dugman
dugman
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2861030#Comment_2861030
https://forum.deadbydaylight.com/en/discussion/comment/2861061#Comment_2861061
I can understand that it would be too oppressive for casual players... or with high mobility killers. But the perk seems to be active for a very short while for something that procs only one time per gen. And 20 seconds of gen blockage isn't that long also (especially when you compare it to deadlock for example). There would be other way to make it better i guess.
I don’t know statistically how weak or strong it is overall, but just for reference it’s up to 20 seconds of blockage per generator for five generators for a total possible slowdown of 100 seconds. For comparison that’s 5 Pop kicks and more than the 60 seconds No Way Out gives. Of course that’s an upper bound, if the survivors aren’t booted off the gen in time there’s no slowdown, which is why it’s useful to pair it with Tinkerer for example to be able to pressure survivors off the gen before it finishes.
Basically though the net effect is probably in line with other good slowdown perks if it manages to block 4 or 5 gens.
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I don’t even care about balance per se, it’s just really silly looking that a survivor can, midchase, just tap their hand instantly on a generator and it stops regressing. At a minimum it really should require a two second action to stabilize it and start improving its progress if you continue holding after that.
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It’s possible, it’ll probably be a few more months though, I think it usually takes three to six months before releasing a balance patch on a new character.
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@Faulds said:
On the contrary, merciless storm should activate multiple times on the same gen if you managed to make it regress under 90%.
That would be a nightmare for average players who can’t hit those skill checks.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/0DD0L9U008K8/image.png
does this not suffice?
- That chart is three months old and predates the Ringu chapter.
- Overall average kill rates across the entire game could easily be different from what the original poster’s kill rates are. If the goal is self reflection to see what killers the poster does best with than the overall chart from all matches isn’t that relevant.
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Basically Deathslinger is similar enough to Huntress that I'm pretty sure you'll feel similar to him the way you feel to her. If you hate Huntress get Clown, if you love Huntress get Deathslinger.
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The same reason that someone else's great play can save you?
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I certainly would mind if Party Bottle was base kit. 🎊🤡
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- Haddonfield Rework
- Ghosty and Legion changes
- Dead Hard rework/nerf
- CoH nerf
- Grind rework
- Solo-q Buffs
- Some perk buffs for both sides
I would say that’s a pretty good guess in the original post above. Mandy did mention recently Haddonfield is disable with no specific date to come back though so I’m not sure if it’ll be ready for the next midchapter.
Ghost Face and/or Legion seem somewhat likely, those have been in the works a while now and the midchapters are when they typically release character revamps and balance passes.
A Dead Hard revamp is sounding pretty likely too, whether or not it’s in the midchapter though might depend on what exactly they’re doing with it. If for example they just reduce the distance lunged or remove or reduce the invulnerability time those probably aren’t too hard to program compared to if they did something more complicated like splitting it into two perks.
I don’t think we’ll see another Circle of Healing Nerf this soon after the last nerf. Even if it still needs another tweak they might want to keep monitoring it a while longer.
I kind of doubt the grind rework is coming this midchapter, whatever it is they’re doing on it is almost certainly a major project and they only just announced it in January. I’m thinking it’s probably something that’s aimed for summer or fall.
I could maybe see those solo Hud icons they mentioned showing up. It sounded like that was farther along in January than just an idea stage so maybe it’s almost ready?
And there’s always perk tweaks to every midchapter, that’s nothing new.
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Corrupt Intervention is a strong perk. I don’t personally like using it because it can lead to survivors just hiding out the duration sometimes which is kind of meh and honestly I like to use the generator sounds for tracking so I’d almost rather have them start working right away so I can find them that much more quickly. But that’s just my playstyle, objectively it’s a great perk to give the killer time to get in some downs before the generators can really get going and to help them set up which gens they’re planning to defend when it’s down to 1 or 2 left to do.
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@georgiebeau said:
https://forum.deadbydaylight.com/en/discussion/comment/2860719#Comment_2860719
The third party options are great unless ur in solo q… and again u can just mute.
That is a good point about solo queue survivors being unable to chat with strangers on the fly, I’m sure some players would appreciate that. (And yeah, they option if it were added would presumably be turned off by default so a player would have to opt in.)
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2860444#Comment_2860444
Omg, i forgot about that. They are talking about so much things but all of them "soon". Sometimes you can not remember.
