dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2852757#Comment_2852757
They banned people for using double mend add-ons on Legion when it was bugged
They had a pop up message in game that told people not to use those add-ons. Nobody got banned without warning. This was before the advent of the killswitch as well.
They wouldn’t ban players for using a perk combo that the devs hadn’t warned about and which wasn’t killswitched.
-
@Paozilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2852593#Comment_2852593
You've given nothing to prove it's some huge project. I told you unless you can actually prove it then I see no reason why this isn't achievable in a sensible time frame. You're stanning so hard for BHVR you're just ignoring all the evidence people have given while providing nothing to back up what you're saying. You are just wrong.
I’m done arguing with you, you’re simply ignoring things I said because they don’t align with your faulty assumptions about long it would take to remove all the perk tiers, how long it would take for grind to be an issue (or even possibly still be an issue even if all the perk tiers were removed!) and are underestimating the value of doing a broader approach versus a bandaid fix.
-
@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2852610#Comment_2852610
I guess you did not watch my video, or if yes, then you didn't understand it.
- My grind estimate/formula takes into account that there are more perks as new killers are added. That's causing the quadratic grind increase.
- I am nowhere saying anything about 10 years. I am saying that we would be back at the same levels of grind after 5 years.
- time to fix: it depends how they fix it. Internally they could still have 3 tiers, but in the bloodweb players would immediately buy it on tier 3. It doesn't need that much testing, devs are not altering any game mechanics.
- already working on it, is something similar to Soon™. Maybe it just means that they have a rough idea, or they already spent 2 hours working on it, but now they need to work on the next DLC. They did not provide any time estimate, so it can be easily "next year". And as I mentioned removing perk tiers is definitely a lot simpler than coming up with some total rework. And if they remove perk tiers they will have 2-3 years to come up with their great awesome rework before the grind reaches again the current unbearable level
Obviously I watched your video because I commented on specifics from it. You just didn’t apparently understand my response to it when I said you were incorrectly assuming that the grind only becomes an issue when it reaches “current levels” or why I think you’re underestimating the time involved. Plus I think you’re underestimating the value of doing a broader approach in lieu of just a bandaid fix.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2852764#Comment_2852764
Teabagging - whatever. It's a taunt or a gloat. If you do it to me, I'm going to chase you, down you, hook you and probably ensure that you die. Postgame...well, chances are I'll see you again eventually - and I'll remember you.
My point is more that people seem to be able to give it - but then complain bitterly when it results in them having to take it.
Flashlight macros do honestly need a look though, as they can be actively harmful to people.
Totally on the same page as you. They really should cap the flightlight on and off animation and sound to once per second.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2852670#Comment_2852670
Which is why there are rules in sports - at least most of them. Showboating will likely get you fined, trash talking can get you officially censured or thrown off your team.
Right. And if you’re abusive in chat you can get a temporary ban in this game too. They’re not going to ban people for t-bagging in the game or whatever. It’s annoying but not worth the effort to try and kick people out of the game over it.
-
How would Behaviour even know a given survivor isn’t just using that perk combo by chance? They would never ban people just for using a combination of perks.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2852739#Comment_2852739
It’s only to block one exit gate using both Victor and Charlotte at the same choke. The other exit gate is still fair game.
Right I get how it works. The trick is that the killer has so much Exit gate slowdown on their loadout that they open their gate and block it and, if the survivors don’t -immediately- go to the other gate and open it they lose.
-
Lol, I actually had a match against four TTV survivors the other night. Turned out not to be too bad though, I don’t think they were top notch streamers but just average kids doing the streaming thing on the side or whatever.
-
@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2852735#Comment_2852735
It completely destroys m1 killers,that we're already weak.
I agree, healing it hurts hit and run style killers. But like I said, it’s the speed of the healing that matters. If self healing took two minutes it wouldn’t matter if an M1 killer injured someone and broke off because that survivor wouldn’t spend that much time healing. So there’s a balance point somewhere where healing yourself is fast enough to be worth it but slow enough that it doesn’t break hit and run killers.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2852728#Comment_2852728
I'm pretty sure Charlotte loses collision after 30 seconds of her being dormant
You could be right, I have no idea. Obviously though the issue is the bodyblocking collision by both is preventing people from going out the exits.
