Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • @Peanits said:

    While I can't give an exact number (I don't have that handy), I can say that it's very, very few. The distribution is a bell curve. Most people are in the middle and tapers off the higher or lower you go.

    But to address your concerns, the reduced range more than compensates for the reduced cap. Players from the middle who couldn't be matched with with the best of the best before still won't be matched with them now.

    Thanks, Peanits! I figured it was low, your “very very few” sounds like it’s closer to 1% than 10%.

    Someone else mentioned a concern about long term MmR drifting upwards, but I suspect that probably doesn’t happen much (since a very low percentage of people are at the cap) plus I’m guessing Behavior periodically monitors how many players are in various brackets in case they need to adjust the ceiling or initial ratings.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911767#Comment_2911767

    So basically it will be old rank 1. Where the skill ranged from complete potato's to gods and veteran killers enjoyed like 95% win rates. The game has come full circle and MMR accomplished almost nothing

    The games will be more "laid back" as you rack up your 100+ streak on meta nurse again

    I doubt the bracket goes down to "complete potatoes". It's probably more like the old ceiling affected 5-10% of players and the new ceiling impacts 8-15% of players or something along those lines. I could be wrong but I'd be surprised if the ceiling isn't set high enough that the great bulk of the playerbase is below it.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911934#Comment_2911934

    Yeah but sadly shared mmr exists, I dont have the strength in me to endure deranking my mmr for each killer till I can play in a fun way with them.

    It's why I just dont play killer, because even if I went through all that hassle theres alot of rng on maps and getting a 2k should be a draw not a win

    Besides just the thought of the toxicity I'd get for playing in a fun way and just get BM through the whole match multiple times in a row... I also get players that die to EGC on purpose, even had cheaters doing it so some games even if I "lost" I still win because they control it

    Actually I believe one of the devs commented recently that "shared mmr" isn't a thing, your individual killers do have individual rankings. The only time "shared MMR" happens is when you play a killer for the first time it sets that killer's initial rating to be something correlated to the ratings of your other killers. But after that that killer's rating moves independently of your other killers. (Take what I'm saying with a grain of salt though, if I'm misremembering what I believe Mandy or Peanits said someone will probably link to the actual quote.)

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911858#Comment_2911858

    Yeah see that worries me, I know I'll be at the cap just because I "win" slot but I was kinda hoping game would become more fun so I would be encouraged to play more.

    I feel if the new cap isnt changed enough people at the top wont see a change.

    I was actually wrong in my comment I just realised the current can match 1900 to 1400 but the new would only match 1650 to 1400 due to it being 250 pairing not 500.

    I feel this will be great for all players except those at the top once again (unless the cap is lowered enough)

    To be fair, nothing really stops you from "playing for fun", if you play for fun and happen to lose in the process your MMR will go down and you'll face people who playing that way is a more reasonable matchup. (Or if you happen to keep winning playing that way then great!)

  • It’s probably coming next week, they just announced the next tome and I think those tomes usually coincide with patches.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911767#Comment_2911767

    So it will basically depend how much they lower the cap.

    The current cap was leaked as 1900 (I'll use this and I know I'm maxed) and if the pairing use to be 500 I could be matched with 1400

    So if the new system is pairing within 250 I need the cap to be at least 1750 just to achieve the same form of match?

    I would assume all this focuses peak time so take some salt for as I'm off peak

    Yeah, it’s impossible to say obviously how this would impact you exactly not knowing the actual numbers, but that sounds about right. Where before you were say 1900+ and getting matched down to 1400+ now you’re effectively 1700+ getting matched down to 1400-1500+, something like that? So it could more or less be a wash if you’re at the cap. (The article didn’t mention the percentage of players at the soft cap but I’m assuming it’s high enough that it only applies to something like 10% or less of players.)

  • @Mandy said:

    I'll try to answer your questions.

    SWF - the average of the party is taken and a killer found around that average.

    When we have information on when things are ready to be changed, this is something we will advise on - as of right now there's no confirmed date.

    The showing of the MMR scores has been brought up a few times, as of right now there's no plans to show these numbers.

    I hope that helps a bit.

    Thanks! I always wondered about that swf thing, I thought for sure it was something being tested this time but it was the bracket testing that was probably resulting in the tighter pairings that one day.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911753#Comment_2911753

    Well that's why I read it as grades is a good system but it has all X flaws. And I agree that the test went bad but that's because of all the listed issues.

