dugman
dugman
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I think it's premature to say she needs a buff still. After playing her tonight she definitely feels better than Wraith overall, for instance. I don't think she's "great" but she's probably "good enough" to not necessarily need to get a buff.
That being said, I also doubt she'd be overpowered if they toned down her TV refresh timers, so if the devs eventually think the stats indicate she could use a bit more of a boost that's fine with me!
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@Cameragosha said:
Onryo need rework. she not fine.
She feels more effective and fun to play than Wraith. Which in my book is basically the definition of "not top tier but fine". (And I say that as someone who kind of likes Wraith too. I just like the way Sadako's Manifest/Demanifest works better.)
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@GoodBoyKaru said:
Probably a bug. Nobody seems to have done so yet despite being told to, so if you get matched on this map please take screenshots/recordings and create a proper bug report in the relevant section to bring it properly to the devs' attention and get an official statement on this (ie acknowledged, not a bug, etc)
Or it's not a bug and they decided they liked the building open?
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Her stealth isn't weaker than Wraith's. In some ways, it's actually better, because unlike Wraith she can Manifest and still be moving at just about 100% survivor speed. Wraith in contrast can get close while Cloaked, but then he has to Decloak at which point he's moving extremely slowly and, if he's not blocking the survivor from getting away, can easily not be able to catch them. Plus his stealth is completely inactive during the chase itself, while Sadako is still on-and-off invisible for a bit after Manifesting which helps her in mind games.
Honestly at this point after playing her tonight and seeing her in a bunch of streamed games I'm pretty convinced she's better than Wraith overall. She's not a "great" killer, but she's definitely not trash.
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Now I'm going to have Chop Suey stuck in my head all night. 🤦♂️
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2839872#Comment_2839872
Agree, honestly shes not bad and shes pretty fun so that's a bonus for sure.
And see I'm split differently I dont think the tv cool down is what's needed, I think her brown addon (33% invisible duration) should be base and part of the green addon (speed duration is increased) should be base with a nerf to the addon.
Honestly that one brown addon (forget the name) gives some great mindgame and antiloop potential.
Either way. The reason I think the TV refresh timer would be a good buff is it would help her in multiple ways by letting her teleport more often, tempting survivors to turn TV’s off more frequently which helps split their attention, and also indirectly helps her build up Condemned stacks more quickly because of the increased teleports and TV usage by survivors. And, I could be wrong, but he Condemned ability seems like it might be the weakest part of her kit so does feel like if she needs a buff that is a spot to look at.
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She's probably better than Wraith overall but not as good as the top killers. Specifically she's better in chases than Wraith while still having good Stealth and Undetectability, and her passive invisibility can indirectly help her in chases. Plus her teleport does allow her to maintain mapwide pressure more easily. But she's not as good in chase as killers that have dedicated anti-loop abilities or instant downs, and she doesn't catch up to a fleeing target as well as say Blight or Spirit after a hit.
So she's probably in the average bucket of killers is my guess? Which is fine if true, she doesn't need another buff in that case. If the stats indicate she's too weak though then the obvious buff in my opinion would be to reduce the TV refresh times.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2839831#Comment_2839831
Otz swf arent the highest level though, dowsey far beats their mmr but everyone is allowed opinions but I dont consider her S or A tier because of a video. I'll judge it on a long term basis and compare to other killers, she certainly doesnt beat antiloop.
Is she terrible? Not at all, she could use a brown addon as base but thats about it and shed be good.
My first impression is she's above Wraith's tier but below A and S tier. She's better in a chase than Wraith and the teleportation gives her decent mobility, but she's not as good in a chase as killers with a more direct anti-loop type ability or instant downs or a catch-up mechanism like Blight or Spirit have where they can get right back into a chase with the same survivor after a hit. Her stealth is good, and her intermittent invisibility can help her in chases, just not as much as other killer powers help. And her Curse gives her a mild amount of innate slowdown but it's not as much as Pig's traps, for example.
So not top notch but not bad either in terms of effectiveness. 🤷♂️ If the stats turn out that she still needs a buff they should probably just reduce her TV refresh timer a bit, but for all I know she's ok as is.
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/2839714#Comment_2839714
Or at the very least a new map, when this licensed chapter presents a viable option for one that would be SO easy to visualize and program.
Even if there was a new map this chapter it would be free for everybody, you never actually pay to unlock a map.