-
@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2852561#Comment_2852561
Come on,you really think healing with boons hurt the survivors?
It would be much worse if the just stayed injured and be prone to getting 1 hit and be noisy and leave blood pools.
The amount of healing it takes with coh is just too little to really affect the gen speeds.
Well it’s all about speed of healing. For example if hypothetically self healing with CoH took two minutes to finish that would obviously be so slow that nobody would bother doing it. If it took 2 seconds that would be clearly broken. So somewhere in the middle are time frames for self healing where it’s fast enough that survivors will consider doing it but slow enough that injuring a survivor is still worth it for the killer to do to keep someone off the gens for a bit.
-
- The Pig thing really just should be patched so survivors can use the boxes from the sides. Pig can still guard a box obviously which is fine but they couldn’t literally be afk and get a kill or two.
- The Twin Goalkeeper thing is pretty silly. Otz and Dowsey and other streamers popularized it I think. Hypothetically a quick fix for it if it needs one would be to turn off collision on idle Victor or Charlotte.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2852707#Comment_2852707
In backfill I understand how a survivor is replaced by another without any regard for his MMR ranking. (And here I was way too experienced for the best of them)
Do you mean the killer can also be a backfil? If their lobby has been waiting for a long time?
Maybe it explains why I tend to get less experienced groups around midnight.
Exactly right, if a lobby is full and a killer dodges it (“Four TTV survivors? I’m out!”) then it backfills with whatever killer player is available.
-
@drsoontm said:
Yesterday, as Nurse, one of my opponents had 8 hours ... 8 bloody hours. His teammates were barely in the 500 hours range.
I don't even dare to be too nice anymore. I suspect the MMR may send more of those my way if I do it. This is about as unpleasant as going against SWF teams with twice my experience (although these games are usually over in 5 minutes).
Sounds like you were a backfill and/or that player was in a swf with someone else in that match.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2842732#Comment_2842732
No. Spirit is by definition not an M1 killer, because she doesn't chase like one. Spirit relies on her power to get hits, like Nurse, Blight, Slinger, Trickster, etc. Unlike Sadako, Myers, Wraith, all of whom play like and are M1 killers.
By that definition Sadako and Wraith also aren’t M1 killers since they use their power to start chases at a closer distance than usual to reduce the chance of a survivor getting to a safe spot at a loop before a hit. So they don’t “chase like a killer with no ability” either.
Also it’s worth noting that there are kind of two separate factors here - how does a killer handle a chase or loop, and do they have an attack other than the basic attack? Which factor is important depends on the context of the discussion. For example, if you’re talking about getting instant downs from Exposed hits, then a killer that only uses basic attacks will get a little more use out of the Exposed condition than a killer that has a special attack which can do damage like Huntress or Demogorgon or Trickster, etc. Or similarly when people talk about something like Save the Best for Last it’s considered really strong on Demogorgon because he has an alternate attack other than M1 versus being slightly weaker on a killer that only has M1 attacks who would lose stacks hitting the Obsession like Clown or Sadako or Wraith.
To me, personally, when I say someone is a basic attack killer I mean they only attack with their M1 attack and don’t do damage in other ways. And then if I want to talk about how a killer handles loops or zoning or stealth or whatever I’ll refer to things in those terms.
-
It’s the same reason people do touchdown dances or trash talk in sports. Which is kind of dumb there too but it’s the same psychology.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2852617#Comment_2852617
Well lots of things can impact that from server, time mmr etc. So it's no surprise people are having different outcomes
I have never taken a tape yet, and neither do my team so maybe that's why I haven't seen my team condemned? (Iv condemned people when player her)
https://forum.deadbydaylight.com/en/discussion/comment/2852641#Comment_2852641
Oh for sure! Since the wraith nerf he dropped on my list and I feel shes a real contender in my books.
I too seem to be doing well as her but when versing her they seem to struggle, I do honestly think alot of people are struggling to understand the importance of using the TVs and stuff.
I would still like to see her buffed up abit more, not so much condemned way but through the addons I suggested as they arent super strong but definitely make a nice bonus.
