Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • @Noz said:

    Imagine believing that having a monitor with a not 16:9 aspect ratio is cheating.

    Guess people 20 years ago all were cheaters with their 4:3 monitors.

    Right, because all the people in tournaments who obviously played with stretched res staring straight at the ground were using CRTs from the 90s. 🙄

  • Coup de Grace. If it was just a simple boost to lunge distance, even a more modest one, I’d use it. The way it works though feels like it's overly complicated and inconsistently available for what it does. You get only a handful of tokens for it over the course of a game and you may not even want to use a token on a given lunge at that.

  • Definitely. I like The Ring, I like stealth killers, and I like her aesthetic.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835352#Comment_2835352

    However beeing able to stop someone from unhooking entirely is pretty powerful, if you know someone is close to death or reaches struggle, you should go back and secure that extra free hook stage/kill.

    Sure, if they're actually about to die then making sure it happens is a good idea. But just standing around the hook for two minutes usually isn't.

  • @Kolozzoni said:

    really... Dracula? cringe

    What's next? Sasquatch? Mothman? Chupacabra?

    What’s wrong with any of those?

  • I’d be down for a classic monster killer like a vampire or werewolf. 🙂

    • Vampire who can briefly fly as a swarm of bats and daze survivors with a hypnotic gaze
    • Werewolf with a lunge (ala Demo) and the ability to track the neareat survivors by focussing on scent or killer instinct
    • Mummy who is a hulking juggernaut capable of easily smashing walls and pallets and that maybe can summon up sand to blind survivors or curses them. (A speed 110% killer that can just instant break pallets and walls could be kind of different. I don’t know how good they’d be overall because of poor map mobility but with innate instant breaks they’d be slow but steady in chases.)
    • Medusa who passively puts negative conditions on survivors who look at her. (So the survivors want to actively not look at her when they’re doing gens or running away, etc.)
  • What about an informational Boon? Something that shows auras for everything but the killer in its range for instance? It would give pretty complete info about a section of the map as long as it was up, other than where the killer is.

  • @sizzlingmario4 said:

    There is literally zero reason to buff the nurse.

    If anything her recharge addons need to be nerfed

    I don’t think Nurse needs a buff, but I do hate playing her because staring at the ground half the match is super irritating. I’d probably play her if she kept her head up during the blink stun, even if they compensated by slowing down her refresh slightly.

  • Of course, I’m still playing and having fun so why would I not have fun if I started again?

    And yeah, I don’t get people that are still playing and on the forums all the time if they’re not having fun. Just play something else if you aren’t enjoying the game. 🤷‍♂️

  • Facecamping as Doctor seems like a particularly terrible strategy considering his kit has some of the best tracking in the game. He’s way better off proactively going after survivors than waiting for them to come to him.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2834304#Comment_2834304

    That's not the topic. The topic is "Why don't you use add ons?"

    My answer is because sometimes we do dailies for characters we are not actively spending blood on. A counterargument was that "it only costs 30,000 blood to do a bloodweb", which is not only false, but the value of the ritual I am probably doing, make it pointless.

    No, the topic is why do you feel the need to spend literally all your bloodpoints on a killer you’re not actually playing? And you’re the one saying you can’t finish a bloodweb per game. Considering that’s exactly how I play I know you’re wrong, I do it all the time and am almost always at 900k+ bloodpoints. The answer is the only reason you are short on bloodpoints is a compulsive desire to drill down for all the perks on a given killer. You’re the only one forcing yourself to play that way though,

  • The MMR ratings themselves seem to be working, as in if everybody is about the same MMR then they're good matchups. The issue isn't the MMR, it's when the matchmaking system ignores the MMR in various situations such as backfilling a spot when someone dodges a lobby or when a swf includes people of widely different ratings, or when someone is just an outlier MMR and there's no close matches to make quickly.

    So they don't need to revert MMR, it's actually working better than the emblem system and ranks/grades. The issues that exist involve finding a balance between the matchmaking algorithm looking for "close matches" versus "not making people wait a long time".

  • I think the MMR has a baseline for you as a killer in general but also a modifier that goes up or down as well for each individual killer. So when you win both your baseline and your killer specific modifier increase, for example. So if you a lot of a particular killer and win a lot your baseline would be increasing on everybody else, though not as quickly as if you were winning with them directly.

    I’m vaguely recalling that though so I could certainly be wrong. 🤷‍♂️

  • I’m normally around 900k all the time but I just Prestiged two characters to level 15 each so I’m around 700k at the moment I think.

