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dugman

dugman

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  • ”Puttin on the Ritz” Nemesis in a tuxedo and top hat ala Young Frankenstein

    image.jpeg


  • @EntitySpawn said:

    Dont get me wrong the updated visual look of the maps is amazing! But why on earth do we still have huge maps and ones filled with safe pallets?

    Maps that need changes imo:

    • Giddeon (less pallets or make them unsafe)
    • Erie or crows (too big)
    • Mothers dwelling (too big)
    • RPD (too big, simply have two variants to where one side is blocked off while the other open and vise vera)
    • Edit: theres also a Macmillan map, forget the name but it has about 4/5tiles tightly crammed together in the map centre

    Just for reference, Eyrie of Crows is literally the median map size, there are something like 14 smaller maps and 15 bigger maps with 7 maps identically sized. I don’t really get why people think it’s bigger than most maps, maybe it’s just that it has a bright outdoors so it looks bigger? 🤷‍♂️

  • Right now I’m playing a ton of Tainted Grail: Conquest, it’s like if Slay the Spire was a proof of concept game and then they implemented it into a full blown rpg. Really fantastic!

    Other games I’ve played a lot are Path of Exile, Binding of Isaac, Arkham City, No Man’s Sky, Total Warhammer II, and for some reason American Trucker. 😄 (I don’t know why but just going on a road trip listening to the radio without actually being on a road trip is fun!)

  • Personally I put him on par with Hillbilly. Basically when Oni is powered up he’s an objectively stronger Hillbilly, he moves just as fast but with better maneuverability and has a bit of an easier time hitting with his instant down attack. On the other hand that’s only when he’s powered up, so in the first part of the match when he’s just a basic attack killer he’s weaker. So I guess whether he’s better or worse than Hillbilly depends mainly on how much time he spends being powered down and how much he gains back powered up. I could see reasonable people arguing either way.

  • I actually played him last night since he was my daily mission. (My routine is I play my daily mission’s killer for a few matches a night.) I even stumbled on a fun chase build with Unrelenting, Save the Best for Last, Fearmonger and his two add-ons that reduce his Shred cool down on misses and pallet breaks. It was really fun, I could just swing and shred whenever I wanted and they only got a couple of meters away before I was back on them. 😄

  • In terms of loadouts built around a killer ability, I always liked the Doctor’s “I want them to hear me coming” build with Distressing, Unnerving Presence and two other perks of your choice that are based on terror radius. Basically since his Static Blast radius equals his terror radius he’s one of the only killers that actually gets a ton of value out of Distressing. Yeah you can use this build on other killers and it’s fun but he gets the most synergy out of it.

    Another one that comes to mind is Hag with Make Your Choice, her ability to leave a hook but still be able to pop back instantly to take advantage of that perk is really, really solid. There’s lots of good builds around that for her. (I wonder what Michi is up to? He’s always been my favorite Hag player.)

    And just last night I stumbled on a really fun combo with Demogorgon which is built around just constantly chasing and swinging and Shredding. It’s Unrelenting, Save the Best for Last, Fearmonger and his two add-ons that reduce the cooldown on his Shred when he misses or breaks a pallet. It’s hilarious, you swing or shred or get a pallet predrop and they only get a few meters before you’re right back on them. 😄 Plus with Shred he gets extra value out of STBFL too. I just had Thanatophobia as the fourth perk as a filler since I figured I’d probably be doing a lot of slugging and injuring but I can picture a bunch of perks that work with this combo with him,

  • I’ve been playing a ton of Tainted Grail: Conquest recently. What an awesome game! 🙂 It’s basically like if Slay the Spire was a proof of concept and then they took that system and used it for a full blown rpg with solid production and story.

    Other things I’ve played a lot of on Steam include No Man’s Sky, Arkham City, Binding of Issac, Total Warhammer II and for some reason American Trucker (I just love driving around in the truck listening to streaming radio for some reason, it’s like taking a mini road trip but without actually having to actually take a road trip. 😄)

    And a lot of tabletop boardgames. Most recently there I played a bunch of Ark Nova solo, it’s kind of like a Terraforming Mars style game but building a zoo. And I play a ton of Legendary Marvel solo. Right now I have Near and Far set up to play solo using two characters in its cooperative mode from its expansion.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908745#Comment_2908745

    The problem with this and my entire point of my first post here is that when you DO go up against those good squads, there is nothing 75% of the killer characters can do about it as we're all just average players going up against other average players. The differences between someone like Trapper or Doctor versus someone like Nurse or Blight is immense against a team with even baby levels of coordinating.