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This poll is certainly a notch for the team that does cosmetic design, 90% of people responding so far have bought cosmetic items.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2839199#Comment_2839199
What do you mean? That Doctor's illusionary doctors actually fool people in chase, or are you just referring to them being used for tracking again?
Just tracking. They don’t fool anybody, their main use is passive tracking at all distances.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2839126#Comment_2839126
Illusionary doctors are very very scary. I sure hope I don't go against a doctor ingame I might just loop them forever by predropping pallets. You're sacrificing his actually decent chase addons that make his anti loop manageable for a little aura reading. I don't understand the point about her crows being dodged. You have to be pretty far for you have to have reasonable time to avoid the crows and completely avoid the killer instinct no survivor is pulling comp team strats of calling out birds to gens lol. You only see the aura for less than a second.
I run into plenty of survivors nowadays that consistently dodge the birds at long range. It’s commonplace.
Also if you think Doctor can’t beat loops when he uses Illusionary Doctors you obviously don’t play Doctor very often.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2839102#Comment_2839102
Her tracking is superior to doctor since it's not on an insane cooldown and works across the map. It's also an actual threat against survivors not just a m1 killer making you scream. If survivors are consistently hopping off a gen and completely avoiding even the killer instinct then they are wasting precious time which might be the difference between a gen popping before you get to it or successfully saving an important gen. If you're against doctor you just stick the gen and it pops before he even gets there. She's a 115% zoning ranged killer and is very strong.
Also my point wasn't that she was close to the level of nurse, but that she is closer to nurse in terms of strength than she is to doctor.
Doctor has 2 types of tracking - his Static Blast and also his Illusionary Doctors. Illusionary Doctors work at all ranges. He can easily constantly detect survivors at all ranges on the map with the latter and with the former can much more consistently get pings on hidden survivors in his terror radius than Artist can get pings on hidden survivors using her crows. Also the fact that Artist can use her ability at long range more often doesn’t help when survivors can simply move out of the way, which doesn’t take that much “precious time”.
She’s better at loops, Doctor is way better at tracking.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2839098#Comment_2839098
"she’s in the same bucket as Doctor in terms of tier lists"
Maybe read the rest of it. I literally talked about how she’s strong in loops and in paper can hit people with crows at gens but in practice survivors can too easily dodge them at long range.
Also Nurse is better than both her and Doctor in chases. Not even close.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2839086#Comment_2839086
She's closer to nurse than doctor in terms of power lmao. You use her birds to pressure people off gens/for gen info and at loops to block off pallets/windows. If they either have to leave or take the hit you can easily catch up to them since they're getting zoned constantly.
Did you read my post?
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Boons in general are fine. The only Boon that’s been problematic is Circle of Healing, so if that’s still too powerful it just needs to have its effect adjusted.
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Artist is good at loops but I was hoping for better results from her long range tracking ability. Doctor is one of my favorite killers to play because of his excellent tracking and his ability is good in loops, and Artist is a similar sort of killer. But the long range tracking is pretty easily thwarted since survivors can see the crow auras coming from far away and dodge them, leaving many of those tracking shots to be misses against survivors who pay attention to their surroundings. Doctor’s tracking is just way more consistently useful.
Technically she’s probably a bit stronger than Doctor in a loop since her ability can in principle directly damage a survivor versus just keep them from vaulting or dropping a pallet. I’m not good enough with her yet though to really consistently get those hits though unfortunately, so I’m still way better with Doctor at loops than her. That’s a “get good” problem on my end obviously though.
Anyway I’ve said from the very beginning she’s in the same bucket as Doctor in terms of tier lists and that still seems to be the case. If you like Doctor you also probably like her and vice versa, more or less.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2838879#Comment_2838879
You don't need to much wait lol.
She is like a worse wraith with her main stealth + extra ability to teleport. Thats it. Nothing huge new. No aiming, no set ups traps, no super hight skill cap, etc.
Just your avarage Freddy or Wraith with extra steps recycled in a different form.
She’s actually better than Wraith in a chase because she continues moving at survivor speed while Demanifesting versus Wraith who slows to a crawl while Decloaking. (Wraith’s speed boost after a Decloak isn’t enough to catch up to a survivor mid chase assuming they already know he’s there. They easily gain a lot more distance than the speed boost grants.) Wraith’s main advantages are instead he’s a bit harder to spot while moving around and his extra cloaked movement speed outside of a chase. Once the chase starts though she’s better.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2839058#Comment_2839058
The main point everyone made was that her TV's and her main teleport power can be very much controlled by survivors and they didn't touch it at all. No one cared about her "anti loop" gimmick and the condemnation buff is very minor.
