dugman
dugman
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I’d definitely significantly reduce that cooldown for starters. 80 seconds is crazy long for what the perk does.
If it still needs a buff after that, let it give a bit of extra regression on a kick, like a mini Pop.
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@Cameragosha said:
It sad , Bhvr will not buff her again.
If she’s actually underperforming they will buff her. All the new killers get a balance pass a few months after release or so is the typical schedule. They want to give the meta a time to stabilize around them though to make sure a players are actually playing them well. (When Blight came out for example there were a ton of people saying he was trash for example because they weren’t playing him properly. If they had listened to those complaints and buffed him he would have been really crazy to deal with now that people have used him a while.)
I don’t think Sadako is “great”, but I suspect some of the complaints about her similarly stem from people playing her badly. It seems like some people try to play her exactly like they play Wraith, for instance, but the way she goes in and out of stealth fluidly isn’t the same as his stop-and-go approach. You have to take advantage of the fact that she’s always moving at least survivor speed, even while Manifesting, and that she remains on and off invisible after Manifesting for a short time. And you want to balance using the TVs for scouting and map pressure with using her stealth to run in from cover for quick hits. Her Condemned doesn’t often get kills, it’s ironically probably the weakest part of her kit, but even there if you use the teleport enough to maintain pressure and keep an eye on survivors who might be running to TVs to remove stacks you can get some indirect slowdown and pressure there to.
Don’t get me wrong, I would have absolutely no problem seeing her get buffed, more fun for me! 😄 But at least on my end I’ve been doing ok with her, even against otherwise good survivors, so I’m taking some of the talk about her being the worst killer in the game with a grain of salt. I think she’s probably average, a bit better than Wraith, but not as good as the really good killers.
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Combine any two or even all three of Monstrous Shrine, Territorial Imperative and Hangman’s Trick. You could even probably combine all three into one perk and I don’t think people would use it.
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@Lx_malice said:
Idk but I doubt it. Opression is just terrible with no synergy and a long ass cooldown. One of those things should change.
Agreed, Oppression‘s cooldown is way too long. I understand it needing SOME cooldown to prevent corner cases where a killer manages to kick a gen over and over that another survivor keeps stabilizing and other survivors keep getting a skill check over and over, but 80 seconds is a crazily long cooldown.
That said, the fact that it puts multiple stabilized gens into regression does give it a little synergy with Surveillance. Basically if you kick a gen with that combo, and you see another gen isn’t white, there’s an good chance a survivor is working on it so you know you could go there next.
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Actual literal facecamping where you just stand at the hook is usually bad strategy. If the survivors aren’t coming to you then while you stand there for two minutes three or four gens can be done. And if the survivors are smart they’ll have one person come in at the last moment to do a hook trade, and now if you keep facecamping then all the gens are done, the doors are open and you still haven’t even eliminated anybody.
It’s better to, after you hook someone, go find another survivor to pressure off the gens and down. That way you have one on a hook, one being chased, one going for a rescue and only one survivor left for the gens. And if you manage to get a kill then the odds shift significantly in your favor since at that point if you have someone on a hook and are chasing someone else the last survivor has to choose between continuing on a gen and letting the hooked survivor die or going for the rescue but not progressing a gen.
That’s not to say zone defense isn’t useful. If you leave a hook and chase someone, but don’t get a down, there’s nothing wrong with headed back to the hook since by that point there’s a good chance someone will try for a rescue and you can get another hook out of it. And literal face camping can be useful in short bursts if the person on the hook has already been there a while and sticking around for a few seconds to make sure they die versus get a Hail Mary save can be worth it.
But no, literal facecamping as a general strategy is bad (on top of being pretty dull to do.)
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Definitely not. Every time they’ve turned the DC penalties off the DCs become even more frequent. People disconnect for all kinds of ridiculous petty reasons if the game lets them.
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Out of curiosity what put Sadako at the top? 🙂
(I'm a killer main and I'm having a good time playing as Sadako, just wondering what it is you like going against her?)
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@GoshJosh said:
I think it would be busted. I wouldn’t mind adding a lingering effect to it, and maybe making it even more punishing the closer you are to survivors; but just giving a 50% healing debuff outside the TR is ridiculous.
Think about it, Sloppy only gives 20% for actively engaging one survivor with a basic attack. You’re proposing 50% for all survivors outside of a 32m or smaller radius at all times.
Well like I said, if it's too powerful you can adjust that 50% number down.
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@drsoontm said:
Actually, this month went from -5% to -3.33%. Yay?
In fact the highest peak players over the last 30 days is today. So yes, the game has gotten a player boost since Sadako went live on the 8th. It’s not increased enough to make up for the losses in the prior six months but it has increased.