    There's a reason why 75% of the killer characters are so rarely picked in this game. Sure, you might not be going against a 4 Man SWF every single game in the average match but if I choose to play as Trapper, I risk running into one of those squads and getting absolutely manhandled the entire game.

    It might not happen every single game but all it takes for most players I imagine is one bad night where you get a few of those matches in a row (especially if you get a Bully Squad SWF) for players to either just swear off the 75% or as we've been seeing, swear off playing killer period.

    Actually the reason 75% of the killers are rarely seen is mostly that there are 27 killers so the average pick rate for a given killer is 1 in 27 matches. Some killers are picked more than that, others less, but the mathematical average is if you play twice a night you’ll only see a given killer about twice a month or so. Even the popular killers aren’t as popular as some people think, if I remember right Huntress was the most popular overall at something like 8%? (Huntress being used frequently isn’t surprising since she’s pretty decent and also a free character.) Among the dlc killers I think Blight was next most popular but that’s still less than 1/10 matches. Unfortunately I haven’t noticed a data pull by a high MMR survivor of which killers they faced and it would be interesting to see how those percentages compare to the broader numbers.

    Anyway, getting off that tangent, yeah, you will probably get beaten by a full swf of solid survivors. But unless you’re an exceptionally good killer player you will get beat in that scenario regardless of what you play. And if the survivors in a swf are only average players and you are an above average killer player you’ll probably win regardless of your loadout. These balance differences really only alter the outcome much when both sides are making few misplays. The great majority of the time if someone loses playing as Legion it’s because they got outplayed, not because it was Legion instead of Blight or Nurse.

    Would it be nice if everything was balanced to the point that even at tournament level play it didn’t matter character or loadout you have? Sure, who wouldn’t want that. It’s probably a pipe dream to expect that level of refinement though since there’s so many interconnected parts to a game like this there’s always going to be some things that work better than others in perfect play settings. The most you can really hope for is tweaking things enough so in the bulk of the games there aren’t things which really sway matches too much either way and hopefully keep that gap to a minimum. Continual adjustments over time are still useful but the game will always have something to tweak, it can’t be the only thing the devs do.

  • @Crowman said:

    The gap between killer strength is really large that at a certain point you just don't have the tools to deal with what survivors are capable of with some killers.

    There's a very good reason tournament play doesn't see a lot of killer variety. You can make the argument that for average skill level this doesn't matter, but you would be completely missing the point of unviable complaints.

    I think what the original post it getting at is the great majority of players are at tournament levels and that the reason they lose games isn’t balance differences in characters but skill difference in between them and the groups that beat them. And that the definition of “viable” for a lot of people seems to mean “viable for average matches”, not “viable for tournament play”, but in fact all the killers are currently perfectly fine for average matches. Those balance gaps only really matter when both sides aren’t making mistakes, if either side is making errors those far outweigh character and loadout selection.

  • @tippy2k2 said:

    Yup. Everyone except for BHVR seems to be very unhappy with how awful the reporting system is.

    To be fair, Mandy commented a while back that the devs also wish they had a built in replay system for reporting (and just in general) but apparently it was determined that the way the game is built it's impractical to try and make one at this point. It's a bummer because I definitely agree that players having to figure out how to manually record their own games using third party software and attach those videos to tickets on the website is truly byzantine. And I imagine it's a pain for their customer service people too since it means they probably get a ton of tickets with bad attachments and no attachments, etc.

  • @Bladeisbest said:

    What was your 4th perk?

    Lol, it was just Thanatophobia, nothing too exciting. 🙂 I figured with all the hitting and slugging I would be probably be doing though it would be ok.

  • @Veinslay said:

    JuSt WaLk BaCkWaRdS To ThE GeN

    More like sideways. And yeah, that's what I do and it works.

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907983#Comment_2907983

    It's okay to completely neuter stealth killers in most cases then?

