dugman
dugman
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Ormond and Eyrie are pretty similar, they’re the same exact median map size with a strong two story building in the center with ramps overlooking a lower first floor area and a bright outdoors. My guess off hand is kill rates on the two maps are probably about the same but that’s just a guess. 🤷♂️ I think they’re maybe slightly survivor sided but not as much as some people claim.
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I’m kind of hoping that after they add bots to custom matches this year that if they work well the bot pathing can be imported to the zombies to improve them.
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@jesterkind said:
I'd love to see a test weekend where it's disabled, like the bloodlust test they did however long ago that was.
Maybe the aim dressing actually is helping invisibly in a lot of areas we just don't notice, but I doubt it. It really seems like it does far more harm than good.
I was thinking the same thing, it’s certainly possible that when the aim dressing actually works properly it’s something the killer never notices because it looks like a normal hit where if the feature was disabled it might not. And it’s not clear that aim dressing is actually causing misses, it may just occasionally be taking attacks that did in fact miss but is redirecting them to hit nearby objects instead.
Really the only way to know for sure would be to disable it for a bit and see what happens. 🤷♂️ Short of that it’s all speculation.
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@[Deleted User] said:
Alright. In what way is nerfing tunneling/camping and buffing 12 hooking "very simple to do"?
I agree, if you really want the game to be about hooks and not kills it needed to be set up that way from the beginning. The official boardgame works that way, for instance, there is no midgame player elimination and the goal for the killer is to collect 8 hook total stages. Hypothetically the video game could have used a similar system, where survivors never die during the match itself but instead the killer collects sacrifice tokens by hooking them and every 60 seconds that someone spends unrescued on a hook and then wins when they collect, say, 10-12 tokens. In that system there is practically no incentive to stand around defending a hook or to focus on hooking just one survivor, it would obviously steer you to down and hook as often as possible to win.
Unfortunately though like it or not midgame player elimination is part of DbD the way it was designed so we’re stuck with the issues that entails. 🤷♂️
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Getting upset after you lost when someone says you played well says more about you than them.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3218588#Comment_3218588
she is 24m TR killer. -16 by new furtive chase and -8 by M&A means she does not give u any TR ever... Not just sometimes
Sure, but having no terror radius during a chase doesn’t really matter much. It’s your terror radius between chases that makes the difference.
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@hex_uwu said:
What site do you use for this? I’m kind of curious to see my own results
Those are Nightlight stats. I use that site too, although I hover between about 68-70% kill rate personally and hardly play survivor. 89% kill rate is impressive!
As far as the overall kill rate on that site is across all opposing killers, it’s 55%. That’s lower than the 61% actual overall average the devs report but keep in mind the Nightlight users are going to skew toward being above average since new players are unlikely to track stats on it so that’s a 55% kill rate against at least average to above average survivor players.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3218564#Comment_3218564
You can't "just be good at chase" same way as you can't "just break all pallets". The game is designed so, that it's only matter of time. There are very very few survivor games where you don't get at least 3 hooks (and most of those are curtesy of certain addons on Meyers). It's actually MUCH more possible to get 4 hooks before 1st generator is fixed. And having basically no TR (you can count on it for death slinger) will give you free 1st hit (like legion) with the difference of not being just basic M1 killer afterwards. I still say this would be busted OP perk in proposed state - even if used on it's own without M&A (16m TR on deathslinger is still almost free hit - even more so considering you don't really hear TR if it's on the very edge of TR - it's so silent that it's basically not audible at all).
Also this would be probably a must-use perk on onryo. The value it would provide to her having absolutely no TR when stacked, 115% speed and intermittent invisibility. Wow. Single buff to make her so damn strong. No additional buff would be ever required on her
I’m a little confused about the Onryo comment, she already is usually Undetectable out of chase. Reducing her terror radius doesn’t do much for her.
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Never played Outlast, For Honor, Resident Evil, or FNAF so I'm not all that interested in them as franchises. Likewise I never saw Slenderman so doesn't mean much to me.
Exorcist and Alien are both fantastic movies, but Alien is definitely the one that I think would work better as a chapter. It's much easier to picture the Alien chasing after survivors than a possessed pre-teen. Also the Nostromo would be a cool map. 🙂
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If the question was "which type of toxic player personally hurts your own games the most" it would be rage quitters. But since the question is "what is the most toxic type of player" in general it has to be cheaters. They're definitely the worst.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3217897#Comment_3217897
This I am afraid would promote camping (you loose quite a lot by unhooking for some killers - also unhooker just got huge warning about having big target on his back - another unhealthy soloQ stuff where you suddenly slip into next hook phase too much). Any idea that promotes camping doesn't sound too good to me.
https://forum.deadbydaylight.com/en/discussion/comment/3217923#Comment_3217923
Agreed. But when are we going to get that fine-tuned dark theory? I don't want to force my idea over other people, but making it thematic opposite to STBFL (with stacks and obsession and strong effect once fully charged) sounds nice to me. But I am also ok with other suggestions, if they don't break the game in some other manner.