Actually buffing her ability to get downs does indirectly improve her ability to teleport and get Condemned stacks because it puts more pressure on survivors to rescue each other versus manage the gens and TVs.
But I do agree that if she still needs a buff after going live then reducing the TV refresh timer would be an obvious choice.
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This is under the assumption gen speeds are too fast currently, but that might not be the case. The devs want the median results for matches to be 1-3 kills, meaning most matches they want the gates to be open and someone to get out but not before someone dies. So under that metric you should be seeing the gens being done most of the time assuming the survivors play as well as the killer.
Now if 0 kills is happening too often when all the players are the same MMR then yes, making it harder to finish gens males sense. But I haven’t seen any stats one way or another that indicate that’s the case, and a lot of people who complain about gen speeds seem to think they shouldn’t be finished 50% of the time which isn’t how the game is intended to work.
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I’d be fine with all map offerings being removed, they just exacerbate whatever map issues exist by making it possible for people to abuse them as often as they like. The benefits to the game seem minimal compared to the annoyances they cause.
Personally I run Sacrificial Ward pretty much every time I get one just so I can be sure the map is random.
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Sorry that picture is super dark, I’m not sure what I’m supposed to be seeing?
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The effects of Monstrous shrine (reducing the chance of self-unhooking and reducing the total time from stage 1 through stage 3 on the basement hook by a maximum of 10 seconds) are both currently terrible and it deserves a revamp and buff.
- As to the self-escape effects, short of a couple of corner cases, nobody in their right mind tries to get off a hook themselves except as a last resort or if they're intentionally trying to quit the game. So they could literally make that portion of the perk say "Survivors can not pull themselves off a basement hook" and it would still be a terrible effect, let alone what it actually does which is simply somewhat reduce the chance of a self-escape happening.
- 10 seconds out of 2 minutes is very unlikely to make a difference in a match even if the killer is literally face camping the person in the basement. If a killer is actually just standing around guarding the basement for 110 seconds then that extra 10 seconds is just icing on the cake, the other survivors have already decided to finish all the gens and let that player die on hook. It's hard to imagine this perk has any statistically noticeable impact on the kill rate of killers who use it versus using no perk at all in its slot.
Therefore what I really do think this perk needs is a revamp and buff. One part of a revamp could be that Monstrous Shrine lets all the basement hooks be treated as Scourge Hooks for related perks, but since that alone wouldn't be a good perk either it would have to be paired with some sort of practical benefit that replaces its existing effects. It could be maybe that survivors who are unhooked from basement hooks suffer a condition like Mangled, or maybe it take a few seconds longer to rescue someone from a basement hook, or maybe the killer is able to see the auras of basement hooks to know their location throughout the match (so the killer always knows where to travel to get to the basement.) There's presumably a lot of options available to replace the current effects that somehow involve something happening with basement hooks, just pick your favorite.
So I am totally onboard with removing the current effects of Monstrous Shrine and replacing them with something better that still involves the basement.
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Unfortunately the devs have said a few times they’re not planning to add bots to custom matches in the PC version. DbD Mobile has them but that game was designed separately from the ground up by its own team so those can’t just be imported. 🙁
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@Cybil said:
As a big fan of the first Halloween movie I am distraught over it's disappearance.
I’m not a big fan of the house layouts mechanically but I do like that it’s got its own unique feel so hopefully we’ll get the new version “soon”. Although Mandy saying it’s “off until further notice” does sound like it’s a pretty serious rework or maybe something even more problematic going on. 🙁
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I like The Ring, I like Sadako’s aesthetic, I like stealth killers and I like teleporting with Freddy and she’s gets to teleport even more often. I also like Wraith but am not as big a fan of how slow he moves whennhe decloaks, but Sadako still moves at about survivor speed while decloaking which looks much more fun in my opinion. Plus I think the intermittent invisibility thing is neat.
So yeah, definitely looking forward to getting her. 🙂
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how would you know what they think or what's in their mind?
pretty sure they can speak for themselves. What I want from you is YOUR opinion. not what you think others opinions are.
Because they literally say things like “I got 6 hooks so I completed 50% of my goal while the survivors completed 80% of their goal by completing 4 of the gens”. Which means that, in their mind, the game is “balanced” is the killer has an equal chance of stopping all the gens from being done versus not being done.