I'd be curious to see what sort of build and addons you're using currently
At the moment my perks on Sadako are
- Call of Brine - Gens regress much faster when kicked and you get a noise alert if someone does a skill check on it
- Scourge Hook Pain Resonance - Extra regression on a gen when hooked plus scream
- Scourge Hook Floods of Rage - Auras of survivors after a rescue
- Gear Head - Auras of survivors who get a Great Skill check on a gen
Gear Head is obviously the weakest one in that but most of the perks I unlocked on her aren’t much better so… 🤷♂️ And it does work to some extent which is nice. (I’m getting close to 50 though so I’ll be Prestiging and then who knows what I’ll have?)
Since I’m close to Prestiging I’ve been using double red add-ons and the red mori each match the last few matches just to use them up for fun. 🙂 Honestly I’m not all that picky about add-ons generally speaking though, I just use whatever I feel like. A lot of times I’ll use two add-ons that stack together to give double an effect, such as doubling up on TV refresh reduction or Invisibility duration, etc. Or like with Wraith I like doubling up on his speed during cloak for instance.
-
@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2852645#Comment_2852645
WEll yes, but if dead hard gets changed, survivors will move back to sprint burst. The only difference between the two is the 1 extra hit. Plus sprint burst has no injured requirement and will be used at the start of the chase.
And you might see a increase in med kits with scyptic agents as a replacement for the hit.
Bottom line is then babies will move on to cry about the next perk in line when more survivors start using it.
I can’t comment on what “babies will cry about”. I’m just saying Dead Hard is probably overpowered currently while Sprint Burst probably isn’t.
-
@GreaseFace said:
I seriously doubt it will make much of an impact. I imagine that most people complaining about dh will complain about anything else when they get outplayed.
A lot of people on this forum come off as… less than good at video games.
Actually Dead Hard does seem to have a pretty strong correlation with escape rates from the stats I’ve seen. One person posted results on 400+ games including what perks all the survivors had every match, and when you pivot out how many survivors had Dead Hard in a match versus escape rates per match it worked out to be something like he had a 70-80% kill rate against squads that had no Dead Hard but a 40% kill rate against squads that had all four survivors with that perk with corresponding results for 1-3 players using it (i.e. about +10% escape rate per survivor with Dead Hard in the match).
Of course correlation isn’t causation, it’s possible that strong players like Dead Hard and weak players don’t have it or don’t use it so some of that 10% is player skill versus boosts from the perk itself. But it was the only perk that had this level of increase. Borrowed Time for example was I think the second most popular perk but it had very little impact on the escape rate at all. (Probably since the killer was already respecting rescued survivors as if they had Borrowed Time even when they didn’t actually have it.) Likewise CoH has an impact but nothing like Dead Hard.
Unfortunately we don’t have access to broader game data to do this sort of pivot across a wide set of matches and killer players. But if Dead Hard’s average stats are in line with that 400 game sample then it’s got a very strong correlation with escapes currently.
-
@Tiufal said:
It wont. Cause survivors will move on to the next perk to use in order. And you will see the same people crying a river about 99% Sprint Burst being uncounterable as now about DH.
If Sprint Burst were actually as good as Dead Hard it would probably be relatively close in popularity. But Dead Hard is used much more often than Sprint Burst simply because it’s a better perk.
-
I’m having a lot of fun with her so far. 🙂 Just to compare notes
- I’ve gotten quite a few 3-4k matches with her. Just last night I had a 3k where I accidentally let the last person out the gate because I missed seeing the light on the door (oops)
- Full Condemned is uncommon but I have managed to get it four times I think? I’m not sure what percentage that is, maybe 15%? 🤷♂️ I expect the percentage would go down though as people get more aware of managing their stacks since I’m assuming the kills I got were people who just weren’t paying attention to it at all.
- She probably my favorite stealth killer at this point. I really like how fluidly she can go in and out of phase, it’s a much cleaner style than Wraith’s stop-and-go method.
- Obviously her main weakness is if she gets into an extended chase at a loop. You really have to be willing to just go for a quick hit or pallet break and switch targets when a survivor gets to a safe tile. Her invisibility after Manifesting does help somewhat though which is nice. It’s not as good as a dedicated anti-loop ability but it does sometimes mess up survivor’s timing on loops when they think you went one direction but actually went another.