    I do ok against Spine Chill with stealth killers actually, I just don't look directly at the spot I'm going and it works pretty well.

  • Or maybe it's just a six year old game so attrition is expected after a while? Not many six year old games have 35-40k concurrent players on Steam. (There's a couple but it's definitely an exception. In terms of other games that came out 6 years ago DbD is on par with Civilization VI for players in the Steamcharts.)

  • I just play the game normally. If I lose I lose, if I win I win, no big deal. I don't intentionally try and lose.

  • The whole point of Spine Chill is to help give you a warning when a killer is possibly coming toward you. If it didn't work against Undetectable killers it would be much less useful than I think it's intended to be.

    That said I never really understood why Spine Chill also gives survivors vault speed boosts. It feels like the perk is probably good enough without that benefit and the speed boost doesn't really make a ton of sense thematically. Just my opinion though. 🤷‍♂️

  • DbD would work as an anthology series where each episode was basically the story of a different killer or survivor loosely linked by being sucked into the entity at some point. (Of course if something like this ever happened it would be only the original characters, it's hard to picture the licensed ones being in a DbD TV show.)

  • I wouldn't mind this probably, it makes the Scourge Hooks more dynamic during play. It doesn't sound like it's a buff either, it's quite possible that if you use a Scourge Hook in this system it could move to a less desirable spot afterward and then you're out of luck for the next few hooks. It's just more of a variant where things move around the map over time.

  • In principle the idea of a perk that has a big disadvantage but gives an even bigger advantage is fun. Hypothetically if the advantage you get for being permanently injured is strong enough No Mither would be fine. The problem is in practice it seems like the ability to stand up when dying isn’t strong enough to offset that downside. That’s not to say it never ever pays off, but the times it works are too uncommon compared to the amount of times always being downable in a single hit really hurts you.

    Also someone mentioned above about “No Mither being bad for killers who slug”. While partially true note that the killer knows the survivor has No Mither because they can see how they’re broken from the very beginning of the match. So unless the killer isn’t paying attention to the survivor icons at all they’ll know they will need to hook the No Mither player instead of slugging them. And even with things like Boil Over and Sabo plays it’s hard to keep a killer from hooking someone if they just do it right after a down. (Obviously things like that and bodyblocking and flashlight can make it possible, but it’s still tricky to do so hook success rates are very high unless the killer messes up.)

    So No Mither probably could use a buff, although I don’t have any particular ideas offhand on what the buff should be. I guess maybe you could give the No Mither player some bonus to action speeds? Or even give them a slight movement speed bonus, like they move +2% faster? Because getting up from dying is a already a decent effect I doubt No Mither needs a massive buff, just something else to augment the survivor a bit.

  • I have a lot more fun playing killer than survivor personally.

    • Survivor has a lot more downtime where you’re either on a gen, downed or hooked. Killers are always actively moving and doing things relatively speaking. (I guess unless you like to just facecamp, I don’t find that very effective typically though on top of being a dull way to play.)
    • I like the first person view better than the third person view personally.
    • Killers have way more variety of abilities and effects and themes than survivors which are basically just all the same thing aside from their loadout.
    • And since I play the game exclusively solo I have no incentive to bother with swfs.
  • People generally run perks they think work well. Despite all the gripes on the forums about MMR few players change their loadouts all that much from the ones they enjoy. Dead Hard works really well so people will use it no matter who they’re matched against for example.

  • @Tiufal said:

    Dead Hard is a fine perk. Its not broken or OP. Killers are just complaining about everything cause they dont want to need any skill for a 4k.