On that tangent, Yoichi is still a relatively new survivor in terms of balance passes so Dark Theory might just not have been on the list yet for a follow-up review. I agree it's a very underused perk though that could probably stand a buff.
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@K139K05 said:
Am I stupid or did we already had a conversation about Poised? Anyway, here's how I would buff it.
After a Generator is completed, you benefit from the following effects for 12/14/16 seconds:
- 2% Haste Status Effect.
- Scratch marks are surpressed.
- Footstep volume is reduced by 100%.
Yeah we did, someone else pointed out I accidentally did a duplicate thread. My bad.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3217785#Comment_3217785
In that case I consider your buff bit too much.
Keep in mind the buff I mentioned depends entirely on the value you set for X meters per hook. If X is 1 meter per hook that's obviously too weak, if X is 10 meters per hook that's too much, so somewhere in the middle is a value for X that is generally reasonable.
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@Gregor7008 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217784#Comment_3217784
That is true, but why shouldn't we be allowed to dodge anonymous players? I don't think it's necessary to hide your ONLINE identity - except you are a publicly known celebrity of some kind - without having the intention of doing something they don't want to be blamed for?
Some people like their privacy, why shouldn't they be able to play anonymously without showing their steam profile or whatever? And after all you can still report someone who was cheating regardless of whether or not they are anonymous.
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@Ayodam said:
Why’d you specify against ‘good’ survivors? Are the rankings somehow different against average survivors, who make up the great majority of survivor players..?
Actually there are differences. For instance, stealth in general is most useful against survivors with typical situational awareness and becomes much less useful the more observant the survivors are to their surroundings. So the stealth killers tend to do well in average matches but not as well in the higher MMR brackets.
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Wow this is a random looking list. Demogorgon is D Tier but Wesker is A tier? Wraith is S Tier but Sadako is D Tier? Huntress is S Tier but Deathslinger is C Tier? It makes no sense. 🤷♂️
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Just FYI there aren’t that many players over the soft cap. When we did a rough estimate of it in another thread a bit ago it looked like it’s maybe 6% of players over the cap, so a little more than 1/20.
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What’s funny to me is I still see some killers complaining about the new RPD maps. I don’t think I’ve lost on the new maps yet, they’re actually kind of killer friendly (unless maybe you’re playing Artist, those muilti level maps are kind of awkward for the crows.)
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/349510/furtive-chase-discussion
There are 4 tokens. So 4x3 for 12 meters max. I mean given exactly these numbers, I already see good niche build. Take deathslinger with 1 slowdown of your liking, STBFL, new furtive chase and monitor & abuse and you have quite a strong chaser. But leaving 4m radius reduction (also outside of chase) would make it very strong (changing a lot of chasing killers into stealth-chasing killers).
Just to clarify I didn’t limit it to 4 tokens or tie it to hooking the Obsession in my suggestion.
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@Gregor7008 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217736#Comment_3217736
I would disagree there, because with that theres no way of us survivors dodging fellow but cheating survivors. I mean... How often do streamers dodge lobbies because of suspicious survivors - and they have every right to have that ability.
Too often because a lot of the people they dodge aren’t necessarily cheaters, they’re just anonymous players or whatever else might make a streamer think “maybe this is a cheater”. Not that cheating isn’t an issue but lobby dodging isn’t the answer.
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I think the opposite, I think the visible lobby should be entirely removed and when you hit Ready from the character select screen it just eventually sends you or your swf straight into a game. That would eliminate a lot of the unnecessary lobby dodging and people annoyingly waiting the full minute for a game to start.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3217688#Comment_3217688
100% agree. I think the pip system is something dbd needs to work on.
The pip system is really just a legacy relic of the old matchmaking system, personally I just totally ignore it. Yeah there’s a monthly bloodpoint bonus for Grades but I honestly don’t care about that too much. 🤷♂️
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@kaeru said:
There ts 29 killers and 33 survivors in game. Prestiging one character takes approximately 1 million bp. So you need 186 000 000 bloodpoints to p3 every character.
If you play 4 games per hour and earn 30k bp per game, you will need 1550 hours.