Wasn’t the hatch rework what they were talking about? It came out after the 5th anniversary event last year.
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- There’s a myth the devs don’t expect people to play on comms. In fact they fully expected swfs to play on comms from the beginning, and they play on comms themselves all the time.
- That said they also have said they don’t feel the need to spend development time on adding voice chat into the game itself on PC since there are multiple good free popular third party options like Discord or Steam chat or Google chat, etc, that people currently use that offer the same service basically.
- Finally they don’t want local proximity chat in game where everybody can hear chatter of nearby characters because it would be bad for the ambience and distracting for a lot of players.
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Yeah, it seems like there’s a bit of a consensus forming she’s more fun to play than some of the other stealth killers but could maybe still use a tweak. She’s basically on par with Wraith, personally I think she’s just slightly better than him and other tier lists I’ve seen put her just below him but it’s pretty close.
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@PlsDieThxBye said:
https://forum.deadbydaylight.com/en/discussion/comment/2858439#Comment_2858439
If it was "Bobby's Boys" one of them would have teased a little bit - most likely Jensen.... but my heart would melt to see them "in action" again after 15 seasons.
The Idjits chapter. 🙂
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@Cybil said:
I had a scratch mirror Myers match today. I brought the survivors to the RPD and managed to get some confirmed scares. There is nothing more satisfying in this game than actually terrifying someone.
What a coincidence, I got a 4k with Scratch Mirror Meyers on Coal Tower. 🙂 Love those Meyers variant add-ons.
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Out of curiosity, why Brutal Strength?
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/315075/the-dbd-hockey-analogy
I still don't understand how people are still not understanding this. And worse, think they know more about the situation than literally the professional experts who are building the damned game!
The only part that I think is correct is that "the person with the most goals wins" aka, 3 kills or 3 escapes is a win.
Err, yes. That'd be hard to argue against.
But does that mean that the losing hockey team was less skilled?
In this particular instance, when you define "skill" as a objective measurable metric for algorithmic ranking purposes, yes! One team outplayed the other, and therefore at that moment their skill ranking was - by definition - higher.
Does that mean that every player on the winning team was more skilled than their opponent?
In hockey, teams are matched. You don't match based on who's playing. So the ranking applies to the team, regardless of who the participants were. But this wasn't the point being made anyway, so whilst this analogy I've given right now has flaws when comparing to DBD, it's accurate in terms of answering your question.
Because that's what SBMM was made for, creating a somewhat seperation between skilled players.
No it wasn't. It was created to try and create "balanced" matches, where balance is defined as 2 escapes, 2 kills on average.
Being as you clearly misunderstood the relatively simple analogy being made - that the final score can be used as a proxy for shots-on-goal (because you can't get the score without the shots on goal) - the rest of your post really doesn't address anything based in reality.
And when you're proposing a new MMR system, it's very easy to just say things like "use kills and escapes as a multiplier", etc. Show us the maths behind it, how it accounts for all scenarios and balances out. As a software dev myself, I see too many people who think implementing something is dead easy... please, try it! Make up a spreadsheet in Excel or whatever that shows all the formulas and metrics you're tracking so we can assess whether it actually works, or whether it's just wishful thinking.
Totally agree, this whole hockey thing blows a simple analogy way out of proportion and context and runs it into the ground. It's just willful ignorance at this point.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2859135#Comment_2859135
Nah that wouldnt fix it, they are never AFK.
Either they change the addon entirely or they fix it with "Increases number of Jigsaw boxes to 5, it guarantees the key is in the 4 box you search" this way the effect of the addon remains the same but the Killer cant block/camp them to get zero effort kills.
To clarify, the fix would be to make it so killers can't literally be afk almost an entire match and get kills. The killer having to actually be in the game and attack survivors to get kills at boxes doesn't really need a fix in that sense.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2859409#Comment_2859409
Like the distance of SprintBurst and Lithe? But i guess we only complain about that after DH gets nerfed, though it lacks logic.
Timing is critical, it’s not all about how much distance you get but also when you get it. Gaining extra distance at certain points in a chase may or may not make a difference depending on how the killer reacts and what happens afterward. The key thing about Dead Hard is that, even though the distance it grants is smaller than Sprint Burst and Lithe and such, it’s always availabel at whatever exact moment the survivor wants it in a chase. So if the survivor’s timing is really good they never waste it, it guarantees them just enough extra distance at exactly the time they need it to reach a pallet or vault to greatly extend a chase.