    Actually there is some decent objective evidence that Dead Hard is overpowered

    • It’s by far the most popular exhaustion perk and also maybe the most popular survivor perk overall. Popularity alone doesn’t prove its overpowered but it is strongly correlated with effectiveness (great perks tend to be the most popular ones)
    • Game data samples that players have posted show a very high correlation between escape rates and using Dead Hard, more than any other survivor perk I’ve seen data for. There was a 400+ game sample posted a couple of months ago for instance that included how many survivors used various perks in every match. When you pivot out escapes by the number of survivors using Dead Hard per match there was something like a +5-10% escape rate for the group per survivor using the perk (ie. the killer has about a 70% kill rate against groups with no Dead Hard at all and for each person that had it the average dropped 5-10% to close to 45-50% or so for a full group of DH players). None of other survivor perks that were tracked had anything close to that correlation. Of course correlation isn’t causation, it could be strong players like Dead Hard, but note that the other meta perks that were tracked such as Borrowed Time that strong players also like didn’t improve escape rates to that degree.
    • Lastly note that the devs have explicitly said they aren’t happy with Dead Hard’s stats since hit validation went into place. Apparently ever since hit validation the usage of Dead Hard dramatically increased because on top of already being a strong perk it now could additionally reliably evade attacks based in killer animation. That made an already popular, great perk even better. And supposedly they noticed similar correlations to what I mentioned above where players who use Dead Hard are significantly boosting the survivor groups’ escape rates much more than other perks. That’s why they’ve called it out as something they are very likely going to be adjusting, they just haven’t said precisely what the change would be.

    So unlike some of the other more unfounded balance complaints that frequently pop up by killers and survivors this one seems to have substance.

  • Just play however you want. If the way you play is suboptimal strategically your MMR will go down on its own on average and you’ll face survivors who are a better match for that playstyle.

  • Play With Your Food might be ok as is, it’s hard to tell though since the effect is subtle. Even a single stack can mean the difference between a hit and a vault or pallet drop though.

    Hypothetically if it turned out statistically the devs decided it needs a buff I think I’d like to see you only lose a counter on a hit as a buff. That would help ensure you get some value out of that 5% before it goes away.

  • @AnneBonny said:

    are you timing your shocks right? you're meant to shock before a survivor reaches a pallet or window, since it disables their ability to use those for a few seconds. when i first played him i just shocked over and over regardless of where the survivor was which doesn't work well at all

    Also in addition to shocking before they get to a pallet, if it’s a pallet at a loop you can run around hen you can intentionally shock them right as they reach it and continue running around it. A lot of the time they will drop the pallet, be shocked immediately afterward, and be unable to vault back over as you round the corner of the obstacle giving you a free hit,

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906728#Comment_2906728

    Considering it's been 4 hours since I first asked for a timestamp, I guess it does.

    Why do you need a timestamp to literally just click to the match in a video?

    Also if you're so worried about wasting your day off why are you constantly replying? You could have easily watched the match in the time it took you to type your messages.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906352#Comment_2906352

    Wonder how you found that out? Was it when I literally said I wasn't wasting my single day off this week watching some streamer I don't care about?

    https://forum.deadbydaylight.com/en/discussion/comment/2906245#Comment_2906245

    Seriously though, after reading your replies here to everyone else, it's becoming obvious that you don't have any points of your own to make. Some streamer said something and you're here to parrot that right to us, even bringing along the video that got you all riled up in the first place. That's why your only rebuttal is "mah video"

    Right, because it takes "your day off" to watch a match. 🙄

    Also I specifically replied to your "points" previously, I'm just not repeating myself.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906597#Comment_2906597

    What? Are you just forgetting about chase time, and time of which gens can be done while somebody is being chased?

    If she does camp with DMS, get as much gen progress as possible once a hook is done, hide for 30ish seconds, go in for 2 man save, somebody gets a chase while DMS isn't active, it's the survivors job to give her a good chase.

    Also sorry I dislike ohtofu's takes so I'm not watching that.

    You don't need to like OhTofu's takes to watch the strategy in action. And no, I'm not forgetting chase time, etc.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906219#Comment_2906219

    While the DMS Artist combo is strong, it's not *that* strong. Her unhook game is weak and you can easily guarantee an unhook given there's 2 people at the hook. Plus you still have 15 seconds after DMS runs out to do gens before the survivor gets into second/dies.

    If she camps every hook, and you 2 man save at around the 45 second mark, and have decent chases, she will easily lose the game.

    "Up to 15 seconds of gens done per hook" is not going to be enough to "easily beat the Artist". I definitely recommend watching OhTofu doing the tactic above.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906388#Comment_2906388

    I know how the strategy works. I used it myself for many and many hours. It's not impossible to counter, but you refuse to listen. Try it yourself and you will see, survivors will still find a way to do the gens. They will bait your crows, put you on a long cooldown, loop you forever, or do gens that are underground or above. And girl, if you don't have Corrupt, you will start the trial at 3gens, not 5. Good luck winning that.