- Overall I think she’s about 2 1/2 stars out of 5 maybe? I put Wraith at 2 stars and I think she’s a bit better than him. 🤷♂️ It’ll be interesting in a few months to see where the devs end up seeing her in the data and what tweaks they make on her full balance pass. (They typically do a pass on new characters after about 3-6 months.)
-
Yeah, I just ignore boops altogether, it’s pretty dumb.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2852599#Comment_2852599
I mean mmr still sometimes would put my like 20 hour sister against 2k hours so i don't see the difference. It still happens that sometimes when im playing with my 3 friends which we all have 4k+ hours against a killer with only 100.
But it happened more often in the old system is Mandy’s point.
-
- Your estimate of the time it takes for the grind to be a problem is incorrectly assuming that it needs to reach the same total number of perks we currently have. But in reality grind has been a problem for a long time already so it would only need to reach the point at which it initially became a problem which was probably about 3 or 4 years ago, maybe even earlier. So that 10 year estimate is too large, it’s probably closer to an additional 3, maybe even sooner. (It could even hypothetically still be perceived a problem immediately at only one perk per character depending on how tolerant someone is of grinding out 50 perks in the web every new chapter.)
- Your estimate of 1 dev taking four weeks is probably an underestimate because you’re ignoring a lot of testing that would need to take place and how interconnected a lot of systems are to the perks. It’s not a small project.
- Finally they’re already working on an alternative larger revamp of the system now that presumably makes the reason for removing perk tiers as a sole solution moot. Why spend months removing perk tiers when they can just finish the bloodweb revamp already in the works and have a better, longer term solution that deals with the issue in a hopefully more elegant way? Not to mention they never said the perk tiers aren’t being looked at as part of the larger revamp.
-
@Paozilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2852083#Comment_2852083
You're hanging onto this "it was a problem 3 years ago!" Like a lifeline because you can't actually come up with anything concrete to go against the evidence that shows how long it would take to reach this level of grind again. Again by your admission you gave 5 years as a figure which is still a long time, even with your minimal 3 years that's a lot of time for them to continue working on the grind issues once they remove tiers. I've already proven how long it'd take btw and its much longer than you're claiming but even if your claims were right my point still stands.
Nothing you've said changes the fact that BHVR's explanation makes no sense. You've still not given any good reason why removing perk tiers is some gargantuan task. As I said it's not a simple task but it's not like reworking the entire game from the ground up.
Its worth investing time into because it would absoloutely help the grind issues, should they just get rid of perk tiers and call it a day? No they shouldn't. There are other issues to look at buy this is one that they should absoloutely do.
I gave multiple reasons why removing all the perks is a large development project, you’re just ignoring them the same way you’re ignoring the reason I said your 10 year estimate is too large.
Also your saying “there are other issues to look at but this is one they should do” is falsely implying they’re doing nothing about the grind. But we already know they’re working on a major revamp of the bloodweb system specifically to reduce the grind which would already deal with the whole reason to get rid of perk tiers in the first place, assuming they aren’t already planning to do it as part of that revamp in the first place.
-
@loopsahoy said:
https://forum.deadbydaylight.com/en/discussion/comment/2852096#Comment_2852096
Ds. Dead hard. Bt. Unbreakable/ prove thyself / other perks . All i see. I can't win without proper Gen regression. Pop and call of brine is enough. Then I could run perks that go well with My power m if I don't run perks like these Gen after Gen gets done. A few days ago I downed a survivor in 30 seconds and as soon as i picked them up a Gen got completed.
You can definitely beat "average" players with no perks if you're a really solid player. There's streamers who literally have made hundreds of videos of them doing exactly that for dozens of games in a row.
So while perks make a difference against really strong players, average players are entirely beatable regardless of what you run.
P.S. "Average" players aren't the ones running full groups of 4 meta perks.
-
I'm having a good time with her for sure, got a 3k with her just now (last person beat me out the door somehow, I think I missed spotting them opening it). Personally I rate her a bit above Wraith for what it's worth, her stealth feels a lot more fluid than his.