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Out of this list I think Pennywise from It would be the one I’d be most interested in. He’s got a fairly unique theme and aesthetic with a cool IP.
As far as the others go
- Jason is ok but it feels like he’s be a little too much like Trapper.
- I’ve never played Five Nights at Freddy’s so have no investment in that
- Alien would be a cool killer to maybe replace Demogorgon as the “non-human” killer. This would probably be my second choice
- Chucky is a fun character on film but I’m not sure how they’d pull it off to be fun in the game. But who knows, Victor is fun to play so … 🤷♂️
- I’d like to see the Hotel and topiary maze from the Shining as maps, but Jack as a killer would just be a guy with an axe so I don’t see him being all that exciting.
- Never played Bioshock so 🤷♂️
- Deathnote is a cool cartoon but I can’t see how they would possibly make it a fun killer to play in the game. What, does Light sit in the killer shack at a desk and write down names of survivors and if they don’t escape in 30 seconds they die? Makes no sense for the video game.
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In terms of what playstyles I like the most, I don’t like range attackers as much as the melee killers so I’m not all that fond of Huntress, Deathslinger, Plague and Trickster. The only killer I refuse to play though is Nurse because I can’t stand staring at the ground half the match.
My favorite killers are Doctor for his tracking (plus he’s good at loops), Freddy because he has a cool aesthetic, and stealth killers because ambushing survivors is fun. 🙂 Sadako is becoming one of my favorites now since she combines great stealth with teleporting to scout along with a cool look. I’m having more fun and even am doing a bit better with her than Wraith since going in and out of her stealth is so fluid in comparison.
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I’ve been having good games with Sadako so far. She feels more fluid than Wraith in her stealth since she can maintain survivor speed while Manifesting whereas Wraith has to come almost to a stop and give the survivor up to about 7 meters distance by the time he gets a chance to lunge. She also remains on and off invisible after Manifesting which further helps confuse survivors which direction you’re coming from in a lot of instances. And her teleport is useful for scouting and patrols. Ironically her Condemned is probably the weakest part of her kit, I’ve gotten a handful of Condemned kills but it’s really her stealth and teleports that’s paying off the most.
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FYI Object is temporarily killswitched as of this morning.
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I hadn’t heard about the game crash, that alone is serious enough to killswitch it.
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I don’t want to eliminate any perks, there are some I think could be adjusted though.
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Personally I think the most fundamental flaw in the game, which is probably not something that will ever change, is that the devs decided to build it around a semi-cooperative game model where the survivors are supposed to work like they’re on a team but really they’re out to save themselves, but only in some ways and not in others. Semi-cooperative games rarely work well in that respect because nobody can agree on what the actual goal of the game is in the first place and DbD isn’t an exception. It leads to all sorts of issues like survivors throwing games because they personally think they lost so they don’t care if they take everybody else out with them to constant arguments over who “actually won” and “is it sportsmanlike to abandon another survivor” and such. If it was going to undergo a fundamental shift it should be properly treating the survivors as an actual team and laying out a clear, objective criteria for how as a team they collectively win or lose the match. Getting everybody on the same page over how to win and how to lose and that the survivors are in fact a team would make for a better gaming environment and experience in my opinion.
That will never happen at this point though because it’s far too massive a shift to be worth doing. In terms of things they might actually feasibly do, though?
- Stop showing opponent’s grades on the endgame scoring screen. They’re practically meaningless and too many people see them and think “these guys are awesome because they’re all red Grade” or “why am I going against these Ash players, I’m better than that”? There is zero reason I need to know my opponents’ Grades, just take them off the screen. (I’d replace them with a rough indicator of relative MMR bracket but that’s just me.)
- Implement an internal game replay system where if someone submits a ticket in game the server automatically attaches a replay file for customer service review. It’s hard for me to imagine this wouldn’t be extremely helpful to Customer Service when it comes to evaluating tickets, especially when it comes to checking for hackers.
- Along a similar vein, implement some basic event checks on the server to automatically detect and flag likely hackers. For example, monitor the speeds of characters in game for impossible ones and for impossibly fast and frequent heals or gens being completed faster than possible. If a survivor is running 115% speed most of the match that’s presumably detectable if speeds are monitored for example. Then as above, save a game replay file automatically, flag the account and let customer service review.
- Take a pass at the breakable walls and get rid of the ones that if a killer breaks them the loop is stronger. There should be no breakable walls which aren’t worth the time it takes to break them. And on the flip side, breakable walls should be useful to break but optional, they shouldn’t be something that if the killer ignores them they have an infinite loop to deal with. Walls should either make weak loops stronger but still beatable, or they should open additional avenues for the killer to traverse a map without creating god loops like the extra passages in Midwich.