    Her antiloop is not that strong, if you hold W and go from pallets to pallets you can run her for a LONG time while preserving pallets, because as soon as she summons a crow SHE IS SLOW AF, all you have to do is flee to another pallet, and worse case scenario you get swarmed.

    Apparently you don't know the strategy I'm talking about because you are talking about "baiting your crows" and "looping forever" and "doing gens that are above or below ground", pretty much none of which has anything to do with the strategy I described or that's in the video I posted.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906354#Comment_2906354

    I won't watch your video. I could make any killer look OP on a video. They are counters, you refuse to listen to them. Half the maps have verticality and she can't do anything about it.

    So you just continue to misunderstand how the strategy works, refuse to watch any video showcasing how it works, and then claim I’m the one being stubborn. Got it.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906212#Comment_2906212

    It doesn’t negate it; it simply helps counter it. Big difference. Negate = completely neuter, counter = work against. Same reason why Stridor had to be nerfed in relation to Iron Will. And let’s not go off topic of the thread - fair to say CoH is the one new meta survivor perk that’s already scheduled for another nerf.

    https://forum.deadbydaylight.com/en/discussion/comment/2906225#Comment_2906225

    I understand, and already take issue with Lightborn for the same reason. It’s old Stridor vs. Iron Will. Doesn’t matter how strong it is or not; it’s bad design to have something completely unusable by one side because ‘Hee hee, I used a perk slot.’ Same reason the devs shouldn’t make Distortion able to have infinite tokens, for unlimited aura blocking.

    I don’t have a problem with any of the perks you mentioned except for Iron Will which feels a little too strong at 100% reduction (I think it should be 90%). Effects countering each other is perfectly ok from a design standpoint in my opinion.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906231#Comment_2906231

    So she has to use all her crows on 1 gen far away that is going to be blocked and not regress, meanwhile the others can rescue and do others gens.

    She is not Bubba you know, face camping won't work against good survivors, you can rescue at any moment with BT. And if you do it before DMS end, she won't get another DMS and now you can genrush as much as you want.

    Again, you need to watch the video I posted.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906231#Comment_2906231

    So now Instead of sending crows to 3 different gens, they are sending them all to just the 1 gen. Meanwhile you've got 2 teammates who wouldn't be getting any crows because the cooldown.

    Ok at this point you’re just willfully not understanding how it works I think, and you obviously didn’t watch the video I posted as an example either.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906219#Comment_2906219

    In that scenario, what exactly is stopping the survivors from treating the killer as though they had bbq, and just letting go of the gen before their teammate is hooked, waiting for the Birdy to fly by, and then getting back on? I mean, that's what I do, and it works every time without the gen being blocked.

    Here, I found a good example

    https://youtu.be/HZsXUiH-qKI


  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906164#Comment_2906164

    Yes. But their MMR will be taken into account too, meaning that the killer will be a lower MMR than if it had been a 4man. Essentially, including the inflation, the average MMR of the survivors should be approximately equal to the average MMR of the killer, to ensure that the killer has an approximately 50% chance of killing each survivor.

    https://forum.deadbydaylight.com/en/discussion/comment/2906167#Comment_2906167

    Honestly, by the end of the month nearly all the survivors and killers I face are somewhere in Iri. All Iri shows is that you've played the game a fair amount that month.

    If you're running into Iri 1's the first week of the month...that's probably a dangerous group.

    Right, Iri in the first few days is more correlated with being good than being Iri 30 days into the period.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906219#Comment_2906219

    In that scenario, what exactly is stopping the survivors from treating the killer as though they had bbq, and just letting go of the gen before their teammate is hooked, waiting for the Birdy to fly by, and then getting back on? I mean, that's what I do, and it works every time without the gen being blocked.

    Again, watch a video of a killer doing it. You stay off a gen during the carry (which is already slowing down your progress), and wait for the first crow to fly by. You get on the gen, a few seconds later another crow. You work through it, a third crow and now the gen is blocked for the rest of the duration and all you’ve gotten done on it so far is the time between the first and third crow at most. Meanwhile a survivor is at least stage two or worse dead on hook.