On top of that, Dead Hard also has that secondary effect of the invincibility. So in a pinch, even if distance isn’t a factor, it can potentially save you from being hit by attack at the last second. The distance lunge is the more common use and the bigger strength of the perk, but the fact that Dead Hard has both that primary effect and a secondary effect both of which could be decent perks all on their own is ultimately a big part of why Dead Hard is overpowered but Sprint Burst and Balanced Landing, etc, aren’t.
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On the one hand, it’s understandable Behaviour doesn’t tell you when other players are banned. It’s generally good practice to keep transactions between customer service and people they deal with private.
On the other hand, I definitely think Behaviour should seriously consider implementing a system where a replay file automatically gets attached to your ticket when you file a complaint. Players having to figure out how to manually record their own games and attach them on a web ticket outside the game is unnecessarily putting all sorts of additional hurdles on the players. If tickets automatically had a replay file attached behind the scenes that customer service could use for reference it would probably be very helpful for their reviews and also help get the evidence they need to ban more cheaters more efficiently. Not to mention also helping with things like being able to use those files to help with tracking down related bugs.
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Personally I don’t like when people give me free kills or escapes or whatever, I’d rather lose knowing my opponent tried than get a pity point, so I likewise treat people the same way and play normally and don’t give free points or whatever. But I’ll usually say something nice in chat in case they’re feeling bad about losing.
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/314896/penalty-for-hook-camping
BHVR has stated camping is an effective killer strategy, albeit frustrating for survivors. I think camping in and of itself is already a penalty, as most survivors just work on gens. If that survivor dies, yeah thats a massive bummer for that player and their team, but that's like killer mains suggesting something along the lines of "every time a survivor heals with a boon/uses dead hard, they should be negated for xx seconds/ have xyz disabled.
It sucks, yeah. The intrinsic ability to camp or spam in this game is one of its major drawbacks, but it's part of the game regardless.
To clarify, though, they also said they want to find a way to mitigate actual face camping where a killer just literally stands at the hook for two minutes because it’s boring for everybody involved. (The killer isn’t doing anything fun for two minutes, the survivor on the hook is just hanging there, and the other survivors are if they’re smart just doing the gens until the last second before doing a hook trade) They said they’ve experimented internally with some systems to reduce face camping but hadn’t found one they liked so far.
So they know face camping is “allowed”, but they do want the game to eventually have a systematic way to steer killers away from it.
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I’d love to see unique killer emotes or sounds in the Rift.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2859135#Comment_2859135
That would require changing the design of the box (which I'm not against, mind you) and in some cases the spawning points.
Right, they probably think it’s a relatively small problem compared to the effort.
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2859138#Comment_2859138
hey ignore the very basis of my argument and come off pompus when you know i have a valid point
Um, the basis of your argument was “it’s just a game you can do what you want.” So I pointed out that’s incorrect, you can’t always do what you want, your basis is faulty.
I didn’t ignore the basis of what you said at all, I said the basis is wrong.
You know what comes across as pompous? Shooting the messenger.
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2859130#Comment_2859130
jesus if youre gunna split hairs that much.
Hey don’t blame me when you say something incorrect.
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Not yet. I wouldn’t be shocked if at some point they tweak the jigsaw boxes so survivors can use them from the side though. It’s probably just pretty low priority.
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2859062#Comment_2859062
this.... does not make sense as an answer to my statement. Who said anything about getting banned? im talking about them not taking it seriously. Jesus you guys put waaayyyy to much pressure on this game.
You said
They're within their rights to play as they please, even if its seemingly childish.
And I said that’s incorrect because you actually can’t always play as you please, some things can get you banned. Seems like a perfectly valid correction to what you said.
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@HexDaddyissues said:
They're within their rights to play as they please, even if its seemingly childish. Sometimes, ya gotta take a break from taking thing sseriously, ya know?
i mean, its a g dang video game. at the end of the day, does their playstyle affect anyone in anyway aside from in the game? not really, so live and let live.
Actually there are a few things that can get you banned (e.g. using exploits, working with the other team, botting), you don’t have unlimited carte blanc to do anything you want in game.
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Iron Will being good against Spirit doesn’t bother me, but I do find it odd Stridor doesn’t somewhat mitigate its effect. You would think Stridor 3 would mostly cancel out Iron Will 3 to bring sounds to a baseline level. It used to work like that at one point but they changed the formulas on how sounds are calculated for some reason and now Iron Will completely trumps Stridors.