    Like your point it was near the end of the month, alot of players will reach iri 1 within that time especially with a safety pip, cant go down a grade and it not being used for actual matchmaking.

    I hit iri 1 survivor in a few days, I pip every game (unless face camped) and I double pip alot. Other people it takes a whole month to do so

    In my case I play one or two matches a night on whatever random killer I have a mission on so I never get to Iri, I just don’t play enough games in a month to gain a grade every night (I don’t know what my win rate is but it’s not that ridiculously high that I could hit Iri in just 50 games.)

  • They’re making the brackets tighter, so instead of say players within 500 you’ll face players within 250 of you, but they’re also lowering the soft maximum cap so instead of, say, anybody over 2000 being treated as a 2000 it’s instead anybody over 1500 is treated as a 1500. (I’m just making up numbers here obviously.)

    So if you’re in the average player brackets you’ll be matched against other similarly average players more often. But if you’re a very high rated player you’ll have a bit of a broader pool of players in that very high rated bracket to go against.

  • “I want to be able to win more easily by playing against weaker players.”

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911699#Comment_2911699

    Going back with improvements, the old system had flaws such as reset, safety pip etc. But without that I feel it could definitely be a good system

    It’s worth noting that the devs mentioned that they specifically timed the test with using Grades to coincide with the end of the month when most players would be at their ultimate grade already so the reset wasn’t a factor in the results when they said Grades had poor performance as a matchmaking rating.

  • I Prestige just for the hell of it but I totally agree that there’s no actual practical value to it so I would be totally behind something more interesting happening with it. That said we do know the devs are revamping the bloodweb system somehow in a few months so who knows, maybe the way Prestige works will become moot or change in that revamp too? 🤷‍♂️

  • Yeah, it’s one of the best for sure!

  • Personally I get better matches under MMR than the old emblem system. I definitely wouldn’t be in favor of going back to that.

  • @KingSiege45 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2910647#Comment_2910647

    ngl im trying to find a perk a mojority will think is stronger

    Stronger than which one, Dead Hard or Circle of Healing?

  • I only play killer and I don’t really have a main, I just play a few games with whoever I have a mission for that night. I think my favorite killers currently though are Doctor and Sadako. (Really though I like all the basic attack killers better than the ranged attackers.)

  • Why would someone bring a six month post back from the dead to complain about slugging? 🙄

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911489#Comment_2911489

    They got rid of all of the hooks in the library that they added because the killer could just block the stairs and prevent unhooking. So they got rid of them so it can be abused again. With the oak offerings, you don't even need boil over. The situation can get really frustrating when they use : Boon : Exponential, No Mither, Flip Flop, Soul Guard, Sabo boxes.

    Yeah, I don’t get why they don’t just put a stack of books or something blocking off that stairway to that landing, that whole section seems to be an issue.

  • @ThatOneDemoPlayer said:

    Why didn't your game crash in the loading screen after seeing the Map Offering?

    • I wish they’d get rid of map offerings, they just exacerbate flaws in the maps by letting people force the game into abusable scenarios
    • On the flip side DC penalties should apply to people disconnecting on the loading screen. It’s a total waste of all the other players’ time. You don’t like a map, tough, play it out.
    • Are there still unhookable areas in RPD? I thought they tweaked the library with an additional hook and also nerfed the falling bonus on Boil Over to mitigate that. (Not that Boil Over can’t make you sometimes miss a hook on any map, and in RPD hiding the hook auras can be effective. But are there still literally unhookable spots on that map?)
  • They announced they were in the early parts of revamping the bloodweb grind in January. It's only April and major revamps usually take around six months so we're probably going to hear more about it this summary, maybe around the anniversary.

  • Would I buy Alien with the Nostromo as the map and Ripley as the survivor? Maybe with Jonesy following her around? Sure! 😄 I'm skeptical Behavior would get the license, but hey I'd love to be proven wrong.

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2910629#Comment_2910629

    No there isn't anything wrong with using slugging to gain pressure, I was a Nurse main (I don't play at present) so I definitely understand the value of slugging. But when it is the main strategy it makes for very unfun matches on the survivor side

    https://forum.deadbydaylight.com/en/discussion/comment/2910668#Comment_2910668

    As above, nothing wrong with using these strategies but when it is pretty much the only real strategy the killer has by design...