  • @xEmoGirlxAlexisx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2834202#Comment_2834202

    Its Great to See ppl still know about Evolve :D i Miss this Game so much

    Btw i dont Think Evolve died because they Added a Spider Monster we still got Updates vor like 3 month ans then the Devs was Working on the free 2 Play Version that still lived for like 6 months

    The Reason Evolve died was because the Game doesnt hat alot Content and the DLC Politic was awful :(

    Btw Gorgon was my favourite Monster i was Rank 1 whit her on the Global PS4 Leaderboards: :)

    Yeah, Evolve had a lot of potential but its business model was horrible.

  • I don’t hate RPD, I think it’s a cool looking map. I get confused getting around it sometimes but the pallets are mostly gameable. I dislike corn more than RPD. 🤷‍♂️

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2834323#Comment_2834323

    (if you'll excuse the terrible art- also cw for arachnophobia, do not look at the image below!!- that's kinda what i was thinking)

    Image doesn't want to embed under spoiler text but that's just a link to a picture lol

    image.jpeg

    Something like this?

  • @fulltonon said:

    I don't get SBMM doomsayers because it's just not working due to lack of players.

    To be fair it’s not just lack of players causing mismatches, even at peak hours mismatches happen. It’s not the MMR itself that’s inaccurate though, that’s probably fine. It’s the scenarios where for whatever reason the matchmaking algorithm ends up making matches between players with widely differing MMRs, such as backfilling after someone dodges a lobby or a swf with high and low rated friends. It’s those factors plus dealing with players who have outlier ratings like the thousands of hours veterans who may not have close matches available at a given moment which drive the issue. (And on the forum, the complaints get exacerbated by prolific players because they’re the ones most likely to have outlier ratings, who play at sometimes off hours, who are more likely to be in swfs with low rated friends and who are more inclined to meet other aggressive players who lobby dodge.)

  • This just begs the questions though, how are you defining “balanced”? What are the actual specific measurable expectations you think killers in general should meet to be called balanced or underpowered or overpowered?

    Ultimately the main thing the devs seem to look for is that in most matches someone lives and someone dies. They want everybody escaping and everybody getting killed to be the exceptions, not the rule. But with that assumption comes the implication that the gates are usually going to be open at the end. So if the killers you’re complaining about are all getting results where most of their matches have the gates open and 1-3 kills then that’s actually where the devs want them to be.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2834302#Comment_2834302

    Gonna be honest I think the idea on a humanoid spider creature is the most likely. It means they don't have to redesign every single map and can use the same hotbox (because giant spider going in through a doorway and climbing stairs? Absolutely not).

    Well now I’m picturing a human sized spider skittering around in buildings and I actually want to see it, that could be pretty sick! 🙂

  • @Mandy said:

    I think a lot of things come down to interactions - for survivors, just doing gens and leaving the game is kind of boring, no killer interaction, no chases etc - which is a huge part of the game. So survivors want to make saves.

    Yes of course, the way to "punish" a killer who is hard camping is by doing the generators and getting out, but that removes such a major part of the game.

    Which kind of clarifies a point some people seem to miss I think - Behaviour definitely doesn’t have a problem with the game allowing “zone defense”, aka camping or proxy camping, and they also would never ban people for face camping. But at the same time they understand that if actual literal facecamping is something the game somehow encourages that can lead to a game loop that is less enjoyable for everybody since the killer doing it is just standing around, the person on the hook is just doing nothing, and the proper strategy for the other survivors is to just mostly ignore the camping killer and do gens as much as possible. It’s why they went out of their way, for example, with Pyramid Head’s cages to implement mechanisms that make it harder for Pyramid Head to facecamp those.

    So ultimately I think the devs’ goal is finding a system that does somehow steer killer players who might feel inclined to just stand at a hook and to actively seek survivors out instead but without somehow breaking other aspects of the game. I have no idea what they’ve experimented with though, other than maybe they used Pyramid Head’s cages as kind of a testing ground for ideas they thought about for hooks like moving hooked survivors elsewhere on the map, etc.