Personally I think Iron Will 3 should be 90% sound reduction. It would still make survivors harder to hear than Iron Will 2, but at 90% Stridor would be able to amplify that softer sound a bit as well.
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@rabldong said:
https://forum.deadbydaylight.com/en/discussion/comment/2858722#Comment_2858722
Like I said, you do you and I don't blame it. lol that was the whole point of this post.
Calling someone “cheap” implies you actually do blame them for something you consider unsportsmanlike. And then you act shocked when they act insulted.
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@Johnny_XMan said:
I think it’s funny how he had to find a video of someone using every boon as if all of them are even an issue.
Just goes to show that some people on here do not know what they are talking about.
Did you watch the video? He even says right at the very beginning that an all Boon loadout probably isn't even that good since most of the Boons aren't necessarily that good.
And I'm saying that as someone who said in the post above that this video is more a reflection of it being 4 strong survivors in a swf with a lot of coordination. They'd have done just as well with lots of other loadouts.
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This video is less about Boons and more about how powerful a 4 person dedicated squad of strong survivors on comms is. The results of those matches would have been the same with any reasonable loadout.
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@rabldong said:
https://forum.deadbydaylight.com/en/discussion/comment/2858666#Comment_2858666
Yup. killers with brain cells who went after me usually dropped chase and went for weaker ones. It's cheap way to win but you do you for whatever it takes to win the game. I don't blame yall :-)
How is switching targets to the people doing the gens "cheap"?
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@Pulsar said:
Just because I went on a 100 game 4K streak with Legion doesn't mean he's strong.
But it does mean that unless you're playing all top level survivors the main thing that matters is player skill difference, not the killer you're playing. "Strong" vs "Weak" killers only really matters when all the players in the match aren't making mistakes which is the exception, not the rule, for most players.
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-- Perks. As much as I hate to admit it because I do love these perks on survivors, deadhard and CoH are a big problem. I mainly play m1 killers because Im on controller and do better with them, but if I slug or leave chase for more than 15 or so seconds they are healed. Deadhard extends chases so well that paired with boons killers essentially have to resort to "toxic" methods at least once throughout the game to win, or risk taking a loss most of the time.
Why would you care if a sore losing survivor calls you "toxic"? Unless you're literally standing around hitting people on hooks out of spite just play the game however you like.
-- Double lockers. Enough said.
If by double lockers you mean two survivors both diving into lockers with flashlights the trick is just ignore them and go after the survivors on the gens. Last time a group tried that on me I got a 4k by just leaving the Tweedle Dee and Tweedle Dumb behind and chasing the other two. The locker bros followed me around hoping I'd chase them, I just downed the others and that forced the locker guys to go for a hook rescue where I got a hook trade on them and that was that.
Long story short, survivors playing gimmicks like that aren't playing to win so punish them for it by playing your game, not theirs. The more they try and bully you at lockers and pallets with flashlights the less they're working on gens and helping their team actually win.
-- The grind for BP (this applies to both sides obviously)
Yeah, it'll be interesting to see what the devs are working on in that regard. In January they said they are developing a revamp of some sort for the bloodweb as a permanent fix for the grind. We don't know the details but considering they had been working on it already in January it's possible we could see something this summer maybe?
-- Certain killers (particularly the one hit down killers like bubba) are too rewarded with facecamping and/or hard tunneling someone out of the game. Something seriously needs to be done about it. It's not just the one person being affected. Everyone else either sits on a gen getting no action or tries to be altruistic just to be killed.
The devs have commented that they want to find a way to steer killers away from literal face camping since that tactic is boring for everybody. The killer stands there two minutes doing nothing, the person on the hook can't do anything and the other survivors' best strategy is do gens until the last moment and then do a hook trade. Unfortunately the devs said everything they're tried internally so far either wasn't effective or broke some other part of the game so it could be a while before we see anything in that regard.
"Tunneling" though is just a made up complaint. There's not even agreement on what tunneling is in the first place, and most of the time it just seems to boil down to survivors getting mad that they got downed twice in a row or that the killer dared to keep chasing them after being injured, etc. As far as I can tell "tunneling" is just a killer playing the game normally and a survivor who died calling them a tunneller at the end.
-- Despite this being a team driven game there's no way to communicate with teammates unless youre swfs. Because of this and MMR being horrible, I feel like I'm paired up with people that have just started playing the game that I cant help talk through the match, and because of this I consistently have to put it 3x the work if I want to escape.