-
@loopsahoy said:
https://forum.deadbydaylight.com/en/discussion/comment/2852077#Comment_2852077
At least 1. Not over 45 characters. I would be fine with prestige if you didn't require certain perks to win in the average game. If perks were much smaller of s part of the game I would be fine with it . But this game specifically is where prestige doesn't belong. If I want to prestige I have to trade in my Gen regression and perks that go well with my power to have the three teachables at twir 1 and have to start completely over. For one peice of 3 . The reason people have prestige3 is mainly because they do it in advance before the character even releases. Not over time. Even otz does p3 speedruns without playing a single match.
There are no perks required to win in an "average" game. You can beat "average" players with literally nothing in your loadout if you're good enough.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2850993#Comment_2850993
They will not do this.
That is certainly possible. But who knows? 🤷♂️
-
@Paozilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2851873#Comment_2851873
3-5 years wouldn't even be close as I just proved to you, even 5 years is a long time btw, so even by your own admission it would take a long time to get back to that level of grind and it would be a lot longer than 5 lol. By all means let them do even more to make it even better rather than just removing the tiers but you're just wrong if you can't understand why perk tiers need to go.
On your second point you've said nothing that changes what I already said, we've already established its more than just a short term fix, Again unless there's some specifics you can give you cannot prove that this is the gargantuan task you are making it out to be.
You didn't actually prove anything like what you said. As I explained above, your assumption that the game would have to get back to the same total number of perks for it to become an issue again is faulty. It would only need to get to the level at which it initially became a problem in the first place which was a while ago.
And what exactly is it you expect me to "prove" with my explanation of why it's more complicated than just changing some tables? How about you "prove" it's as simple as you think it is?
-
@Paozilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2851675#Comment_2851675
If you remove perk tiers then the number of times you would need to grab perks off of bloodwebs drops from 591 to 197 roughly (this is to get every perk at level 3 on one killer and one survivor) . They would need to add around triple the amount of playable characters currently in the game in order to reach that number again since every character comes with 3 perks. We get 4 killers and 4 survivors every year usually with a few exceptions (like RE chapter) but lets keep it to the average for now.
30 survivors and 27 killers at the moment and there would need to be 90 survivors and 81 killers roughly to reach the amount of the current grind we have in the game with 3 tiers for every single perk if every perk was just the perk with no tiers. Now how long at the current rate of content being added to the game do you think it would take to reach those numbers? Its at least 10 so actually I was being pretty generous by saying 10. This is why the Dev's reasoning does not add up, it would take way longer than the game probably has left alive for the game to catch up on the grind that we lose if perks tiers went away today.
I'm not opposed to the devs doing more than JUST getting rid of perk tiers, anything to reduce the unfun and insane grind this game has is great but they said no on the Q&A so I have no reason to believe that perk tier removal is being considered for whatever plans they have for the grind. I'm just pointing out how it makes absolutely no sense not to remove perk tiers.
On the second point, why do you think it would take a ton of time to remove tiers? I'm not saying it would take 5 minutes but unless you can give me specific details on how and why it would take so long to do this I see no reason why it couldn't be done by the end of this year.
You're assuming that the grind is only now becoming an issue, when really it's been an issue on their radar for a while. The number of total perks doesn't need to rise to the current level for it to become worth handling, it only has to get back to the point that people noticed it in the first place which was probably a few years ago. The game is 6 years old, so if it took it 3 years to get to the point that the bloodweb started to become too much of a grind it's not out of the question that another 3-5 years worth of characters would bring it back to that state even after culling perks.
Also as to how long it would take, let's go with that 9 months to 1 year amount. That's a major development project. Why spend that much time and manpower on a relatively short term fix that might need to be repeated down the line when they can spend about the same amount of time on a longer term solution that doesn't need to be done again later? And I'm assuming it's more complicated then just literally deleting perks from a table. They'd want to also look at anything that touches perks, like how the bloodweb generates perks and the character menus involving perks and rift challenges that involve particular perks and so on to make sure they don't accidentally break something when they remove all those perks. I'm obviously not saying that's impossible to do or anything but it's clearly a lot more complicated than just changing numbers in a table.
-
@Paozilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2851610#Comment_2851610
You keep ignoring the fact that its proven this wouldn't even be a problem again for 10 years and there's no guarantee DBD will even be getting updates at that point. This is why the explanation makes no sense, they're acting as if in a year we'd be back to square one and we would not. Also don't act like it would take a "ton of development time" to remove perk tiers.
Where are you getting this “10 years” thing from?