  • I still kind of generally hate corn the most, but Badham’s main building and basement is kind of annoying. I think what bugs me is a few things

    • I think it’s the only map other than Haddenfield that has two strong buildings instead of one - the school and the house. (Not counting the shacks).
    • Because of how area of effect works putting a Boon in the basement totem spot covers the entire upper floor and a bit but is a nuisance to go to and get back from if you want to snuff it.
    • If the school basement doesn’t also have the basement hooks then survivors will intentionally run down there to die hoping you didn’t break the walls since no hooks ever appear down there. I think it might be the only map where if you don’t break walls you can have areas that are literally unhookable.

    I don’t think any of that makes it unplayable per se but it’s still little things that are annoying on those specific maps compared to a lot of other maps.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2834299#Comment_2834299

    I do not think it is completionism to say "Hey, I wanna do this Plague daily without spending more bloodpoints on her than I would get for doing the actual daily".

    You don’t need any specific perks to do Plague’s daily mission.

  • @Yatol said:

    they said they wouldn't do anything that wasn't humanoid.

    To be fair, that was years ago so it’s not literally impossible they may have developed the engine to the point they could work around the limits they ran into before on that. But yeah, non-humanoid is unlikely since it’s probably way simpler to have a mostly human skeleton for the animations.

    As far as the original post and spiders go, they’ve hinted lore wise that the entity is something like an arachnid with its spider like tendrils. So I could see a killer which is an avatar of the entity which can call on spiders or spider like tendrils to do its bidding, even if that creature itself is roughly humanoid.

    Also on a tangent if It ever joins the game Pennywise’s true form is spider-like I think too.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2829432#Comment_2829432

    You are not operating in the realm of reality if you think the common sub-one year player just has loads of bloody party streamers lying around on every single killer, even ones they do randomly just to clear a daily ritual.

    I never said you literally have a streamer every match, but you do almost certainly have a bloodpoint offering available every match. There’s even a yellow that gives you the same personal bonus.

    And I’m saying all this because it’s how I actually play the game. I do a bloodweb a match, prestige when I when I hit 50, play two or three matches a night, and spend extra when I’m over 900-950k to keep from hitting the cap. I just don’t bother tilting at the windmills of completionism.

  • Tough to pick one, there's a few I wouldn't mind changing. To be a little different, though, how about:

    • Being stealthy between chases is great, but being stealthy only during a chase is pretty worthless. So revamp Beast of Prey to, instead of making you stealthy, somehow actually buff your Bloodlust. It could make Bloodlust increments happen more quickly, or it could increase the movement speed bonus per increment you get from Bloodlust, or it could do something unusual like when you enter Bloodlust you see killer instincts of all survivors in your terror radius for 10 seconds. Basically something useful, not being stealthy in a chase.
  • A technical point, but a hook trade just before the one minute mark is actually better than letting you die on hook. If the killer then continues just camping the new hooked survivor you’ve gotten a minutes worth of gens basically for the cost of one hook. Do that again with someone else and the gens are done and nobody has died so far despite the camping.

    The only hitch with Bubba is he can not only down the trader but also the rescued survivor with Borrowed Time potentially which makes trading particularly dangerous. Against a facecamping Bubba you either have to be really careful on the trade or just bite the bullet and sacrifice the one person and hopefully have enough done for the rest to get out.

  • @Notionless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2830521#Comment_2830521

    I've found that to be wrong. Ormond and other large maps do force you to keep an eye on it, and newer players who miss chainsaws and already get punished by surv distance are annoyed by it.

    FYI Ormond isn’t a “large map”, it’s the median map size (7 maps are the same size as Ormond, about 14 are smaller and 14 are larger).

    I never liked playing Billy personally. It has nothing to do with Overheat, though, that’s a non-issue to me. It’s just he feels really clunky compared to both Blight and Bubba. If I want to get chainsaw downs I would rather play Bubba, and if I want to run around the map at high speed I would play Blight. Hillbilly just plays in my opinion like a worse version of both mashed together.

    (And yes, running into a tiny vine and going into tantrum is also annoying. I was playing him last night on Eyrie and hit a weed or two, pretty annoying. Still got a 3k despite that but, man, that collision box!)

  • Just for reference, those Grades you see (e.g. Ash IV, Silver II, etc) aren’t used for matchmaking at all. They’re a remnant of an old matchmaking system the game used to use. The devs kept those Grades in the game though because they thought it would be a fun way to award people bonus bloodpoints once a month based on how high you can get your grade.

    Matchmaking though uses a hidden rating. If you play killer it goes up when you kill a survivor and down when a survivor escapes, with the amount it goes up or down dependent on other factors including how much higher or lower your rating is to the opponent’s. As a brand new player it probably starts you at a below average rating, which is still even then a little high, and as survivors escape your rating will go down.