    Show me a survivor who says they actually enjoy versing Twins and I will show you a noob or a liar

    I can't say what's fun or not for the survivor, I'm just saying that the original post was complaining about Twins not "being a good killer" versus "not being a fun killer to go against". And while some survivors might get upset with slugging it's definitely effective if you do it tactically.

  • This is a little tricky because Circle of Healing is getting nerfed in the upcoming 5.7.0 release. My gut instinct is Dead Hard is probably the stronger of the two currently, but it depends a bit on the scenario. Circle of Healing impacts certain killers and strategies more than others. Dead Hard is more of a mostly consistent benefit in terms of extending chases a certain amount of time. Killers play around both of them so they're both impactful.

  • @MaTtRoSiTy said:

    The entire concept is horrible imo, a killer that encourages slugging and camping as their ideal way to be played is bad for the game. Right from the botched DLC release they were cursed, it is one of the DLC's I absolutely refused to buy.

    Just to be clear, there’s nothing wrong with slugging. And them being good at slugging definitely doesn’t make them ineffective.

  • I think some people are underrating Sadako who claim she’s the “worst killer in the game”. She’s on par with or better than Wraith in my opinion. I think there’s just a bunch of people who are trying to play her exactly like Wraith and failing when you need to play her like her own killer. And further evidence of that is from the streamers who are playing a ton of Sadako and doing at least as well with her if not better than with Wraith. She’s not the only killer this happens with either, I remember many, many people claiming Blight was hot garbage and the worst killer in the game (I was not one of those people).

    As far as overrated killers? … I’m not sure, the most common top tier killers people cite are Nurse and Blight and I agree they’re really strong.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2910577#Comment_2910577

    Yeah, but they count the number of people playing. If an account got zap this month the chart won't refect that player loss until next month.

    The 30-day running average is updated on the fly, not once a month. (You can see it changing day to day.)

  • Steam charts are hourly. You can view by hour if you filter down to the 48 hour period for instance.

  • Gen slow down is effective, I’m not entirely sure it’s “necessary” though. It’s possible that through strong macro play and solid perks to help you get downs more efficiently that the extra pressure from quick downs and periodic slugs can give you enough time to get a 4k without using a gen slowdown perk. Basically if you can get into a cycle of having one person down or on hook and another in chase, then that means a third is usually going for a rescue and the fourth is the only one on the gens which greatly slows down their progress. Especially if you can exert enough pressure that literally all four survivors are busy rescuing or healing each other then that’s when you can definitely win without a gen slowdown perk.

    So having them certainly works, but I’m not sure they’re “necessary”, it’s just takes more attention to detail and fewer mistakes to win without them.

  • @Norhc said:

    It should not censors any word at all. It's a +18 video game and nobody complained about the original chat being censorless.

    I guarantee people complained about being called racial epithets and such.

  • @Kurri said:

    Do people at BHVR even know what pay to win means?

    Do you?

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2910134#Comment_2910134

    It's the same perk just a few seconds slower to heal. I don't think numbers alone are going to fix COH. It will need some sort of rework, because the Boon mechanic is balanced overall its just COH that is creating problems

    Well the number matters. If it took 60 seconds to self heal it would be so long that you’d probably be throwing the match selfhealing versus just working on gens injured or finding someone else to heal you. It’s certainly possible the new version is too fast but it’s hard to say yet.

  • I think I want to see how the upcoming nerf to self healing speed impacts it before coming to an opinion on if it needs further tweaks.