- Revamp Luck and Mist. They’re relics from when the game first came out that have very little practical effect. Similarly revamp Monstrous Shrine, a perk with a main effect of essentially being a “luck penalty” if someone tries to pull themselves off a basement hook.
- The devs have already said they’re looking into revamping the bloodweb as a permanent long term way to reduce perceived experience grind. So yeah, that’ll be nice, hopefully they’re still on track for it. 🙂
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With Sadako specifically you can try and take advantage of the TV sets to scout and listen for the Boon. Even if the Boon is in a remote part of the map there will probably be a TV set not too far from it. And once you know where they like to place the Boon survivors tend to try and replace it there if it gets snuffed, and also you know roughly where they’ll run to heal if you want to cut them off at the pass.
Obviously pressuring survivors off the gens and going for quick hits before extended chases can develop is still the priority. But keeping an ear out for where the Boon is while teleporting around can be good info.
P.S. Dead Hard isn’t really a Sadako specific thing obviously. In fact she might be a little less susceptible to it since her stealth and invisibility helps her catch survivors out of position where they can’t as easily Dead Hard to reach safety, and the invisibility can also throw off their timing on using it to evade attacks.
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Either swap or even just offer both types to both sides. Not that I think a killer should encourage survivors to spread out, but hey if someone wanted to do it I wouldn’t begrudge them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2849404#Comment_2849404
I don't think they should be banned but there absolutely should be some form of punishment for doing so. I don't know what, or how, but there should be.
How do you even know who’s using the perks knowing they might be bugged? The only “punishment” is banning, why would you ban people for using perks in their loadout even if the specific perk combo is overpowered?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2849371#Comment_2849371
Why look into the claim when you can just bash the devs.
There's genuine things to get angry about. This isn't one of them lmfao
To be fair, it’s definitely something that should be patched out, maybe even kill switching a perk in the meantime if it’s being super overused. But yeah, people calling for survivors who use an overpowered perk combo to be “banned for cheating” are really, really overblowing it.
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/2848278#Comment_2848278
"generally"
And i have not seen a business closed on the weekends since the 1980's... and no... i am not exaggerating.
But lets say they live in a blessed job where they still get weekends off... they are a 24/7 licenced software provider company...
"No working from home?"
"No overtime?"
What did they do during the pandemic?
Yeah, you’re definitely exaggerating. Hell, the internet wasn’t even much of a thing in the ‘80s and there were even places in the 80s that still had blue laws that prohibited various businesses from being open on Sundays for example.
That said a lot of businesses do have technical staff on call on the weekends in case of emergencies and I’m sure Behaviour is no exception. They obviously do have someone who can check in in case there’s a massive game outage or whatever. I doubt they’d consider the Blood Pact and Object thing that level of emergency though.
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I don’t have the patience to slug the third survivor and go on a goose chase for the other one to try and guarantee a 4k. That’s technically the optimal strategy if you’re really trying to get two pips for your Grade but it’s just boring at that point. I’ll just hook the third and head to the killer shack since that’s a common hatch spot (or if there’s no shack then whatever spot I happen to know hatch might spawn).
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@KerJuice said:
It’s pure 50/50 RNG like you said. Sometimes you will get a hill spawn that will let you see both exit gates, clear sight lines from up there, and enough time to get over to either one once you spot the survivor. If they manage to get out because the gates were too far apart and there were too many structures between the two, just chalk it up to them getting lucky. No reflection on you because you killed the other 3. They just got blessed with good RNG.
It’s actually slightly better than 50/50 the killer will find the hatch first simply because they move faster than the survivor.
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@Kira15233 said:
https://forum.deadbydaylight.com/en/discussion/comment/2848912#Comment_2848912
I did say Video Game licenses but hey, Donnie Darko would be fun
Oh, oops! My bad, I missed that you were specifically asking about video games. I can’t think of any video game characters I’d be dying to see in this. 🤷♂️
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2848912#Comment_2848912
I could get behind Supernatural, but I would much rather chose one of the monsters of the week than a demon. I think when the show leaned full on into the Angels/Demons arena is when the show turned mediocre. But that's a rant for another place.
I love the idea of the Thing, but executing the mimic mechanic without making it OP might be too tall an order. If it could be done, that might be the paradigm changer that the game needs, though. It would really upset the apple cart.
Pennywise I see as the most likely here, and maybe soon. People saw the latest teaser as pointing toward FNAF, but it was the latest in a number of circus related teases which I think could just as easily be pointing toward Pennywise.
On the Supernatural thing I think thematically it kind of has to be a Demon that turns to smoke and possesses people, none of the monsters of the week are big enough nemeses to the Winchesters in the overall stories.
As far as mimicking survivors go I’m fairly sure it would be effective in that a killer who looks and acts like a survivor has innate Undetectability while doing it which just on its own is a solid part of a kit. Even if survivors on comms are never fooled into thinking the killer is actually a survivor that stealthiness would still work.