And why do you think it wouldn’t take a ton of development time to go through 180 perks individually and remove the lower tier ones? That’s not a simple change.
-
@Paozilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2850974#Comment_2850974
Do you think 10 years is long term or not cause that's a pretty long time. I'm fine with them coming up with a way to reduce the grind if it works but they have not given an explanation about why they wouldn't remove perk tiers that makes sense.
Their explanation made sense to me. It was that rather than spend a ton of development time removing perk tiers and then having to deal with the issue again in a couple years they may as well spend a bit of extra time now in a broader way that they won’t hopefully have to revisit again.
-
They do have certain uses
- When approaching a survivor from a distance before a chase starts, you can lob one at them and, by the time you get to the cloud, it will be activating and you’ll have a boost as the chase really gets underway.
- At dropped pallet loops you can lob one on the other side of the pallet where the survivor is and continue running to that side, and also drop a pink on your side. They won’t be able to stand in the yellow cloud without getting hit before it activates, so they’ll have to run, and if they try and run around that same loop they get hit by the pink cloud you dropped earlier.
- If you are just about to refresh your bottle and still have 1 left you can drop a yellow and by the time you finish refreshing you’ll have a speed boost to go wherever you want.
- Similarly if you are about to pick a survivor up to carry them you can yellow bottle on top of them and by the time you pick them up the gas should activate and you’ll have a speed boost for the carry (kind of like a Clown Agitation)
- Lastly one of his best add-ons, in my opinion, is the one where he can see auras while invigorated by the yellow gas. It’s a really handy tool for scouting for hidden survivors when you get to a spot you’re pretty sure someone is at, or if you used one at the very start of the chase can help with the initial mind games.
-
Whether or not she could use a buff, she’s definitely playable so they’re probably going to simply monitor her for a couple of months and then do a balance pass based on the data. They don’t want to buff a killer than players are still figuring out how to play or how to escape.
-
Either that or have them be combined like some of the Rift challenges where it’s “Kill X survivors as Y killer OR Be in chases with X survivor” sort of thing. So every mission could be completed by either type.
-
I like it, it’s a solid perk. 🙂
And it’ll fit with my “kick em all” build I sometimes run which is using four perks that all involve kicking gens (e.g. Trail of Torment, Dragon’s Grip, Pop Goes the Weasel, Call of Brine, Eruption, etc). Not the most effective loadout but definitely the one with the most kick! 😄
-
The full rulebook is available on the game developers website. But basically each turn all players play movement cards facedown simultaneously and then reveal them. If for some reason a player doesn’t move then they don’t get to interact with the area. (Applies to both killers and survivors, if you don’t move it’s like passing.)
https://drive.google.com/file/d/1kGPIasWifBvFM0BuU0sKjpdNPaNCvIB1/view -
@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2849368#Comment_2849368
🙄 😑 I’ve hatched escaped in the killer’s face way more than I’ve had it closed in my face. Same thing when i spectate. Same when I play killer- I got more in my face escapes. Whenever killer finds hatch, I’m usually not any where close and vice versa. Same when i spectate others. I chalk it up to RNG, current location at time of 3rd survivor death, & luck (both deciding where to look). But definitely not the killer “covering more ground” because he’s a little faster.
I’ve definitely closed hatches well before survivors got there in part because of speed, especially on killers with good map traversal. (Sadako is actually really great at this since there’s a decent chance a TV will be in earshot of a hatch.)
-
@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2850840#Comment_2850840
Blight literally was unplayable for 6 months due to his camera taking forever to fix, this is a completely different case. This is more similiar to what we had to put up with the Trickster, it was immediately clear that the killer was in a pretty awful state. The Onryo has no kill potential whatsoever and only relies on taking down inexperienced players who have no situational awareness or simply lack the ability to loop.
Blight wasn’t “literally unplayable for 6 months”. He was one of the strongest killers pretty much from the moment he went live. There were a lot of people who didn’t know how to play him properly though.
-
I always find these things interesting although honestly I can’t remember all the icons so it’s a bit confusing looking at a big table of them. But that’s a “me problem”. 🤷♂️
Just at a glance, from my own perspective
- Ruin is good but maybe not S Tier since it does get removed pretty quickly. Even with Undying keeping it around longer it still gets taken out and that’s two perks just to do that one effect. Plus Call of Brine does a similar sort of effect now, can’t be removed since it’s not a Hex, and has the bonus of giving noise alerts when someone uses a kicked gen. Ruin is still good but I’d put it maybe A tier.