  • Probably the main challenges for DbD at the moment are

    • Age. The game is almost six years old which is quite old for a video game. It’s still apparently one of the most played games that came out that year (it’s on par with Civilization VI from the same year) but simple attrition over time as fewer people check it out and more people migrate to newer games whittles away at the player base.
    • New player learning curve. Along with fewer new players checking out an older game, the ones that do tend to go against veteran opponents from the outset and the game is not as simple to win as a new player as a lot of people seem to think. Basically new players get decimated on a regular basis simply because skill difference makes a huge impact on outcome in this game. And while it has a fun tutorial to explain the very basics it doesn’t have a good sophisticated way for new players to practice against bots, for example, aside from a single map with a single killer. There’s no way for new players for instance to try all the killers solo in a custom match against bots to just see how they work and to explore the maps and see what the layouts look like, etc. I’ve had a couple of friends try the game out over the last couple of years and they all gave up pretty quickly because of how brutal it is for new players.
    • Hackers. On the other end of the spectrum there are a lot of hackers at the high end. Some are blatant in your face cheaters, others cheat in subtle ways that are harder to detect but still impactful. And unfortunately the game’s reporting system for cheaters is really byzantine, you have to already be recording your match using third party software and figure out how to attach your recording to your customer service ticket on the DbD website. On top of all of which their internal methods for spotting and banning hackers are functional but not nearly as good as they probably could be based on how some other games handle it. (All games have cheaters but not all games has as many cheaters relatively speaking as this one.)
    • Bloodweb grind. The devs have already commented that they aren’t happy with the perceived grind in the bloodweb where if you want to be able to play with a certain loadout on a certain killer it can take literally millions of bloodpoints to grind through webs to get what you’re looking for. Fortunately they do apparently have a revamp coming so hopefully by maybe this summer we’ll get details? 🤷‍♂️
    • Semi-cooperative vague victory conditions. The bottom line is semi-cooperative games where everybody is on a team “but not really” rarely work well and DbD is no exception. It just leads to sandbagging and people getting upset when survivors aren’t “team players” or who ragequit when they personally are doing badly. And to make it worse the devs have a confusing conflicting bunch of metrics indicating “victory” so nobody even quite agrees what it means to “win a match” let alone how to measure wins and losses for matchmaking. Unfortunately this is kind of hard baked into the game at this point so I don’t know much could be done about it.

    I know I didn’t mention “balance” but that’s because honestly the game is mostly balanced already outside of some tweaks it could use here and there to buff or nerf certain perks and maybe slightly tune some killers. Yeah, Dead Hard is overpowered and overused for example, but honestly it’s not game breaking or something that drives people to not play the game like the other things I mentioned above.

  • @Dionysus42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2910013#Comment_2910013

    Flashlights also offer big advantages against specific killers like Artist and Hag, which is something Keys don't have.

    I’ve always thought both flashlight and keys and even maps are fairly weak items generally speaking compared to tools and medkits. An interesting idea would be to fold various map functionalities into either keys or flashlights and get rid of maps altogether.

    • Eliminating maps as an item would reduce bloodweb clutter
    • Combining a map-like effect with a key or flashlight where when you use the item you see a corresponding aura would make them a bit more useful and help bring them up to par with the stronger items
    • And thematically the idea that if you shine a flashlight it highlights a nearby prop or a mystical key that acts like a compass is kind if interesting.
  • @Jacoby2041 said:

    I think it'd be nice if the hatch spawned after the gates are powered

    The issue with the old keys was a single key allowed multiple survivors to escape. It wasn’t uncommon for survivors in a swf or even savvy solo survivors to just follow the key holder after the killer closed a hatch and all escape down it for an easy win at that point.

    The new version of hatch where it only spawns when only one survivor is left is probably a little weak, I agree. It could spawn when all the gens were done, BUT in that case I would also make it so:

    • it spawns closed and only opens when one survivor is left
    • And if a survivor uses a key the hatch lets only that survivor escape and then it immediately recloses behind them. So the key is only an easy escape at that point for the survivor holding the key, not everybody else.

    I’d be ok with that system as a killer personally. 🤷‍♂️

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909936#Comment_2909936

    Mori still has value if someone gets saved off second hook in the EGC and still has their DS.

    But yeah, Moris and keys are both terrible.

    Not just in endgame collapse with Decisive Strike. For example, if I down someone who is on deathhook and they’re under a pallet, normally if pick them up there’s a risk I’ll get pallet stunned. Or there’s always a chance someone might blind me for a save when I pick them up. Moris make it possible for me to just kill them outright no matter where I down them or what perks they have or what the other survivors are doing. It’s definitely a small but non-negligable benefit, at least for the Red and Green moris. (The yellow mori is almost worthless, although I actually did avoid a Decisive Strike escape with it the other night so even that on rare occasions pays off.)

  • FYI Mandy said the other day that matchmaking was back to what it was prior to all the tests and that they should be posting a blog soon (probably this week) about the results once they finish going through everything.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909653#Comment_2909653

    True!

    My biggest gripe is not so much the viability of his traps - but the amount of setup vs payoff.

    You can spend dozens of seconds placing traps in good locations and setting up, only for survivors to disarm them or avoid them.

    The time spent setting up traps often devolves into predictable gameplay that more often than not sees very little return of that invested time.

    Getting survivors in traps is satisfying, but bear traps are not all that viable - especially on every map.