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- Supernatural - Winchesters as Survivors, a Demon as the Killer and the Bunker as the map
- The Shining hotel and topiary maze map
- Donnie Darko - Frank the Rabbit as a killer skin
- Phantasm - The Tall Man as the killer, the mortuary as the map and Jody or Reggie as the survivors
- The Thing - The Thing as the killer, RJ MacReady as the survivor and the research facility as the map
- Alien - The Alien as the killer, Ridley as the survivor (maybe with Jones in tow), and the Nostromo as the map
- Event Horizon - Dr. Weir as the killer, Capt Miller as the survivor and the Event Horizon as the map
- It - Pennywise as the killer, probably Bill as the main survivor (could be any of them though), the sewers as the map
Also some classic unlicensed killers that might be fun
- Medusa - special ability includes that she automatically inflicts conditions on survivors who have her in their field of view. I think a killer that survivors want to actively avoid looking at would be pretty cool in terms of tension. 🙂 Perseus could be a good survivor.
- Werewolf - A classic werewolf killer. Probably with a lunge similar to Demogorgon's, some sort of out of chase fast travel run on the map, and maybe the ability to detect the direction to the nearest survivor by holding down the Power button (i.e. animal sense to detect the closest prey). Any werewolf or monster hunter for a survivor works.
- Mummy - An old fashioned massive mummy. Could do it as a massive juggernaut type a bit like Nemesis that can chew through pallets and breakable walls but doesn't have high map mobility, and/or with a "mummy's curse" that can inflict a condition on survivors. Presumably an archaeologist would be a suitable survivor.
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I can't think of any licenses I "don't want", there's licenses I'm not personally interested in but nothing I'm like "this license would make the game worse." The more the merrier I say!
There are some licenses though that I think could be mechanically tough to do or to make fun to play, and a couple of licenses that I just don't see them doing thematically:
- Final Destination - I'm a fan of the movies, and the idea of killing survivors using the environment is kind of cool. It's hard to imagine how it would mechanically be done in the game though.
- Jack Torrance from The Shining and Norman Bates from Psycho - I'd love to see the hotel and or topiary maze from The Shining or the Bates Motel but both these killers would just be guys walking around with axes or whatever. Hard to imagine how they'd make them mechanically fun to play.
- Hannibal Lector - An awesome bad guy on film for sure! But his whole thing is about psychologically manipulating and outsmarting people and I have no idea how they would make him a fun killer to play.
- Jaws - I would instant buy an April Fools DLC which let you play Jaws as a killer. Just a giant fin swimming around through the ground and a shark pops up to attack people. 😄 They'd never do it though.
- The Omen - Omen is a great movie but they'd never do a killer who's a child. (Closest we'd get would be Sam Neal from Omen 3. 😕)
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2847259#Comment_2847259
In my opinion it doesn't make sense, the entity is targeting earth, why would it take a killer from elsewhere?
It's a cosmic entity, who's to say it hasn't grabbed aliens elsewhere? 🤷♂️
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@Voodoo_Thirsty said:
Just need to maker her taller in general imo. I can barely see her in Coldwind farm hahaha.
Maybe she needs to stand up straight.
No, her being short definitely helps her stealth. She'd actually be weaker if she was taller.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2848158#Comment_2848158
its not intended, no description from either perk imply it should allow this to happen, this is clearly a bug so yes its an exploit.
I have no idea if it's "intended" or a "bug". But it's not an exploit because there's literally nothing special going on other than using the perks. Calling just using perks and playing normally an "exploit" is a bit of a reach.
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Mileage is going to vary obviously. Personally I tend to get pretty good results with Pig.
- Pig does move a bit slowly while stealthed, but I've actually found that using it to go from place to place between chases is worth it in order to get close to survivors to hit them before a chase can develop. Obviously once you're in a chase or a survivor has spotted you and is on the move then staying in stealth won't work. But the difference in time to go 30 meters between chases, for example, when in Stealth versus not is actually only about 1.8 extra seconds. That's not totally negligable, but it's small enough that if them not seeing or hearing you coming lets you get in range to hit before they can get to safety that more than makes up that difference in the amount of extra time you'd have had to spend chasing them normally.
- I've personally found her Ambush to be excellent at getting hits out of stealth, assuming you get close enough. It hardly ever misses, and even gets the hit slightly faster than standing back up and swinging normally. Outside of that I don't use the Ambush much.
- Reverse Bear Traps do have varying amounts of slowdown but on average they're worth using.
- Because I like moving while Crouched and using Ambush, I've had pretty good results with just her basic add-on John's Medical File which speeds up her couched movement by +6%. (If you use that, she moves 97% survivor speed while crouched instead of 90%, so that 1.8 second difference I mentioned above becomes only 1 second.)