If you play 2 hours a day, it will take a couple of years.
You’re forgetting in this analysis all the ways to get bonus bloodpoints.
- Offerings can double you endgame base points
- Daily Rituals give 30k-60k each, and tome challenges are about 20-40k each
- You get hundreds of thousands or millions of exp each month based on your Grade
- They have bonus bloodpoint events with 1.5x or 2x bloodpoints pretty regularly as well as daily login reward events worth around 50k per login
- There are pretty regular free bloodpoint code giveaways that pop up worth hundreds of thousands of bloodpoints at a time
All those bonuses significantly increase the total number of bloodpoints you can earn per day. Yes, it still takes a really long time to get literally every character in the game to P3 from scratch, but it’s a lot less than that 1550 hour estimate.
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Game is already over. I ended up w a 3k, but it’s irrelevant. Still lost a pip. Had zero fun.
Sounds more like a problem with the pip system than anything else if you killed three survivors and lost a pip.
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@Nirgendwohin said:
I think that map is okay, the windows are a gamble you can win or lose.
I can’t speak to if the windows are too strong or not but the house is way, way too dark. The snapshot in the post above yours is a great example.
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One way to balance the gap in this perk between solo and swf players would be to get rid of the Incapacitated effect and increase the gen regression to compensate for it. So instead of regressing 10% of gen progress and survivors on it being incapacitated for 25 seconds make it just regress something like 15-25% of gen progress with no incapacitation.
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Nurse is the only killer I actively don't play because I can't stand looking at the ground half the match. Wesker's release really emphasizes for me how, even though his ability is strategically weaker than hers but they both essentially lunge forward in straight lines twice in a row, he's a lot more fun to play partly because he keeps his head up after a Bound.
On top of that, she'd also be more new player friendly if they made Plaid Flannel base kit (but also made the Plaid Flannel indicator smaller and less intrusive on the screen, it's kind of distracting sometimes the way it's done).
And finally at the high end her Blink attacks just kind of break the game in some ways. I could probably get behind making her Blink attacks be counted as Special attacks and not basic attacks to rein it in a bit.
So yeah, I'm not a fan, I'd love to see her get a revamp to make her more fun, more new player friendly and also a touch less powerful at the high end.
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Yeah, that looks pretty much like how I'd rank them I think.
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Love is a bit much but I'm looking forward to them fleshing this out and it eventually going live. It will cut out some of the boring part of the cleanup phase of the endgame where the survivors have almost no chance of winning but the killer still has to walk around and hook the stragglers. And aside from Unbreakable maybe needing to be slowed down a bit the slugging thing wouldn't really affect me much personally.
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@Norhc said:
Better map design and new abilities/addons to existing killers.
https://forum.deadbydaylight.com/en/discussion/comment/3217162#Comment_3217162
You know that Nurse is an underperforming killer, right? Plenty of strong killers have low kill rate and vice versa.
The devs have never called Nurse an underperforming killer. In fact they specifically said a few times that they don't balance characters based on overall kill rate and give Nurse as an example of why since she has a low kill rate for new players but a high kill rate for higher MMR Nurses.
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Feng and Nea also look kind of new judging by the perks. If you were in solo queue my guess is you backfilled a spot that somebody else left, either that or their MMR was low enough that the starting below average MMR of a new play is in range for the algorithm.
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Bots would probably be a midchapter since the full chapters are mainly devoted new characters and maps, so maybe the December mid-chapter? 🤷♂️
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Mainly because of cheating. The number of cheaters apparently exploded when DbD was free on Epic with lots of cheaters stocking up dozens and dozens of accounts in case one got banned. At least if it costs something to replace the game if a player is banned it’s a little more disincentive.
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As far as overall stats go Hyperfocus on the aggregate site Nightlight, it started off at about 6% usage when it came out mid August but has dropped to about 4% the last couple of weeks. That still puts it in the top 1/3 of most used perks (around #30-40 or so) so it does some use but more as a niche thing right now.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3216648#Comment_3216648
So them doing it good = scripting? We cant just assume everyone who plays good is hacking.
Sure, there a lot of subtle hackers right now, which are worst imo because you cant be 100% sure to report, some people are just good.
Part of the issue is because of the scripts you end up wondering sometimes if a survivor just has awesome timing or if they actually are cheating. I’m not sure the devs can do much about it since it’s probably hard to detect and has been around a long time but if they ever figure out a way to mitigate this hack that would be great.