    Yeah, I think we're pretty much on the same page. I will say that I think there are basically main two ways to use traps: you can try and surprise people who might run through them by putting them in grass and dark patches and odd places on stairs, etc, or you can put traps that are more visible but that directly block vaults. A lot of people focus on the former, but the latter is also useful since, even if the survivor spots a trap up ahead at a window during a chase for instance, their only option is not to take the vault which will get you a hit. So they either have to have spent time disarming the trap previously (which is time spent away from the gens) or risk being in a dead zone when a chase starts in that area. That window blocking type of trap also works on any map regardless of the color of the ground since it's main purpose is to zone survivors away from strong vaults.

    Of course the best traps are the ones that can both zone survivors away from a vault if they spot it but that are also hard to see so they might step on it anyway. For instance there are a lot of vaults where the survivors are only likely to see one side of the vault prior to a chase, so if you put the trap on the other side of it they'll probably take the vault and get snared. (One of my favorite examples of that was on the old Haddonfield map where you could go upstairs in a house and put a trap right on the other side of a second floor window. Watching survivors run up those stairs and get caught never got old. 😄)

    Anyway I think the traps are decent IF Trapper has time to place them, even on maps that traps might be more easily spotted. It's that big "if" that's the weakness.

  • In general the devs still haven't really explored the design space of non-hex killer perks which interact with totems in some way. This post is an example of that, a Corrupt Intervention type perk that blocks all the totems for 90 seconds would be pretty decent. Other effects they could do might be things like:

    • Whenever the killer hooks a survivor all hex totems are blocked for 45 seconds.
    • Whenever the killer snuffs a boon that totem is destroyed and the killer sees the aura of the Boon creator for 10 seconds.
    • The killer can hear Boon totems from twice the normal distance and see their auras within 8 meters.
    • The killer can kick any dull or hex totem to move them to a new location and block the new totem for 30 seconds
    • If the killer is within the aura of a Boon totem they gain an 8% movement speed boost.

    Those are just some examples. Basically there's all sorts of effects they could experiment with involving how killers interact with totem props and Boons and hexes that might make for interesting perks that can play around with not just the new Boons but also other perks involving Hexes and dull totems.

  • @Valik said:

    Eh. I think it's the right solution to the wrong problem.

    The trapper doesn't need to have more viable bear traps.

    The Trapper needs something ELSE that is OTHER than his bear traps.

    If the trapper could take more time to set up additional traps.

    (Trap a pallet to make it spring back upright when thrown, disabling the trap after but preventing it from stunning)

    (Trap a window, the next vault over it destroys the trap, Fast or slow vaults are safe - but medium vaults damage survivors)

    (Trap a hook to disable its ability to act as a sacrificial hook, but a rope hangs 1m in front of it and acts as a bear trap for animation and use)

    (Can 'trap' totem remains to make them seem like a lit hex totem. Nothing happens once cleansed. Survivors gain no BP and there is no audio. They just wasted their time)

    Suddenly, the trapper is going around and not doing a lot of chasing, but spending a ton of time setting up traps.

    Survivors can always disable traps they find, sure, or even work around them.

    But in the end, Bear Traps should not be the ONLY thing that the Trapper has. The Trapper should be able to turn a lot of different exchanges into his favor with the power of preparation and intimidation to corral unwitting survivors into danger.

    Imagine an injured survivor throwing down a pallet at the last moment after T-bagging, only for that satisfying "VvwwipP" bungie sound to cue as the pallet hardly comes down at all and you land a punctual blow.

    A lot more satisfying and worthwhile than bothering with creating a bunch of trap textures so that they're a fragment less horrible on already bad maps.

    Trapper's not even that bad if you use his add-on where he starts with all 8 traps in his bag but he can't pick up traps once they're on the ground. It's all that time spent going to traps on the ground and picking them up just so you can put them in better spots that's the huge time sink for him. Honestly I think if they started him with four or more traps instead of two as his base kit he'd be in a lot better shape, he could just go straight to where he wants and trap some loops or whatever and get down to business.

    As far as the original post goes I could see making his traps be translucent so they blend in more being useful.

  • The devs apparently started working on a bloodweb revamp last December or so that they talked about in January. Assuming it takes about 6-8 months to finish whatever they were working on we might hear more about it around the anniversary.