Mind you, I am NOT claiming that I'm playing her optimally or anything like that. I'm just saying how I play and that I tend to do pretty well with her this way. Play her however you like obviously.
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Mine is something like this
- I hate playing Nurse the most. It’s the whole staring at your feet thing 1/2 the match, so annoying!
- Hillbilly I also dislike, he just feels like if you took Blight and Bubba and just made them both clunkier. Hitting with his chainsaw is fiddly, and he doesn’t have the same level of maneuverability Blight does to do sharp turns and such.
- I’m not a fan of most of the ranged attackers, I prefer playing the melee killers. So Huntress, Deathslinger, Trickster and Plague are all in the same bucket.
- I’d like Oni more except hitting with his charge attack just feels too awkward.
- Trapper would be ok but he takes a lot of time to set things up and they don’t always pay off
- Up another notch, Wraith is ok but I always feel like his Decloak is awkwardly slow. I like the other stealth killers better in terms of the fluidity of going in and out of stealth
- Artist is a killer I find ok but I wish I liked more. Mainly it just seems too easy for survivors to avoid the crows getting pings at long range if they’re at all paying attention. She feels like Doctor but with an ability survivors can dodge.
- Demogorgon is ok, I like his ability to use portals as radar stations. His lunge always felt a bit clunky though.
- Legion’s ability to vault pallets is fun, their Deep Wound effect just seems a bit weak is all.
- Spirit has a cool passive ability of not seeing where she is, and her phasing is neat, but playing solely by ear isn’t all that great.
- Bubba’s chainsaw is great but that’s all he has
- Hag’s teleporting is cool but I always feel like I’d have to play her fairly regularly to be able to consistently get hits after teleporting.
- I’m not a fan of Meyer’s basic kit, but he does have really fun playstyle variant add-ons in the mirrors and Tombstone
- Twins are pretty fun. Victor has great mobility and a pretty vicious attack. I actually don’t even do the camping thing with them, I prefer to use Victor for all the attacks and Charlotte to occasionally split pressure and carry people to hooks.
- Blight is fun, he has great mobility. I’d probably rank him even higher if I played him more often and was more consistent hitting rush attacks.
- I love Pyramid Head’s trails and cages. I don’t even care about his ranged attack that much, sending people to the Cages and getting the killer instinct pings never gets old for me.
- Ghost Face has solid stealth, and even when people knock him out of stealth he gets killer instinct pings on where they are which is also really useful. Getting Exposed hits on marked people feels great but can be tricky sometimes, especially against savvy survivors and survivors on comms.
- Clown is a basic attack killer who is solid in a chase and that alone gets him into the Fun category. I’d put him in the top category except his bottle switching feels a little overly complicated for what it accomplishes.
- Pig is one of my favorite stealth characters. Most people don’t seem to use her stealth much, not me. I’m perfectly happy moving at about 90% speed when it means getting super close to survivors to get a hit before a chase. And her Ambush works surprisingly well from stealth, I rarely miss Ambush attacks. She’s borderline between the top and second tiers in terms of fun for me.
- Sadako has kind of edged out Pig as my favorite stealth killer. Unlike Pig she has virtually full mobility while stealthy and, unlike Wraith, still moves at survivor speed while Manifesting. She just feels really fluid going in and out of stealth. Her invisibility is neat mechanically and aeathetically, and her teleport is a lot of fun to just zip around the map whenever you want to scout or patrol or occasionally to cut someone off in a chase. She’s quickly climbed the ranks for me in terms of favorite character to play.
- Pinhead is just plain enjoyable to play simply because of his Chain Hunts and teleporting to survivors who try and use the box to stop it. His 1v1 ranged attack isn’t all that powerful but it’s ok and I can hit with it a bit more reliably than some of the other ranged attacks on other killers. And of course his taunting of survivors is awesome. 😄
- Nemesis is lots of fun for two reasons - his Zombies are fantastic scouts to find survivors, and he is a pallet smashing juggernaut. He’s an even better pallet smasher in my mind than Bubba because he actually doesn’t stop moving when he uses his whip to break a pallet. Plus his other animations are just really satisfying like one fist punching breakable walls. I barely use his whip to damage survivors and never played Resident Evil and I still really enjoy playing him.
- Freddy has one of my favorite aesthetics in the game. I love the look of Dreamworld, his animations like when he scratches a breakable wall before shattering it, and his haunting laugh. And even though snares are objectively more effective I always use his Fake Pallets because it’s always hilarious when survivors fall for them. 😄 On top of which he’s semi-stealthy which is cool and his teleport is handy too. Such a fun killer!