There are times you can tell, though. Like if someone is across a dropped pallet from you, and you swing at them, and they Dead Hard, that’s almost certainly the cheat since nobody would manually Dead Hard in that situation.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216757#Comment_3216757
*cough Ash cough*
Even there I half expect Ash players to have Mettle of Man. 😄
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@ReverseVelocity said:
I think it would benefit from showing the progress of the generator through it's Aura, similar to addons like All-Seeing Spirit or Fuming Mix Tape. It's not much, but it'd be neat.
I agree that the 3 gen skill check requirement is kind of annoying (especially if RNG isn't in your favour), and I think it only exists because the developers needed something to scale across perk tiers. If they don't want to remove it completely then I think making it so a great skill check instantly activates the perk would be nice.
Showing the killer's aura for a few seconds when a generator starts regressing is an interesting idea, and would give the perk a lot more utility without treading on Alert too much. I like it. It'd make it INSANE against Ruin though.
That’s a good point on Ruin, it would probably either need a cooldown or only activate when a killer damages a gen directly (or have an explicit Ruin exception).
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The guys at Viva la Dirt League must be excited. 🙂
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Someone mentioned Michi above and yeah, check them out on Youtube. But a few things I noticed Michi does.
- Pair traps in areas so if you get a hit and injure someone then there’s a decent chance you’ll get a second hit on them shortly afterward as they run away.
- Michi almost always uses Make Your Choice for quick exposed hits. It’s a really solid perk on Hag and instant downs hard counter healing.
- If you find yourself really concerned about Circle of Healing over anything else, try running Shattered Hope plus Pentimento. Every boon you find is then permanently destroyed and replaced by a really nice slowdown Hex. (I sometimes run this combo myself on lots of killers.)
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Sure, if a survivors’ own teachable is really good I expect they’ll use it simply because it doesn’t matter if they’ve unlocked anything else. Mikaelas all have access to Circle of Healing so a lot of them use it. Bill has Unbreakable, why not use it? Especially for new and average players who don’t have everything unlocked they’re going to be more likely to use the perks their favorite survivor comes with (unless all three are bad.)
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I play one or two matches a night on whatever ritual I happen to have. I’ve basically played that way a long time, I never really grind the game.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3216742#Comment_3216742
The developers haven't done simple fixes to improve solo-queue, such as adding basekit Kindred. Which would obviously be amazingly easy to add since they've added basekit STBFL, Borrowed Time, Brutal Strength, etc, etc.
Again, saying there are things in the game you’d like to see isn’t the same as saying the devs aren’t constantly doing quality of life changes. They’re just making different balance changes and quality of life changes than the one you personally want.
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@Marik1987 said:
Everybody loves Bloodpoints. I never have enough of it. So yeah, I will take what I can get.
BUT: I would rather get 3 Dailys per day instead of only 1. Mixed 50%/50% Surv/Killer.
On a related note I’d like to see the Daily Ritual log always have 2-3 killer rituals and 2-3 survivor rituals. That way whichever side the matchmaking incentive is boosting you can have a daily ritual you can do for it.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3215699#Comment_3215699
Play solo queue for 2 months, then come back to us.
There’s a difference between saying there are still things the game could use and saying the devs aren’t working on quality of life and balance changes.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/349349/poised-discussion
didn't you already make a post on poise? just make it give 10 seconds of 7% haste someone does a gen. 60 seconds of lucky break for doing 1 generators... is crazy... that is way better then lucky break. that might as be no scratch marks the entire game.
Oops, you’re right, I didn’t double check back far enough. My bad. 🤷♂️
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@Pulsar said:
The Devs have already said they aren't touching the franchise.
Actually I can't find any dev post saying they are never going to add Jeepers Creepers. The closest thing I could find was in 2018 they said "it wasn't a license they were looking into." As far as I can tell that was the only official statement on it and that was 4 years ago.
So yeah, they're probably not interested in it for various reasons, but unless I missed something it doesn't look like they said anything really committal either way.
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@AverageAshEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3215757#Comment_3215757
they said the same for sadako KEKW
They tabled their character full balance passes to make room in the pipeline for everything else going on in 2022. Presumably once they get back to doing full balance passes on characters Sadako will be one of the next ones up.
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It’s not literally a gamebreaking issue so they are probably just monitoring it for now to see if they need to adjust it in a future patch.
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3215441#Comment_3215441
Nothing wrong with Iri finger
I think they’re complaining about literally standing at the hooked Laurie stabbing her over and over on hook for no reason.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3215698#Comment_3215698
That's bullshit. I dunno why they do that but I've noticed it's happened to me many times even as survivor.
If that’s happening it’s not intentional, I think Mandy mentioned it’s supposed to lock in the bonus when you click Ready from the character select screen.