  • @GoshJosh said:

    That’s a ridiculous idea. You would entirely negate a whole play style and perk with just one of your own. You could make it respawn sabo’d hooks a bit faster, and/or slightly slow down the speed. But not by much, due to how sabo works now.

    Negating an item with a perk is nothing new. Lightborn makes you immune to all blinds but not many people would call it a powerful one (and a lot of people consider it a pretty weak perk). If anything discouraging sabo plays actually helps the survivors because it coerces them to actually do gens instead of spending a bunch of time trying to set up hook sabo saves which don’t usually work in the first place and even when they do you could have spent all that time finishing a gen instead.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906157#Comment_2906157

    Flight Path crow is 7.5m, she is will not inflict any damage past this, expect if you are already swarmed (and it takes few seconds to remove the swarm).

    I mean...do you guys really understand how her power works before asking for nerfs ?

    I perfectly understand how it works, do YOU understand how it works in combo with Dead Man’s Switch? It’s pretty simple

    • Artist hooks someone, triggers Dead Man’s Switch.
    • Shoot crows at three generators, if survivors dodge the crows to avoid being swarmed the gen is blocked for a while. If they stay on the gen they get swarmed.
    • If someone is swarmed at a gen, fire another crow at them a few seconds later. Now they either get damaged which forces them off the gen anyway or they get off it to avoid the damage, either way the gen is blocked for the remainder of Dead Man’s Switch
    • Meanwhile the Artist never even has to leave the hook. She can literally stand and guard it the full duration of the Dead Man’s Switch and force the survivor to lose at least one hook stage while simultaneously blocking gens. (The main weakness of camping a hook is the other survivors can freely work on gens while you do it. But this combo negates that problem for Artist, she can camp and still block gens at any range this way.)

    Maybe you should watch some videos of people using this combo in this way before saying I don’t know what I’m talking about?

  • I don’t have a main, I play the killer I have a mission for that day. I also prestige when I hit 50 so I don’t stick with a single build all the time, I make loadouts out of what I get.

    But some of my favorite builds are

    • Doctor with Distressing, Unnerving Presence, and two other Terror Radius related perks. I love that this is the killer that actively wants the survivors to hear him coming. 😄
    • All Hex builds. My Hag often uses these since she has Hexes as starting perks.
    • The all Obsession build - Dying Light, Save the Best for Last, Dark Devotion and Play with your Food. If I chase the Obsession, I injure them and give them my terror radius so I can ambush someone else using Undetectability plus a token of PWYF. If I chase a non obsession I can down them quickly using Save the Best for Last and gain a token of Dying Light. Optionally I might sub out Play with your Food for Rancor as well, no speed boost but it fits the theme of literally saving the obsession for the end.
    • Bloodhound, Save the Best for Last, Thanatophobia, and possibly Deerstalker or Infectious Fright. Basically it’s a build for hitting and downing individual survivors and slugging them to keep up pressure on the others. Bloodhound makes it extremely difficult to evade being rechased while injured, Save the Best for Last gives someone you hit much less distance on a possible follow-up, Thanatophobia slows the game down when you have one or two dying survivors and Deerstalker or Infectious Fright helps easily keep track of the slugs and who is coming to rescue them. It doesn’t have a ton of gen slow down so relies more on pressure from chasing constantly to allow you time to whittle away pallets and hook one of the survivors three time to get them out of the match.
  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906127#Comment_2906127

    That was Day 2 and Day 3 for me, which were mostly really good, close games. I hope that's where we end up.

    The final two days were complete chaos.

    Yeah, the only really bizarre day for me during the test was I think Day 3 I had a match against four Iri 1 survivors. That’s really unusual, normally at least one of the players isn’t Iri 1. It might have been a squad but even then I can’t remember going against an all Iri 1 swf.

  • In fact I don’t just use Iri add-ons, but rather I tend to pick the rarest add-on combo I currently have that I can use at least three games in a row. I like to prestige killers so my add-ons get reset, and after that happens I have a while where I just don’t have as many purples and reds to play with. So I combine yellows and greens and sometimes browns instead.

    Also I like to pair add-ons with stats that stack since getting double a bonus is fun. 🙂 Things like two action speed boost add-ons or two duration increasers, etc.