- Undying might also be A Tier. Certainly on its own it’s a lot weaker. But in combo with other Hexes is pretty useful.
- I think BBQ and Chili is a bit overrated unless you’re using it for bloodpoints. If you don’t care about that bloodpoint bonus there are better perks.
- Hex Pentimento being A tier seems high. Its effect is potentially pretty good but it’s tough to consistently get to work very well since it relies on the survivors cleansing multiple totems.
- I’m not a big fan of Bamboozle. In a lot of cases you’re better off not vaulting through a window to block it when you can just try and game the loop instead. It has good use in certain situations but not enough for me to put it in A tier.
- Lightborn at C tier seems high. Flashlights really aren’t that big a deal typically, and in fact if survivors are intentionally going for flashlight saves that’s a sign they’re wasting a lot of time they could have spent on gens instead. It’s certainly fun to see the auras of flashlighters when they try and blind you but honestly it’s more a fun gimmick than a useful perk.
- I think Surveillance at C tier is a bit low, especially considering you have Ruin as S Tier. Surveillance is a strong tracking perk when combined with any other perk that entices you to put gens into regression like Ruin, Call of Brine, or even Oppression or Jolt.
- I think Remember Me is objectively worse than No Way Out. The latter blocks the exits for a solid 60 seconds plus gives a noise alert letting you know which way to go. Remember me only blocks them a shorter time and has no tracking info. In my opinion they don’t belong in the same tier.
- Agitation as B Tier seems a little high. It’s seeing more use now with the Boil Over buff and Scourge Hooks being used more often, but even against Boil Over I’ve found I don’t really need Agitation to get hooks. I’d probably put it at C tier.
- Fire Up is F Tier, it’s pretty damn useless. By the time its effect is even noticeable four or five gens are done, and even then the effect isn’t that big a deal. Awful perk.
- I think Deerstalker is slightly underrated. It’s surprising when you make a mental note to keep track of it how often you are in a situation where you’ve slugged someone, chased another person off, and them spend 10 or 15 seconds looking for the person you slugged because they either crawled into a bush or corner or you accidentally got turned around where you downed them. It’s actually a perks I enjoy using as a filler, probably C tier.
- Hangman’s Trick is hot garbage, F Tier. Let me put it this way, the effect is so bad that even if it was on all the time I’m not sure if people would use the perk. But it only is on when you’re carrying someone. Terrible.
- Beast of Prey is F Tier. Stealth is great between chases to get close, it’s much much less useful when you’re already in a chase since the survivor already sees you and knows you’re there. I’ve tried to get value out of this one and it’s just pointless.
- Bloodhound is one of my favorite perks, I use it all the time. Yeah, you can potentially see blood without it, but it’s almost impossible to miss seeing blood with it plus it makes the trails last a few seconds longer which further helps chase down injured survivors. Plus unlike Nurse’s Calling it’s not effected by Shadowstep or Distortion and works no matter what the survivor is doing.
- I’ve actually been getting some value out of combining Dying Light with Dark Devotion recently. If I chase someone who isnt the Obsession I can hook them and increase the speed penalty on survivors. Or if I chase the Obsession I can hit them once, let them run away, and now I’m Undetectable for a while to ambush someone else. So at least in that combo Dying Light has been doing ok, maybe enough to be C Tier.
- Whispers is definitely better than F Tier. It’s a good way to get close to survivors right at the start of the match, and unlike Lethal Pursuer it’s also useful later in the match when you are trying to track down the last one or two survivors (e.g. you have one survivor, they’re trying to open a gate, Whispers immediately tells you which gate they’re near.) Plus knowing how Whispers works mean you can even triangulate pretty precisely where the survivor might be, and it even works on survivors crouching or hiding in lockers.
- I’m fond of Predator 3. It’s not a fantastic perk, but it’s fun having this bit glowing trail chasing someone. Also it does have a niche use with Spirit since she can very easily follow a Predator trail while phased out which can help a bit if someone is using Iron Will against them. So not a great perk, but I’d probably put it in D Tier.