So yeah, you got my opinion of both where the game should be balanced, which happens to align with the dev’s opinion, and my opinon on why a lot of people have a misconception of what the actual balance point is.
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@FriendlyBubba said:
My cousin suffers from epilepsy and those ######### survivors gave my cousin an extreme seizure. Foam came out of his mouth and it scared the living crap out of me. Can we do something about this, BHVR, or is it too much to ask for a solution? Because you nearly killed him.
Sorry to hear that. I’m surprised flashlight click macros can cause seizures since they don’t actually produce bright flashes of light across the screen. Is it also caused by rapid loud clicks?
Either way assuming the clicks are epliepsy triggers that’s all the more reason the flashlight sound and animation should be limited to only appearing about once per second.
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The DC penalty does matter, when it’s off there are noticeably more disconnects than there are now. It doesn’t eliminate them entirely obviously but the situation is definitely worse when the penalties are disabled.
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@anarchy753 said:
Hard to answer. Needs an option like "I have bought cosmetics, but I don't any more."
I used to get quite a lot, but I don't like a lot of the directions the devs are going with things. MMR is pathetic (and all we hear on it is "WE'RE RIGHT YOU'RE WRONG"), perk changes take literally years to see the light of day, reworking old stuff is just going the direction of "make it so OP that it gets used over current meta," and in terms of cosmetics they're now using every excuse under the sun to make sets linked to force people to pay more. This is especially true in the case of the newest Trickster outfit which has noises and lobby animations tied to it which are basically nothing, and could be tied to any individual piece, but are instead used to bump the price up 50% for minimal effort. This all comes after asking us in surveys if we want linked sets to be less restrictive which I can't imagine anyone answered "no" to.
Personally I'm just not interested in giving BHVR any money outside of licensed chapters while they're doing such a dismal job all round.
The question is more about if you are generally a person that buys cosmetics. So if you have bought them then that’s the answer.
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I’ve never bought cosmetics, I kind of like using the ones I get from Prestiging and rift challenges and such because it feels more like I’ve “earned” those as rewards for playing. But I guess with enough shards or if there was a skin I was super into I might splurge. 🤷♂️
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Haddenfield is undergoing a full revamp which is presumably why it’s taking so long. Basically for all we know they’re essentially making a new map from scratch, so they may even want to put it out with a midchapter PTB for testing when it’s done. (I’m just guessing though. 🤷♂️)
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Yeah, I think you have about the right idea. Basically the game is set up so that if everybody is playing well you’ll have 1-3 kills at the end. Which means the gates will be open and people got out but not before the killer has killed at least one player. So the first couple of gens are the hardest for the killer to defend and you should expect them to finish fairly quickly, but by the time the first two or three are done the killer should have someon constantly on hook, be chasing someone else, and either have someone already dead or have enough hooks that multiple survivors are on deathhook. The situation to shoot for as a killer at 1-2 gens left should be the one survivor on hook, one being chased, one survivor rescuing the person on the hook and the last trying to complete the last couple of gens solo assuming all four are still alive.
I guess as a rule of thumb, if the number of hooks exceeds the number of gens done in the beginning the killer is doing at least ok enough to have 1-2 kills by the end. If they have around double the hooks as gens done then they’re maybe looking at a 4k.
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The devs are the ones who decide where the balance point should be. Presumably they want he median match results in the 1-3 kill range with an average of 2 so that 0 kills and 4 kills are the exceptions and most games the gates are open and someone gets out. If the game is hitting those marks then its balanced.
Now hypothetically they could have picked other balance points. For instance, they could have gone for most matches being either everybody lives or everybody dies with few in between games. I suspect a lot of killers who complain about ”gen speed” think that’s how the game should work, because in their mind the gates should only be open half the time. In principle you could design a game to work that way, it’s just that’s not how DbD was designed. And ultimately the devs are the ones who get to choose what model that want to shoot for.
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The devs want the median results to be 1-3 kills per match with individual survivors having about a 50/50 chance of escaping. If most of the matches among equally skilled players are falling in that range then it’s working as intended. I don’t know if that’s fhe case or not since there’s no public data on matches, but I do see a lot of people who complain about balance who seem to think the game “should be 50/50 that the gates are open at the end” which isn’t what the devs want and would mean higher kill rates than intended.
So if the complaint is “the gates are usually open so the game isn’t balanced” that’s based on a faulty assumption about where the intended balance point is. If on the other hand you think the median kill rates are actually below that 1-3 range then that would indeed be survivor sided, I have no data either way that that’s the case though.