    There’s a common misconception that the hidden rating is inaccurate and that’s what causes mismatches. That’s not probably not actually correct. The more common causes of mismatches are when the system doesn’t have someone immediately available close to the rating it wants so it throws in whoever is free at the moment. This happens for example when you have five people in a lobby and one leaves, in which case rather than make the remaining four wait even longer it grabs whoever is free. You also have people who group with friends that may be much higher or lower rated and the system might not handle well estimating a good killer rating to go against four survivors with wide ranging ratings of their own. So the hidden rating is probably a good estimate in that a game with 5 players who are all the same rating will probably be a good matchup, but certain factors make it so matches take place where there are large rating gaps.


    As far as guides go, maybe check out Otz’s channel on Youtube. He has a ton of guides for beginners, including some pretty thorough ones. Also if you just want to look at numbers and details the DbD wiki is a great source of info. And of course you can ask questions on the forums and will probably get decent answers.

  • I’m still having fun. 🙂

  • @GannTM said:

    Please tell me Spirit will be a playable character!!!

    She is. The Kickstarter version is confirmed to have all the original killers up to Trickster.

  • FYI Dicebreaker has a full article on the game with a lot more detail

    Collector’s Edition includes miniature hooks to hang survivors on.


    A few notes from the article

    • Players have unique abilities and can customize perk loadouts as in the video game
    • The standard version has six killers, the collectors edition has 16 (all the original killers through Trickster)
    • No licensed content is included
    • Standard release has MacMillan Estate and Autohaven Wreckers as maps. Collectors edition has two additional maps. The designers said they went with fewer maps so players could be more familiar with them and to reduce complexity.
    • Players use cards to move around the board at different speeds (crouching, running, etc) Like in the video game some paths are one way (e.g. falling from the second floor of a building) or initially blocked (e.g. breakable walls).
    • Rooms have props that let players do things, like the gens that need to be repaired or items for survivors or actions for killers like damaging gens. Unlike the video game you can’t sit in one spot and do an action over and over, you have to move in order to keep using the props.
    • Gen repairs are dice rolls, and on a 1 the killer gets bloodpoints to power up their abilities
    • The survivors fully win or lose as a team. (Good move on the designer’s part, semi-cooperative games are typically pretty broken. I really like the video game but the devs not making it clearly be the survivors as a team with a clear win condition really is the root of a lot of the complaints I see about it.)
    • Killers try to move into spaces with survivors to down and capture them and carry them to hooks. Wiggling free is a dice check based on distance.
    • Unlike the video game, no hook is permanent elimination. The survivor misses a turn but is still in the game. (A good choice by the designers, player elimination in board games is usually a bad idea since nobody likes sitting around for an hour watching their friends continue playing.) So no rescues are needed, although losing a turn probably hurts so you still wouldn’t want to get caught.
    • No official solo mode unfortunately (too bad, a lot of boardgames nowadays have decent solo modes included)
    • Kickstarter launches this month, game will ship and also be in retail in time for Halloween this year.
  • Hemorrhage is fine as it is, namely as a secondary effect that helps track injured people. It’s not powerful enough to be a perk on its own, but it is good enough to be paired with, say, Mangled on Sloppy Butcher to make that perk slightly better than just Mangled on its own.

    All of the perks that include Hemorrhage also do something else too. And some of the add-ons that have it also do something else, like Huntress’ add-on that inflicts both Mangled and Hemorrhage on a hatchet hit. There are a couple of add-ons which only inflict Hemorrhage like Freddy’s and I could maybe see those using a buff to add another effect, but otherwise I don’t think Hemmorage itself needs a buff.

  • @Equus said:

    I’m loving the paintjob on the mini figures. So sad they will come unpainted since I’m not sure I can make them look just as nice.

    Dunks the minis in a bucket of red paint

    “Look, I’m Prestige III!” 😄

  • I could be wrong but I think it is difficult but possible for a lone survivor to open a gate in Midwich because the doors aren’t actually quite in view of each other from the central courtyard. It’s definitely in the killer’s favor compared to some other maps though.