  • Artist is fine with the sole exception of Dead Man’s Switch and her ability to force survivors off gens at unlimited range. If she gets a nerf it would probably be to limit the range she can damage a survivor to reduce the effectiveness of that combo. (They could probably limit her crow damage range to 30 meters and she’d still be just as powerful as normal outside of that Dead Man’s Switch combo.)

  • I like both but new killers over new maps I think.

  • @Maxitolliony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906130#Comment_2906130

    well point proven the ranks should be based on skill not playtime.

    if they gonna add a mmr at least they can add it right or remove it at least

    Grades aren’t even used for matchmaking in the first place. They’re totally separate from the MMR.

  • @MrPeanutbutter said:

    In before all the “grades mean nothing” comments. Just stop it. If someone is already at red grades two days after they reset, it means they play this game *a lot* and they’re probably pretty good at it (and certainly have the maps memorized better than the average player). I would bet anyone a lot of money that there is at least some correlation between grades and MMR score, especially this early in the monthly cycle. We’ll never see the data because BHVR never shares any data. They’ll just keep telling us “grades don’t mean anything blah blah blah” without providing the data because they know yes there actually is some correlation between grade and skill level.

    I agree, red grade players tend to be decent. However Ash grade two or three days after reset means nothing. I’m Ash right now for instance because I only played about three times since the 13th. That grade doesn’t reflect anything else though about me as a player.

  • Grades just show how much the person has played since the reset. There are plenty of solid players for example who simply haven’t happened to play yet this week who are still Ash grades. (Including me, I’ve only played three matches this week since the reset I think? And I lost one of them so I’m positive I’m still Ash 2 of 3 right now. But I’m obviously not a brand new player.)

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906081#Comment_2906081

    1. As other games do, assign SWFs a temporary inflated MMR based on the number of people in the group. 2man SWF = 1.1x MMR. 4man SWF = 1.6x MMR. Something like that, to offset the power that communication provides.
    2. Indicate SWFs in the lobby, but give the other side a pretty hefty BP bonus (say...+25% for every survivor in a SWF).
    3. Buff solos communication wise and buff killers accordingly (it looks like BHVR are going this route).

    Demo's anti-loop isn't great. Shred is mostly used to zone survivors (it's ridiculously easy to juke) or as a gap closer outside of loops. What makes him decent is shred+mobility, and his honestly pretty sexy addons.

    Agreed on Slinger. He got the Freddy treatment in that a few small changes would have sufficed, but they instead hit him everywhere he was fun.

    I suspect one of the things they were testing in those MMR trials the last couple of weeks is regarding 1) above where they were tweaking how the system handles MMR for swfs and also handles choosing a killer when survivors are a mix of lower and higher rated players. That’s why one of the days, for instance, everybody was seeing matches with all the survivors being relatively really high MMR, they probably were doing a test that time where swfs were rated as the rating of their weakest member (so three 2000 rated players with one 1000 rated player becomes a 1000 rated group). And another other day it was the opposite with much lower rated players,

    • I don’t play Nurse, she’s the only killer I actively don’t play. I can’t stand staring at the ground half the match.
    • I’ve never intentionally disconnected from a match. It’s super rude to the other players to ragequit like that.
    • If the gates are open and I’m positive I have zero chance of getting any more hooks I don’t bother going to the gates, I just look for pallets to break or see if maybe I can close hatch if it pops up. And yet in virtually every game the healthy survivors will still stand around in the gates waiting for me for some reason, I’ll never understand why they don’t just leave aside from some dumb thing of wanting me to watch them go or whatever.
  • @At0m3 said:

    I don't think it will be a license, I imagine the history meter. "the observer" 

    I can see him as a survivor and the killer as some kind of shapeshifter who might hide in a locker and pretend to fix a generator.

    They do seem to be hinting at something interesting going on with the Observer. I’d love to see something where the Observer is both a survivor AND has conjured an Evil Observer from his subconscious as a killer, a monster from the id.

    If it’s a licensed chapter though Friday the 13th is in the running, Behaviour definitely would love to get Jason in the game and apparently some of the hurdles around that license may have cleared up last year so maybe there’s an opening now to get it.

    Really who knows though, there’s still a bunch of cool potential killer ideas both licensed and unlicensed.

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