In the January update they said they're working on adding icons to the HUD for survivors to let you know what your teammates are doing (e.g. if they're doing a gen you see a gen icon, or if they're running you see that, etc) The idea being that it's a way to give solo survivors some of the information swfs get on comms to level the playing field between the two. It sounded like that's something we could see maybe this summer?
Either way they've said previously they're not going to add built in voice chat to the game on PC. One reason is that there's already plenty of good, free third party options like Discord or Skype to talk to your friends on comms so they don't really feel a need to spend development time putting it in the game itself. Secondly they don't want players to feel coerced to use comms if they don't want to. (Of course comms would be opt-in so I never really quite understood that issue, but anyway....) And they don't want to add local-area chat sound in the game itself in part because they think it would hurt the mood, especially for players who don't want to listen to it.
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@rabldong said:
https://forum.deadbydaylight.com/en/discussion/comment/2858457#Comment_2858457
As you said I don't waste my time walking up to killer t-bag to get their attention. I only tbag if the killer happens to chase me and I pallet stun the killer or killer misses hit while I'm vaulting a window. Some killers end up losing it and chasing me for 5 gens XD
Sure but the killers that chase you for 5 gens are ones you'd beat anyway regardless. The good ones aren't impacted strategically by a teabag.
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@rabldong said:
https://forum.deadbydaylight.com/en/discussion/comment/2857997#Comment_2857997
hahaha if you play in the highest mmr no one cares gives a damn about the so-called sportsmanship. it's about winning by any means necessary
Highest MMR killers aren't strategically impacted by survivors teabagging them. If anything, when a survivor is aggressively trying to get a killer to chase them the good killers take that as a sign that they should ignore that survivor since they're not doing anything useful and chase others instead. That way the killer is keeping two survivors busy with a single chase.
Also this notion that most survivors are using teabagging as a "strategy" is really farfetched. It's almost all showboating, that's it, like doing touchdown dances after scoring a point. Plus it's typically a waste of time against a good killer, the survivor is either using their time inefficiently and not gaining distance or they're jerking around too much off the gens and a killer can capitalize on it. "But bad killers will follow me if I teabag" is a lousy strategy - you don't need to use much strategy at all to beat bad killers and it's detrimental to your chances of winning against good ones.
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I never played Silent Hill or Resident Evil so those don't really mean much to me as franchises. I like Nemesis and Pyramid Head as killers though, they're fun to play. 🙂 Likewise I never played Left 4 Dead so Bill being in the game is just an old grumpy looking guy to me.
As far as the TV/Movie characters
- I'm a big Bruce Campbell fan so Ash being in the game is pretty awesome. 😄
- Nightmare on Elm Street and Freddy are a great franchise. It's a bit too bad they got the remake version instead of the original but the remake was ok, I thought Jackie Earle Haley was decent. As far as Freddy goes in the game I like playing him, Dreamworld has a neat aesthetic and I like his teleport and fake pallets (I know they're not quite as effective as snares but they're way more fun! 😄)
- Texas Chainsaw Massacre is kind of overrated as a franchise. It's decidedly "ok" but I was never dying to see Leatherface in the game. He's an ok character to play though.
- Demogorgon is ok to play, and I liked Seasons 1 and 2 of Stranger Things (never saw Season 3).
- Michael Meyers is the classic slasher killer, super glad he's in the game in that respect. I'm not really into base kit Meyers as a killer, but he's really fun to play using his Mirrors and Tombstones.
- Saw and Amanda are good franchises and I like the little details they added in the game and in the trailers with Billy and getting Tobin Bell to do the voice over in the trailer. I also have fun playing Pig so I like this chapter. 👍
- I only barely remember Scream as a movie so Ghost Face being in the game is like "ok, that's cool." As a killer I do think his stealth and stalking is fun, although it can be slightly fiddly at times.
- And finally Pinhead from Hellraiser is a great addition thematically, he really fits well here. I also really like how they incorporated the box and got original recorded voice lines for him. Definitely a fun one.
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It's really hard to predict who the upcoming killers will be, I definitely would not have guessed Ringu, Resident Evil or Silent Hill as chapters for instance. But I guess if the anniversary killer is another licensed one the front runners are probably (in no particular order)
- Five Nights at Freddy's - I never played the game but it's obviously super popular and I don't see a reason why it wouldn't work
- It - Pennywise could be a fantastic killer. Although I have a feeling if they were going to do this they probably would have done it around when the movies came out for the marketing synergy.