- And finally Doctor is my number 1. He is bar none the best tracker in the game which I really, really appreciate. It means he’s always active chasing people, it’s very hard to stay hidden from him. And then during a chase his Shock is quite good at helping secure hits. Plus I just love that he’s the only killer I actively want to use Distressing with. 😄
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I think grabs at generators and hooks is simply to make survivors feel more stressed if they do those things in the killer's face rather than just run away. Not that survivors can't make it difficult to grab them by faking the rescue, of course. But the threat that a grab can happen at least makes the survivors actually worry a little about it versus just running in and grabbing without caring as much.
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@kaskader said:
Completely agree with the changes.
Sadako sadly feels like downgraded wraith which is also sad considering that wraith is a laughable killer after unreasonable nerf.
She needs a buff.
I'm actually doing better with her than Wraith because she's much more fluidly able to go in and out of stealth then he is. Just tonight I had a 3k with hatch against 4 iri 1 players (not that Iri 1 means as much as people think but it's still fun to see that on the endgame screen.) What Wraith has in the extra speed while cloaked Sadako makes up for by still moving at about 100% speed while Manifesting and maintaining partial Invisibility afterwards. Plus her teleport is good for patrolling as well.
Not that I'd turn down a buff for her if the devs determine she still needs one. 🙂 But at least for me she's a bit better than Wraith and definitely more fun to play than him.
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I definitely enjoy playing her more than Wraith. 🙂 Her ability to go in and out of stealth at will just feels much more fluid and fun since she never actually has to stop moving the whole time. If anything I'm finding her stealth and invisibility to be her best asset so far, even more than her teleportation and especially more than her Condemned which doesn't seem to do all that much to be honest. (I've gotten a couple of Condemned kills at the very tail end of matches but that's about it. I'm sure it's given a bit of slowdown with some survivors actually taking some time to remove stacks, but that's hard to judge from my perspective as the killer so even if it's working it's not as exciting as the phasing.) Just tonight I played a round with her and got a 3k with a close hatch against four Iri 1 players which, even though Grades don't mean as much as people think, was still a cool endgame screen to see. 😄
I'm certainly not going to claim she's the best killer in the game or anything like that, but she definitely seems playable and I'm having a good time with her so far. 2 1/2 stars out of 5 probably in terms of overall effectiveness is my guess (I put Wraith at 2 stars), but she's climbing up to 4 stars in terms of my favorite killers to play just based on her style and aesthetic.
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How much you like Fearmonger will probably depend on how much you're bothered by survivors using something like Sprint Burst or Balanced Landing when you catch them working on a generator. If it bugs you when you walk up to a gen and they sprint away or vault through a window or Dead Hard for distance etc then this perk stops that for the most part. The Blindness is also a nice feature against solo survivors (survivors on comms aren't as impacted.)
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I have no problem dropping someone I'm carrying to go down a person sabotaging a hook in front of me. I did that just tonight in fact. I don't think it's even necessary to literally camp a survivor in the situation you described, you can just slug the first down and down a second one. Odds are good they have at most one person on gens at that point, and if someone is following you while you chase the second survivor there's no rescue forthcoming for the slug either.
Basically squads like that aren't playing nearly as efficiently as they could, so as long as you can down them when they get cocky and out of position you're good.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/2846853#Comment_2846853
Impossible to have fun with MMR, SWF and all the second chances survivors get now.
Hell even if the survivor is condemned they can BM you by standing in front of the TV, let you hit them and then they put the tape in and boom you can't mori them anymore.
I have fun. I actually like the MMR system better than the old emblem system.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/2846854#Comment_2846854
50-60k average, as a new player? no. no chance no not know how.
Lets be real here, we are talking killer. Suriviors are just skins, thats it - no gameplay differences.
You are lucky to scrape 20k bloodpoints per game if you are lucky.
If you want to get to 40 it takes more than 1 mil.
To clarify, the 50-60k is for an average player, new players would be getting probably 1/2 to 2/3 that much.
The 1 million bloodpoint to get to level 40 though, I'm pretty sure that's about right.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2846768#Comment_2846768
Yet each civ game hell every expansion has massive changes to baseline mechanics. The best we got was a half assed egc. There still no comeback mechanics.any crucial baseline mechanics are locked behind a perk system with and archaic 3 tiers of progression.
Even then civ makes sequels dbd does not. Live service games tend to involve significantly more patching and a consitently evolving play enviroment. Dbd has none of that. Unveiling perks that often get bined because there are little actual flex slots for either killer or survivor. Also subscription services for singular games are for the most part a dead concept or at the very least unfavourable unless your attached to an existing juggernaut of a game. The battle pass has mostly taken the place of the subscription service tbh.