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Plaid Flannel should be base it in my opinion. It helps beginners but doesn't help veterans as much, so adding it to the base kit would just make Nurse more inviting to the new players without significantly buffing her at the higher end. And it would free up an add-on slot for the new players who want that targeting spot.
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I don't use Corrupt personally but that's only because there's times the survivors will just try and hide until it's over which is kind of too slow a start for my tastes. I'd rather just let them get started so I can hear and find them more quickly and get the match properly going, even though objectively it's otherwise a good perk to run.
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Also keep in mind NOED is a universal perk, all players have access to it in their bloodwebs. That also can help boost how often it appears.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2836788#Comment_2836788
When you have multiple boon perks all boons are applied to the booned totem so just need 4 totems same as scourge hooks all effects are apolied to those 4 hooks.
Right, I said that.
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Both Scratch Mirror and Vanity Mirror Meyers work, I've gotten 4 kills with both of them. The main difference is the Scratch Mirror has better stealth and a larger aura range but the movement speed in Evil 1 is only 105% survivor speed so, while you can feasibly catch up to a survivor who is running away from you, it will take longer than normal and be more likely to have the survivor being able to get to a pallet for safety. So you really have to be relying on the stealth and auras for ambushes to hit survivors before things get to the stage of a footchase.
But in contrast, Vanity Mirror Meyers is moving the normal 115% survivor speed so he can loop and chase the same as any basic attack killer. He's not Undetectable so he does have the red stain which makes him easier to spot, but he's still fairly stealthy because of his reduced terror radius, especially if you run it with Monitor and Abuse and the Dead Rabbit, which is often enough to get him in close enough to start a chase from a better position than a standard basic attack killer with no stealth might be able to do. Then during the chase his 16 meter aura reading make mindgaming and juking him much more difficult, as well as trying to hide from him to avoid a chase. So even though his aura reading range is half that of Scratch Mirror, it's still very useful.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2836453#Comment_2836453
Right? Preposterous. Or a perk that gets one use per gen done. Lel.
Boons and Hexes don't work the same way in part because survivors and killers don't work the same way
- There's only one killer, but a killer can hypothetically have up to 4 Hex perks using up to all 5 Hex totems (since Haunted Grounds uses two totems). Since with only a couple of exceptions a killer's Hexes start out in play at the beginning of the match that means there's no issue for the killer with them worrying about whether or not their hexes got placed.
- There are four survivors, and each survivors can have up to four Boon perks. If every survivor's Boon perks each required a different totem that would mean you'd need at least 16 totems on the map to accommodate them. But since totems and Hexes and perks which rely on cleansing dull totems are already balanced around having just 5 totems on the map it's not practical to greatly increase the number of total totems, so Boon perk effects get stacked on a single Boon totem that belongs to its user. Thus four survivors only use up to four Boon totem spots simultaneously despite possibly have 16 related perks.
- On top of the above because there are four survivors, assuming they wanted to all use their Boons they'd all have to go and find four unique totems to Bless. If a totem were permanently destroyed when a Boon was snuffed you could easily end up in situations where some survivors just never get a chance to Bless a totem for their Boon perk because of competition for the remaining spots by the other survivors for their own Boons and perks that require cleansing totems.
Finally note that there's no particular reason Boon totems need to be destroyed when snuffed for the Boon perks to be relatively balanced. Note for example the consensus seems to be that Shadowstep, Exponential and the upcoming Dark Theory are all perks ranging from good to mediocre to maybe kind of weak. None of those three are overpowered despite being reblessable an unlimited number of times if they're snuffed out. So it really doesn't matter in the overall that boons can be reset after being snuffed provided the individual Boon perks are balanced around that. (The issue with Circle of Healing is that that specific perk was and maybe is still too powerful. But if the healing it grants is slow enough it'll be fine.)
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I don't do it because I think it's bad strategy so I won't try and justify it.
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I don’t have a problem with killers being able to hear someone going into or out of a locker. If lockers were completely silent it could lead to it being a little too easy to just dive into random lockers all the time to hide. Sure a killer can grab someone from a locker if they guess correctly someone is inside or happen to have a ping or blood trail or whatever but you definitely wouldn’t want the game devolving into a locker open simulator where a killer is constantly checking multiple lockers over and over because the best way to stall for time is just go hide in them.
