Also, as a killer, I often can get ambushes on Spine Chill survivors simply by staring directly at generators they work on while I move toward them. In fact it feels like there are quite a few survivors who use that perk and watch that icon and it distracts them from just watching the surroundings so if a killer sidesteps towards them they don’t see it coming.
That said, I never really understood why it also gives survivors extra vault speed. It probably is a solid perk without the speed boost, but that’s just a guess. 🤷♂️
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2916608#Comment_2916608
I thought the same. Watch SethDBD, I go all out trying moonsaws, chopping around entire shack... etc too,... people think all Bubbas are basement Bubba with Insidious, must never play against good Bubbas.
Right, basement Bubba is obviously a thing but he can also do well just playing a proactive strategy of going out and downing and pressuring survivors directly. In particular he’s a pallet chewing machine, if he slugs in the early game and gets into chases constantly he very quickly builds up dead zones with no pallets and eventually wins by attrition and pressure.
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@CptCaptain said:
https://forum.deadbydaylight.com/en/discussion/comment/2916604#Comment_2916604
Varies really, I'm in EU region. I've played during early morning, afternoon, evening and night. My experience seems to be the same regardless of what time I play. I'd have assumed that playing during the weekend might improve things a little, but nope. My queue times tend to be pretty quick too, less than a minute in most cases, so it's not as if I should be just "thrown" into any available game due to long wait times.
For reference the devs explained how matchmaking works in their blog post a couple of days ago. But basically if you’re getting paired against much more skilled opponents it’s either because
- They had been waiting in queue a long time already and the game needed to eventually put them in whatever match was available. And since your rating is also possibly an outlier on the low end, and the game had trouble filling your lobby, it had an empty spot for a backfill.
- Some killers intentionally tank their ratings to bully weak people. Those players probably have low MMRs but high hours,
- If the other survivors in your match are high rated the game is using he average of he survivor ratings as the goal rating for the killer.
Of course knowing what’s causing a mismatch doesn’t help you escape. Best advice is stick with it, you’ll get better the more you play, and eventually you’ll be good enough to escape more consistently against the killer’s you’re facing.
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@Tiufal said:
So camping is now legitimated as being a fear? Seriously?
To be fair he never said anything about camping. Personally I don’t facecamp when I play Bubba, it’s more fun to chase people and get downs with him. (He’s an excellent slugger too of course.)
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What hours are you playing? If you are playing on off hours it’s entirely possible there are few new killers to go against.
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- Yes, Literally standing around the hook, i.e. facecamping, for two minutes is boring for everybody when it happens. The killer is just standing around, the person on the hook is doing nothing, and the best strategy against it is typically the other three survivors split gens for 90 seconds and do a hook trade. (Bubba and certain loadouts can make trading harder obviously, but most killers and loadouts the hook trade is the usual outcome.) The devs have even commented periodically that they have been experimenting with various systems to try and steer killers away from facecamping to keep things more dynamic more often, they just haven’t figured out a system yet that accomplishes that goal without breaking something else in the game. (I wouldn’t be surprised if Pyramid Head’s Cages teleporting to different areas was a backdoor pilot of trying that with hooks possibly, but that’s just speculation on my part.) So as far as facecamping goes, maybe we’ll see something implemented to mitigate it at some point but who knows? 🤷♂️
- Tunneling is a useless buzzword, nobody even agrees on what tunneling means and virtually all the times I’ve had a survivor complain about me “tunneling” it’s just sore losing plain and simple by someone who is mad I downed them twice in a row or chased them after injuring them or ignored a healthy survivor to down an injured one, etc. I have yet to hear any actual good argument for what tunneling is and why it is something that the game needs to somehow address systematically.