Well I'm not going to try and argue with you about whether or not DbD could have done this or that in the game. That's all speculative and really beside the point I was making which is, in terms of how many people play this game versus play other games that came out in 2016, it's doing exceptionally well.
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@Lyonic said:
I have to say mate, no disrespect intended, I really would like to bag and sell what you are smoking. 50 hours.
You get like 200ish games in 50 hours. (15 min games).
Lets say ON AVERAGE being super generous as a new player with no perks/skills/clue you get 20k bp per match. Thats 4 million bloodpoints.
Please let me know about the bagging.
It actually is going to vary quite a lot depending on how often they play, if they're doing missions and rift challenges, and also if they're taking advantage of giveaways and events.
I think it takes about 1 million bloodpoints to get a character from level 1 to level 40 (very rough guess). Now an average player, before any bonuses, will get about 25k per match assuming they're using a bloodpoint offering. A brand new player though will probably not do as well, so they're looking at about 15k per match until they get more comfortable at the game.
However, that's actually a serious underestimate because the bonus experience points you get from all sorts of things can greatly increase that amount.
- If anybody uses Bloody Streamers in your match then all the players get double bloodpoints including you.
- There is a yellow offering that pops up pretty often which also doubles your bloodpoints for the match.
- Daily missions are worth about 30k bloodpoints. So if you do a daily mission every time you play that's like getting a free match worth of points.
- Rift challenges likewise are another 20-30k or so, so again if you're always doing Rift challenges as you play you'll be getting a lot of extra points.
- Once a month you'll get bonus bloodpoints based on how high a Grade you reached. Odds are you won't get close to red ranks starting out, but even as a new player if you play regularly you'll be able to get to Silver or even Gold which is a few hundred thousand Bloodpoints.
- And also about once a month or DbD has bloodpoint events and also periodically gives away free codes on Twitter and elsewhere. If you keep an eye out for those they're typically 50k or 100k or more bloodpoints a pop.
So if you play 2-3 matches a night you can actually get more like 50-60k average bloodpoints per match you play assuming you are taking advantage of everything above. (Not literally every match gets that much, but when you average out all the bonus points over the matches you play over that time you get quite a lot of bloodpoints to spend.) So you can essentially get 1 million bloodpoints in around 20 matches if you spread those matches out over a couple of weeks to be doing daily missions and challenges and such as you go. (If you try and grind it all out in one or two sittings it will take a lot more matches since you're not doing as many missions/challenges per match.)
Of course, that's all just unlocking one specific character's teachables. If your goal from scratch as a new player is to unlock EVERY character's teachables by getting them to level 40 then multiply all of the above by 40x. (It will take a while.)
And as far as trying to get literally every perk on every character? It's going to take a LONG time because you're looking at spending multiple millions of bloodpoints on every single character to do that. Personally I have no interest in even trying to do that, but that's just me. 🤷♂️
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2846165#Comment_2846165
Civ 6 isnt a live service. Dbd is! Also regardless of accessible data points there has been consistent backlash and disdain for the current system of matchmaking a lot of the games content creators have dropped this game and in an age where games like brigadoir can go from obscurity to cult following these are indicators worth examining.
People give games like league and apex a hard time but they are bold with there character and gameplay changes its given them significant lifespan. Dbd by comparison is slow and too frightened to ever push there designs playing it safe. The end game collapse is an amazing example of this. They put a significant amount of time to escape when the gates are opened and put zero pressure on survivours to act fast. Every gameplay change is a perk when many should be baseline.
Dbd then sped up its aging by introducing sbm which balances out teams to have all survivors of equal skill level without even touching half of the rooster lack of mobility. They keep adding giant maps that honestly should be split in two realms. This games can be as timeless as other multiplayer titans. Instead it stagnates afraid of putting forward major overhauls and making perks out of every gameplay modifier. Many addons both killer and survivor that massively mix ups games are curtailed and made to be gimmicky.
Ill keep saying it again and again add rotating gamemodes to allow expermentation of new gameplay concepts whilst maintaing a base trials experiance.
You're missing my point - there are only a few games released in 2016 that still have 35-40k or more concurrent players on Steam. Civ 6 just happens to be the one that seems to be closest to DbD in current playerbase.
And FYI Civilization VI has released something like 17 DLC sets including some last year. So it's not like they hadn't been releasing new content on a regular basis. You can say it's not a "live service" but neither DbD nor Civilization is a "subscription service", they're both games you buy full price and then can optionally buy DLC for. They're not actually all that different in that respect.
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They're totally different killers. If you like Stealth, play Sadako, she's way stealthier. If you like Lunges and detecting people near portals, play Demogorgon.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2846172#Comment_2846172
I actually wanna shorter cool-down for her teleport. It is so fun to use her power for mind-games, map control. I am chasing survivor and then middle of chase, i am teleporting. Stopping gen, taking one hit and then turning back. Nurse's Calling shows me if one of them healing. Taking down. Hooking and teleporting again. But cool-down is really so long, it should be 60 seconds.