- Jason - Apparently some of the legal issues around Friday the 13th were cleared up last year or something? 🤷♂️ I'm sure Behaviour wanted Jason in the game from the outset so he's always in the running. (Although it'd be interesting to see how they differentiate him from Trapper mechanically.)
- Alien - A little more of a dark horse but the Alien would fit right into the slot Demogorgon sadly has left vacant in the store of a monstrous bestial killer. The hitch would be Alien is owned by Marvel and Disney and it wouldn't shock me if they kept Alien in reserve for Alien specific video games.
- The Shining - Not so much for the killer, but I could definitely see Behaviour interested in adding The Overlook Hotel as a realm with a map for the Hotel and a map for the Topiary maze
- Slenderman - This is a popular request, I could see it happening
- Child's Play - Victor and Sadako being in the game as mechanically practical raises the hope that they could get Chucky in the game if they worked out the licensing.
- Candyman - A popular request. Again, though, it feels like they would have tried to add him when they did the remake.
- Various classic horror movie killers - They could also go in the direction of the classics like a vampire, a werewolf, a mummy, etc. Some of them aren't even under copyright, as long as they aren't doing the Universal Studios versions.
Among ones I'd like to see but I'm more doubtful of
- Phantasm - This could be a great chapter. Tall Man with his floating pinballs of death, the mortuary as the map, I'd love to see this. It's not as well known a franchise though outside of horror movie buffs.
- Supernatural - I'd love a Supernatural pack with Sam and Dean Winchester and a Demon as the killer. It feels like if they did it though they would have done it while the show was on the air.
- Jeepers Creepers - The Creeper would be a fun killer but there's too much baggage associated with this franchise, I doubt it would ever happen.
- The Thing - I would LOVE to see The Thing as a chapter, it's a fantastic killer and the Antarctic research base would be a cool map (no pun intended). And a shapeshifting killer would be neat because, even if the survivors aren't easily fooled into thinking it's a survivor, it would still have inherent Undetectability when it's mimicking them which is already solid ability on its own. However, I suspect they already internally played around with a killer that mimics survivors and nixed the idea in testing (I would not at all be surprised based on their trailer if one of the original concepts for Legion was exactly a killer that appears to be a survivor.) But man, am I rooting for this one!
- Final Destination - One of my favorite horror franchises, a "killer" that is the environment trying to kill survivors just sounds thematically pretty awesome. But I have no idea how they'd pull it off mechanically.
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On a tangent, what is up with the colors in the original post?! Was the game playing on LSD?
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I always have fun playing Freddy. Even though they're not as good as his snares I always use Fake Pallets since it's still hilarious to this day when survivors get suckered by them. 😄
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@fogdonkey said:
We would be back at the current bad state in 5 years and we would have ~2-3 years with reasonable grind.
They can create a better fix during these 3 years. Or maybe the game won't even exist in 3 years. Or maybe I will not even play this game anymore so I won't care.
Btw: here is my analysis of the same topic:
Your video incorrectly assumes the grind only started recently. In fact people have complained about grind in DbD at least as far back as 2019 if not earlier. So it’s not even obvious that reducing the total number of perks to 1/3 would “reduce the grind to acceptable levels”, it could easily be that the grind is still unacceptable at that level and they’ll have wasted time on that short term “fix” for nothing.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2857275#Comment_2857275
Simple: The first step to healing an injury is to stop the bleeding.
Healing such major issue will take time and trying to forcibly cure it all at once has had historically....Less then ideal results for a lot of developers who tried.
When applying the bandage takes almost as long as a permanent solution then it’s pointless to do the bandage first.
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Yeah I mostly agree with this list as far as going against strong survivors.
- Stealth is stronger than normal against average players but weaker than normal against survivors with strong awareness. So it’s not surprising Wraith, Sadako and Ghost Face are all in the same tier here. (Pig might belong on the same tier too in my opinion, I think she’s just slightly underrated.)
- Is Plague S tier? She does help against CoH which is common, but she also has no special mobility and strong survivors tend to be better at knowing when to use the fountains or not use the fountains. I have a hard time seeing her being that high in the list.