    • Getting free kills with 5 stacks of Devour Hope
    • As Trapper placing a trap outside a window on a building like the ones in Haddenfield (currently undergoing a revamp) early in the match and then a survivor just running right into it thinking the building is super safe in a chase.
    • Getting grabs as Jump Scare Meyers
    • Getting a kill from Rancor
    • Doing a build with Lightborn and Brutal Strength and getting an easy down on a flashlighter while you break the pallet in their face.
    • Survivors getting spattered and downed when they try to use a fake pallet on Freddy
    • When your zombies get a down as Nemesis (I always high five them afterwards! 😄)
    • Hitting all four survivors in a single Frenzy with Legion
    • Multiple downs from Haunted Grounds
    • Just generally speaking some of the animations where killers break walls are pretty sweet. 🙂
    • Caging tormented survivors as Pyramid Head
  • I do a daily mission a night, maybe an extra game or two if I get it done in one match.

  • I think every time a player is the only living survivor and escapes with this perk it should play Queen and show them getting away in slow motion. Now THAT would be a buff! 🙂

    https://youtu.be/_Jtpf8N5IDE


  • @HaunterofShadows said:

    I hate to be the one to break the bad news, but this may actually be a teaser for the anniversary chapter....so we might not be seeing a board game at all. But hey its just as likely they actually announced a board game as likely as it is they teased the anniversary chapter.

    If we don't get this board game I'ma riot.

    It’s an announcement on the Level 99 Games website so it’s definitely a real game.

  • @GoshJosh said:

    How many hours into the game until you’ve grinded enough for the DS perk card? Can’t let my mates tunnel me right off hook!

    You’re thinking of the Dead by Daylight tabletop roleplaying game. 😉

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2831070#Comment_2831070

    Just because it's not programmer doesn't mean they aren't diverting resources. It still takes money,someone from BHVR had to be involved to make sure that it follows the main game. A company only has so much resources and adding a new product will enviable take resources from somewhere else.

    What resources do you think exactly are being diverted from actually programming the video game?

  • @Gamedozer7 said:

    I'm so glad there are devoting resources to making a board game instead of fix there game. Forget optimization,some kind of balance,a declining playerbase but hey at least we got a board game.

    The programmers aren’t making the board game, it’s an actual board game company that is licensing the rights to make a board game about it.

  • @SunsetSherbet said:

    I'd wonder how you make a board game of DBD. But if you can make a board game of tetris and street fighter, then I guess anything is possible.

    Level 99 Games literally makes BattleCON which is basically a card game version of Street Fighter (and a good one too!) 🙂

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/312413/stop-saying-you-are-at-the-high-end-of-mmr-you-literally-dont-know-this

    We know exactly how the system works though...? And while you can't know the exact number. You can certainly have an educated guess on where you're at

    Between the survivors you get(hours, map knowledge, knowledge of how to deal with a particular killer. And how often you get rank 1 survivor who's a hacker who escapes 100 % of the time)

    At least on the killer side.

    You would think that would be true but in general people are terrible at evaluating their own abilities. A classic example is 88% of US drivers claim they are “above average drivers”, which is clearly statistically impossible, many of those people are in fact below average but think they’re above average. Just on how human psychology works I would not at all be surprised if a lot of people who think they are “high MMR” aren’t.

    Personally I make no claims that I’m a top tier player. I do try to think objectively about the game in terms of strategy and such, but in terms of my video gaming skills for example I get outmaneuvered by good runners pretty often, mainly because of old man reflexes and my laziness in not bothering to try and memorize tile layouts. And it also depends a lot on the specific killer, since I don’t have a “main” and play whoever happens to be my mission that night which means I’m not as practiced in killers like Blight and Deathslinger and Huntress and Oni that require a little extra regular practice to use their skills to full effectiveness.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2831013#Comment_2831013

    I genuinely didn't realise that number. I wonder if pandemic had something to do with that as well...now I need to go google again!

    I don’t know if the pandemic increased or decreased sales overall, but I believe there’s been an uptick in the popularity of soloable boardgames since COVID hit since it put a crimp on people getting together for game nights.

  • @Sepex said:

    Do people even kids play board games in 2022!?

    Yeah, people play board games, it’s not as big as video games but it was a $12 billion dollar industry in 2021 I think.

  • And the page for the game is on Boardgamegeek now. Not much there yet but the brief overview and that it’s for 3-5 players in 30-60 minutes.

    Escape the trial as a Survivor, or hunt other players as a supernatural Killer.


  • @NoOneKnowsNova said:

    Are we able to tbag and go clicky click with a flashlight to the killer?

    Tbagging action in minis is probably a stretch goal. 😉

1 … 87 88 89 90 91 … 171