-
Just for context, are you rating these based on how effective you think they are or how much you like to use them? For example, a lot of killers think NOED is a solid perk but don’t use it because it doesn’t fit their playstyle.
-
I have no issue with Boons in general. If anything they add a little extra variety to my games as killer. The only problematic Boon has been CoH, and if that one is still statistically overpowered then it’s just a matter of adjusting its specific effects, no need to revamp the whole Boon system.
-
@Satelit said:
They fixed it already??? I was fully expecting Object and Wake up to be disabled for weeks
Hey I’m not complaining! 🙂
-
@EntitySpawn said:
Distance 100% most DH uses are for distance, I dont get the point of removing the i frames tbh.
It's so situational that you'll use the perk to avoid a hit especially a ranged one, I kind of like the idea of DH being used to dodge range/antiloop attacks it gives it a decent purpose.
The distance just screws over every basic attack killer there is, doesnt matter if you outplay them at a tile the DH distance can save them most of the time.
Removing distance makes basic attack killers not so weak, who knows I might actually verse some of them now
The point is that a perk effect which is already strong (i.e. lunging for distance) doesn’t need a secondary effect that’s also pretty good. So yeah, Dead Hard for distance but without invulnerability would still be useful and popular but it objectively wouldn’t be as good as the current version simply because those instances where the attack evasion was useful can’t happen.
If they remove the invincibility and it turns out the perk is still overpowered, then all they need to do is reduce the distance a bit as well.
-
@Luixmi said:
Can you camp and tunnel in the game? I main Killer
Actually in one of the articles about the board game they mentioned that you can’t take actions in the same area twice in a row, you have to keep moving to a new area each turn. They did that to help mix things up and get more interactions going.
-
@Paozilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2850936#Comment_2850936
And the game still has a grind even if you only had to get each perk once. You still need to do it for all the characters you play.
https://forum.deadbydaylight.com/en/discussion/comment/2850940#Comment_2850940
The Dev's said in a Q&A that they wouldn't remove perk tiers because it would only be a temporary fix and become a problem again once they add more content to the game. People have worked out it would take 10 years of adding content to get to the current level of grind if they removed tiers. I know they have something planned for the grind but their reasoning for not removing them makes no sense.
Actually what the devs said was that they didn’t want to remove perk levels by itself since it wouldn’t be a long term solution on its own. They didn’t say they wouldn’t possibly do it as part of a much broader revamp that they are looking at.
-
Just a reminder that the devs have said a couple of times (including this morning in another thread) that they have a major revamp in the works to reduce the perceived grind. They haven’t given details yet but it’s entirely possible that either perk tiers will go away as part of it or the change they’re making will make perk tiers existing not be much of an issue (e.g. if they make it more like a shop where you can swap out unwanted things for things you’d like to use then perks having multiple levels isn’t as big a deal.)
-
It’s actually quite strong. As a point of reference, for example, someone posted a massive table of all their games as killer for about 400 or 500 games. I don’t remember their exact stats but they were competent with something like an average 70-75% kill rate I think (so not a potato). They tracked what perks survivors brought each game as well, and after pivoting out to compare games that had 0, 1, 2, 3 or 4 Dead Hards there was a very high correlation between having Dead Hard and a significantly increased escape rate. It was something like an 8% increased escape rate for the group per player that had Dead Hard. No other perk the person tracked had anything like that correlation. Borrowed Time, for example, was mostly flat, and CoH likewise helped somewhat but nearly to that extent.
Of course correlation isn’t causation, it’s possible that Dead Hard just happens to be used by excellent players so is a proxy for how good the players are versus itself being overpowered. But that strong a correlation is still a red flag that it’s very probably overpowered and should be looked at more closely.
-
“what's the point of even trying to play this game, if you get hooked first you're the first to die?”
Well… yeah. 🤷♂️ If you’re the first one hooked then statistically all things being equal you’re also going to be the most likely one to die first. And that’s assuming you were the first one hooked by bad luck, in reality the first player hooked is often the one who is the weakest at avoiding the killer which makes them even that much more likely to be the first one killed.
But yeah, even if all the survivors are equally skilled, the first one hooked is the most likely to be the first one killed. It’s kind of obvious.