- Deathslinger and Huntress probably belong on the same tier. I think Deathslinger is slightly weaker than Huntress but not by much, they’re really so similar. Likewise strong Tricksters probably aren’t much worse than either of those two.
- Twins are probably better than C tier, if only because Victor’s extremely high map mobility helps him exert pressure is a wide area. I put them in the same tier as Demo, his attack is similar to Demos in some ways and his mobility and radar gives him similar pressure to Demo’s portals.
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Nurse is the only killer I don’t play at all, I hate staring at the ground half the match.
Not really a fan of Hillbilly either. I play him for daily missions but he’s probably my least favorite of the ones I’m willing to play.
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@[Deleted User] said:
I"m actually on a bit of a 4k streak with her. She's not great, but you can do some things with her manifest ability.
I think people are getting REALLY hung up on trying to make her a hit and run killer. The tvs are the most overrated part of her. The cooldown is massive. They're good for mobility but there's a huge telegraph on them when survivors are aware of what to listen for.
I'm starting to manage quick downs with demanifest/manifest mindgames. Her hands disappear when she's invisible. Time your double backs or pause and keep going during the passive phasing.
I say she’s more of a hit and run as much because of stealth and relative weakness in an extended chase as the teleport. If she sticks in a chase at a loop she’s not much different than a basic killer so she does want to avoid being in that situation. Stealth and the teleport combined means she can keep attacking from different angles and fish for survivors who don’t spot her coming or are otherwise out of position.
That’s not to say she can’t chase down a survivor after a hit, just that if the survivor runs to a dead zone or a safe loop and already knows where she is coming from it’s harder than trying to get a hit on an unsuspecting survivor for her.
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This is actually tricky to judge because a lot of people above are assuming that unless you see someone become fully Condemned the ability did nothing, but in reality if the ability coerced a survivor to spend 15 seconds to get off a gen to run across the map to use a TV that’s its main effect. So the question isn’t really how often does she actually get to kill survivors who are Condemned but how often do survivors stop doing gens to go turn in a tape? If every survivor turned in a tape once or twice per match for example, that would be about 15 seconds of slowdown every time so would add up over the course of the match to one or two minutes of extra gameplay for Sadako. (It’s almost certainly not as good on average as Pig’s slow down, but then again Sadako has much better map mobility and is faster when stealthed so that makes up the difference.)
What I don’t know is how often survivors actually run to turn in a tape. I know it happens, and I’ve actually even gotten kills now and then from survivors who were careless about it, but it’s very hard to tell from the killer perspective how much indirect slowdown I’m actually getting. More than zero but less than Pig?
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First off you compared her to Clown but she and Clown are extremely different killers. Clown has no map mobility or stealth but is great in a straight up chase. So with him you go and flush out a survivor and just down them quickly, rinse and repeat. He’s even not bad at tunneling down a survivor he just hit because he can use his yellow gas to help close distance from far away. Sadako in contrast is more of a hit and run type. She typically uses Stealth or a teleport to get close, hits a survivor before they reach safety, and then switches targets after they run. Because of her stealth and teleport and her ability to move full speed while stealthed she can switch fairly rapidly between survivors and zones so has less downtime than average between hits and new chases.
Things to keep in mind
- She’s Undetectable and on-and-off invisible but she does have a lullaby so survivors will know when you’re roughly in the area. So make sure you’re using cover on your approaches to block their sight lines toward you. That’s especially useful for her because she is short so it’s easier for her to take advantage of terrain to obscure her presence. Also try not to look directly at generators or survivors when you’re approaching since Spine Chill is somewhat popular.
- Teleport is great for getting to a new zone and also to add stacks to survivors to coerce them into spending extra time running across the map to use a VCR. But obviously when you teleport you are announcing your presence and giving them a bit of a headstart on running away, so you’re not going to get quite as many ambushes off teleports as you would walking up stealthily. So if you hear someone close you’re probably better off walking up to them rather than teleporting since you can often close more distance that way before they react.
- Unless you’re going for a hit or about to carry someone in the next couple of seconds there’s no reason not to be Demanifested. You move normal speed while Demanifesting and can’t teleport unless you’re Demanifested plus you have your Undetectability and invisibility going. Always be Demanifested until right before you strike, even during chases for the most part.
- And generally speaking she’s a Stealth killer so has the same general strength and weakness they all have, namely that she’s stronger than normal against average players but weaker than normal against survivors with strong awareness. So she’ll probably never be a top regarded killer and high ranks simply because of that.