Yeah, I'm also behind a shorter refresh on the TVs turning back on. But I certainly wouldn't complain if the lullaby went away instead or in addition to that.
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@Tsukah said:
Apologies if this has been suggested before but right now there's way too many dailies that force you to play Killer.
The daily ritual should always be dependent on which side you play more.
- If you play Killer a lot more, you get all Killer dailies.
- If you play Survivor a lot more, you get all Survivor dailies.
If you don't wanna do that, at the least have it 2 Survivor, 1 Killer or 2 Killer, 1 Survivor in the Daily Ritual.
Personally I’d like it if the missions were all double sided like some of the Rift challenges can be done by either survivor or killer. So every mission could be “do X as this survivor or Y as this killer”.
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@MikaelaWantsYourBoon said:
Her lullaby is fine. It does not directly tell survivor where you are. So they can run to you panicky.
Wraith has not any lullaby, 100% stealth. But uncloacking takes longer and gives chance to survivor run to vault or pallet. Myers is slow and small lunge at T1 but 100% stealth. Pig can not hit directly while she crounching. Ghostface has long cool-down on his power and no mobility.
Sadako is better than all of them. She is like old Freddy for me. I am using her powers for mindgame survivors, they are confusing and giving me free hits.
I agree with all your points. But that being said, IF the devs determine she still needs a buff then removing the lullaby would be a decent one to consider.
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Actually Ringu did bump the player base. It hit March 8 and if you look at the chart in the days prior to that versus today there is an increase. It’s not as large an increase as some other licensed chapters but it’s there.
Frankly everybody keeps harping about “issues driving people away”, but in reality the game is 6 years old so a lot of what you’re seeing is just regression to the mean and attrition over time as people move to newer games. It’s still one of the top played games released in 2016, about where Civilization VI is I think (they both currently average around 35-40k concurrent players). That it still has as many players as it does is a sign of how good the game actually is.
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- Matchmaking under MMR is actually better than the old system. People complaining that “they now have to sweat to win” are basically complaining that under the old system they got to stomp new players more often because of bad matchmaking, but now that they get put against equally good survivors it’s more stressful to get wins. But in reality when all the players in the match are the same MMR the matches are typically close.
- A lot of the loss is just regression to the mean and the game being 6 years old. DbD remains one of the most played games on Steam Charts that was released in 2016. (It hovers around Civilization VI numbers). Frankly that the game still has as many players as it does is a testament to how good the game actually is and how loyal its base is.
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@Barbarossa2020 said:
Getting ranks is about games played do a 100 a month and you'll get 1. Unless you're basically face camping the first surv you see and doing nothing else.
Minor point but I think it takes over 150 games on average assuming you gain about 1 pip every other game with an average kill rate of 2+. (It takes 80 total pips to reach Iri 1, and if you lose you can lose a pip which cancels out the extra pip you can gain by getting a solid 4 kill.)
But other than the specific number I agree on the main point which is that gaining Grades is all about playing lots of matches. Since you can’t lose a Grade once you earn it, you just have to hypothetically keep playing over and over and even if you aren’t that good just by sheer chance you should occasionally get multiple 4 kills in a row where you get two pips on each and gain a grade.
Personally I never get there myself. I only play maybe 2-3 matches a night 5 or 6 nights a week and while I’m pretty decent I’m not like an 80% kill rate or anything crazy so I don’t get 2 pips all the time once I’m in Silver and Gold. Plus I frankly don’t have the patience to really go out of my way to slug for 4 kills when I’ve downed the third survivor, I just hook them and if I win the race for the hatch and get the last person great, which definitely lowers my chances of getting 2 pips. Plus Grades are basically meaningless other than giving you a bloodpoint reward once a month so other than being a curiosity I don’t care about my Grade at all.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2845304#Comment_2845304
I mean, yeah. Clearly. Your response to his original post was just a disagreement with really nothing to offer. Then when the OP further clarified himself you shifted the goal posts hard as if his whole reason for posting this was to say "slugging is bad".
I mean, you don't have to agree with the guy, but at least add something to the Convo besides steering the conversation to another us vs them post. Like, Imagine reading this first two posts on this thread and only gleaming "slugging bad". Weird stuff.
I never "steered" anything anywhere. And when I want to actually "argue" about something I typically give examples and explain my position in a bit of detail.
I'm not "arguing" with the original poster, the only thing I did was point out 1) that the hockey kerfuffle is overdone; and 2) that his side comment about slugging was entirely dismissive of a perfectly valid way to win the game.
Now YOU I'm arguing with. See the difference?