  • OhTofu's been doing a series where he's tilting at the windmill of trying to kill all four survivors with the Rancor plus Nemesis combo. Needless to say that's ridiculously hard. Getting two kills with Rancor isn't so bad, it's getting all four killed with Rancor because by the time you've killed the first two the other two have had a lot of time to get the gates open and leave, or you can even just get unlucky and the fourth finds the hatch after you kill the third. I think this is probably even more ridiculously difficult than getting all five Pentimento totems.

  • I’d be down for Prestige doing something interesting, but the topic might eventually be moot since the devs have already said they’re revamping how the bloodpoint system works to reduce the perceived grind. It’s certainly possible that in the course of whatever changes they’re making the way Prestige works will also possibly change depending on how dramatic the revamp is. (Not to mention I vaguely think the devs commented about wanting Prestige to feel a little more worthwhile so this revamp could be an opportunity to do that.)

    in PI-III Comment by dugman
  • My thoughts are

    • I don’t care at all about pips and grades. I guess the monthly bonus bloodpoints from them are nice? 🤷‍♂️ But I never think about them when I’m playing, they’re meaningless aside from that reward and you’ll get a decent reward regardless if you play regularly.
    • Why would you expect the system to give you the same reward when someone escapes by hatch versus when you actually kill them?
  • @BenZ0 said:

    No one said you have to prestige, if you dont feel its worth it then dont do it lol

    Will never get those complains xD

    To be fair they’re not saying they do it, they’re saying it would be cool if there was an interesting reason to do it at all aside from wanting the bloody costumes.

    Personally I Prestige just for the heck of it to force myself to play with whatever perks I get so I don’t just constantly subconsciously keep using the same combos all the time. Plus the bleeding weapons are nice. But I’m definitely in the minority, I think most players who realize there’s no tangible benefit to it just don’t bother which makes having the system in the game feel like a wasted potential.

    P.S. Along those lines it would be cool if Devotion levels did something too. I never really got the point of why they’re in the game.

  • @Pulsar said:

    Because some people can't stop sending slurs in the chat.

    So as usual, the few ruin it for the many.

    To be fair, I don’t think they’re complaining about actual slurs being censored, they’re complaining that commonplace words and phrases are also censored for apparently no reason. Bizarre things like, if I remember right, you can’t say the names of some perks and characters or even the names of some streamers? (I could be wrong but I’m sure people will post examples if I’m remembering right.)

    I don’t have a problem personally with a chat filter blurring out racial and homophobic slurs and such. Screw that noise. But why it censors ordinary words I have no idea.

  • For reference they haven’t posted their findings yet from their tests the last couple of weeks but (correcf me if I’m wrong) I think Mandy said they were going to post a blog about it this week maybe? I’m sure they’ll be tweaking some things one way or another, I doubt they looked at all the data and decided not to change anything, but what they’re going to be adjusting they haven’t said yet.

  • Here’s one I did recently, probably still accurate

    image.jpeg
    • Nurse is my least favorite, she’s the only killer I actively don’t play. If she didn’t stare at the ground all the time I’d reconsider.
    • Doctor is probably my favorite because of his tracking, it’s nice being in chases all the time from that.
    • I like the melee killer playstyle more than the ranged style, and I like Stealth.
  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908891#Comment_2908891

    Well ormand has issues but it's better than Erie and I simply think that's due to the building being central (blocking alot of sight) and it has so many entries as well while erie has 4 doors.

    Also with ormand alot of loops and tiles are unsafe (snow pile ones) while erie are pretty much all safe ones especially when the pallets down.

    So medium map size (still kinda big for 110), easily see the killer way in advance, big main building you can just waste constant time at with 0 pallet, and loads of safer loops even against ranged killers (tall loops)

    Yep, I'm pretty much on the same page with that in terms of what makes Eyrie pretty good for the survivors. I'm not sure how safe the pallets on Eyrie are outside the main building, but I do know that the ramps in the building not having railings messes me up sometime because I'm a klutz and fall off. 😄

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908858#Comment_2908858

    I think its because it's open and you have the huge building. Both of these allow huge hold W before you can even get close or get a shot off.

    You cant stealth, and you cant mindgame alot of stuff which just hurts too many killers imo.

    I’m not saying it doesn’t have features which help survivors, it’s a lot like Ormond that way (bright outdoors with lines of sight and a strong central building with god pallets and a rampart that overlooks a lower central area.) I’m just saying it and Ormond are the same size average size.

1 … 73 74 75 76 77 … 171