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I catch people with Spine Chill pretty often by just not looking directly at generators I hear or otherwise know someone is working on. In fact Spine Chill sometimes works against these players because they’re at least partially keeping an eye on that icon rather than on their actual surroundings, so if I’m sidestepping towards them and thus not lighting up the icon they might overlook a chance to possibly see me on screen.
That’s not to say it’s a bad perk by any stretch, it’s really good. But I don’t think it’s actually overpowered, even against Ghost Face and other stealth killers.
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I actually played Artist the other night for her daily and was using both her red add-ons. The red that makes her Undectectable while her crows are on cooldown is kind of fun. You send a couple of crows out to scout and, whether or not you get a ping, you are now Undetectable for about 9 seconds. That’s enough time to get halfway across the map so you are almost always Undetectable when you approach survivors between chases.
I’m not great with Artist overall since I hardly ever play her and don’t quite have the hang of the crows at the loops, but that add-on specifically was a fun one. 🙂
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2836101#Comment_2836101
I thin seeing the name of the killer would be a good thing don't know why it's not a thing but the other way around its a good way to dodge potential hacker. I never played mobilem cant you see the survs as killer there? I think seeing them is a good thing so you can adjust your build slightly to accommodate items they bring they have the advantage of mass so we get the advantage of preparation
No on mobile you click ready and then don’t see anybody, the “lobby” is hidden from you and you don’t see any other players until it starts the match.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2836092#Comment_2836092
Okay, again, this is r/woooshing over your head.
This isn't a contest of "How much blood can you possibly gain from a match?"
It's about blood gained from a daily ritual on killers you don't invested enough in enough to always have add ons on because the value of the match is not worth the bloodpoints you would need to be invested, and therefore killers should NOT be add on reliant to be viable.
Grab a random killer.
Run them with no offerings, add ons, or BBQ and chili.
See if you can get 55,000 blood in one match. I'm willing to bet 9 times out of 10, you can't.
No, what’s going over YOUR head is you’re ignoring everything I said about the scenario you’re describing being rare for how I play
- I almost always use a bloodpoint offering. Why would you assume I’m not using them?
- It’s not uncommon for someone else in the match to use an offering that doubles everybody’s points that match
- You’re ignoring the bonus points I get per day from daily missions and rift challenges and also the bonus points I get from giveaway codes, monthly grade rewards and the once a month or so events
- I prestige all my characters when they hit level 50 because I like resetting them. So I almost never even need 55k in the first place because I’m rarely filling level 50 bloodwebs. And even then, at level 50, the bloodweb contains multiple pairs of add-ons so you don’t even need to fill an entire web to get two add-ons if you ever somehow ran out (which seems unlikely considering how many brown and yellow add-ons get built up by that point.
The only thing draining your bloodpoints is you feeling you need to drill into a specific killer to unlock all he perks on them. Once you discard that notion and play with the perks you collect naturally over time there’s no issue.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2833798#Comment_2833798
Bs we killers do this all the time because we can see the names so the survs should do to. The only difrence is that survs don't see the killer so they can't dodge specific killers
I’ve said a few times I think players simply shouldn’t see anybody in the lobby period. That’s how DbD mobile does it and it works fine, and that way pretty much eliminates lobby dodging which is one of the causes of mismatches.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2835336#Comment_2835336
A bloodweb at level 50 without prunes costs an average of 55,000 bloodpoints.
The max bloodpoints for a killer game is 32,000.
So unless you are rocking offerings, BBQ and chili stacks, or an event modifier, NO YOU ######### AREN'T.
Of course I run bloodpoint offerings, why wouldn’t I? And you’re forgetting that it’s not uncommon for some of the other survivors to run Party Streamers or a similar offering which give all players in the match a bonus.
So yes, I ######### am.
P.S. you also forgot all the bonus points from a daily mission each night and usually a rift challenge a night, plus occasional giveaway codes on Twitter and the monthly bonus points from Grades.
P.P.S. I know I’ve mentioned elsewhere if not in his thread I Prestige my characters when they hit 50 because I like resetting and seeing what I get. So I’m also not playing level 50 characters, that number doesn’t apply to me.
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The perk that annoys me the most is probably Blast Mine. Not because it's even that good a perk, it's just irritating to kick a gen and have it go "HA-HA" and blind you and then have to kick it again.
Head On is maybe second place for a similar reason. It's kind of a bad perk, setting up for Head On plays is basically a waste of time usually. But getting hit by one feels kind of like the local kids egging your car and running away laughing. Damn survivors, get off my lawn! 👿