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lagosta

lagosta

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lagosta
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  • @JohnnyB87 said:

    Think you forgot to mention that his matches are all against n00bs...MMR is gone and his build and gameplay totally shows he's playing in bot lobbies and doesn't account for any good info whatsoever to favor camping and tunneling. A camper and tunneler should lose 75% of the time against any decent survivor squad. Just let the survivor die and it's an easy 5 gen and out.

    You're quite mistaken here. Any killer with an Average Kill Score greater than 2.0 will eventually hit MMR the ceiling, the higher the faster. He has a 2.73 Kill Score and Mode 3, meaning that most games end in a 3k. It wouldn't take long to reach the ceiling and be paired with all players in that bucket. Lobby inspection identified some survivors with thousands of hours (SIC) corroborating the hypothesis that he is indeed above the MMR ceiling.

    Also, he did not play against tutorial bots during the roughly 30 hours of footage observed. Allegations of external software to play for other players are impossible to verify, and frankly quite wild. No indications such as several repeated games against the same players displaying the same behavior and with similar outcomes were notable.

  • @I_CAME said:

    I played against this guy once on RPD. We got a three out because he bumped into a wall during his camp and went into a tantrum. It took him like five minutes to get his first down. It's a cute gimmick but it sort of reinforces the idea that people who camp are terrible in chase.

    Yep, as I said he is learning map collisions and seems to have a tough time, particularly in RPD and Garden of Joy.

  • @Tostapane said:

    This game is based about unfunny mechanics talking about optimal gameplay... from both sides i might add: wanna be more efficient as possible as killer? Kill the 1st survivor asap at all costs. Wanna play efficiently as survivor? Rush gens. The only difference between those 2 tactics is that tunneling and camping require skill, especially now that the basekit BT was added (you need to catch them again with another chase after all, not to mention that you must deal also with eventual boons/bodyblocks and other nasty stuff, while doing gens efficiently require only to stay on a gen and press the space bar which can be further increased by certain perks and items). Whoever tell you that tunneling is for skilless people is just salty about it... The main problem about playing in a optimal way for both sides lies in the fun (and efficiency) of it: both are boring/annoying but effective.

    I think it's a consensus that skill in DBD is demonstrated as mechanical (I refer to that as micro skill), and map awareness+decision making (macro skill). While his playstyle surely taps on the former, it completely disregards the latter.

    While tunneling and face-camping can be the optimal decision under certain circumstances, the data shows clearly that ignoring any macro decisions and just focusing survivors off the match one-by-one will yield positive and consistent results.

  • On the Charts

    image.png image.png

    The kill score distribution follows the Gaussian distribution with mode 3. No samples for 0k were found.

    image.png

    The graph above shows the most important piece of evidence on the impact of tunneling. On the X axis, you can find the remaining gen count when the first survivor was sacrificed, and on the Y axis the kill rate. The pattern clearly follows a linear trend, meaning that the sooner our killer tunnels someone out of the match the harder it will be for survivors to perform a comeback and escape.

    image.png


    The final Chart shows the same linear trend is NOT true for the first hook though. The most probable reason may be that while one survivor is being tunneled the others have time to work undisturbed on gen, before the pressure for unhooking impacts their objective progression.

    Note that there is a steep decline between 3 and 2 remaining gens by the time of the first hook, almost a full kill in fact. That means that by just working on three different gens, they are capable of almost guaranteeing that one more will escape.

    Also, note the slight increase in kills when the first hook happens at 0 gens. in several cases, it was observed that multiple survivors were downed due to NOED while trying to body block. Another factor that might explain that increase was the ECG.

    On the Observed Counters

    Upon confirming the camping and tunneling, one solid option observed was the use of Unbreakable to rescue and go down after body blocking causing the killer to either let you pick yourself up. Deliverance was also efficient, but a Bubba using Chilli can easily hit the rescued survivor twice with one Chainsaw sweep.

    In coordinated groups, Power Struggle and Flip Flop are extremely effective and underrated. Doubling the time the killer needs to remove the survivor from the match (4 minutes to bleed out). A survivor just needs to go down in a pallet near a companion that will harass the killer just enough time to activate the combo.

    Blinding a killer while another survivor unhooks is also very effective, even against a tunneling Bubba. A blind Cannibal will likely down the rescuer but crash after hitting a rescuee once during the endurance. The focus must be causing the killer to lose the death hook survivor.

    Most importantly, a survivor on death hook that manages to escape a tunneler must hide.

    On the Final Considerations

    Undoubtedly, Camping and Tunneling are strong in the current meta. It is possible with moderate time investment to reach a loss rate of 11% by just tunneling and face-camping the first survivor found and best the counterplays found in this analysis involve coordinated efforts, perks, and map offerings. It is sure, however, that those tactics will remain strong for the foreseeable future.

  • If you're playing on the East Coast NA above the MMR ceiling, 30% is largely inflated. It might seem like that bc you're stranded in a 3v1 as a result, but I've been collecting some data and the numbers do not corroborate that. It's something around 5-10%.

  • Changes are coming. Ppl ######### talk the devs a lot but they listen, it might just take time.

    In the meantime, equip perks that rely on your teammates' death. My suggestion is Sole Survivor to open the gates faster.

  • Another suggestion for Nurse that I quite like was making the second blink not able to go through obstacles along with making her blink attack special.

  • Not all items are unhealthy to the game and locking them behind secondary objectives isn't a suitable fix. Nerf Medkits and everything will be fine.

  • @ByeByeQ BBQ being healthy or unhealthy was not my point of discussion. Being pigeonholed into perks was.

    WoD was buffed more than a year ago and doubled in usage because the latest Meta Balance made other perks less mandatory. The same phenomenon happened to other information perks, see how Kindred jumped from 9% to 13% and Bond from 5% to almost 10%. Not only that, several common builds are using 2 information perks. Also, it's no surprise it's overused as SQ comprises the majority of the Player Base.

    Now, ask yourself why 30% of the survivor player base needs to dedicate a perk slot to make sure they don't die due to the lack of coordination.

    Or just keep doing what you're doing and dismiss SQ as sloppy and careless for using one information perk.

  • If you ever played SQ and got downed upon reaching a tile only to find out the pallet was used, you know the value of Windows of Opportunity. <-- This is the reason why it's so popular with the majority of the player base. The perk is wasted in SWF as they can just call out where they're dropping pallets and use more powerful perks like Unbreakable.

    And on the High Usage = Overpowered, see BBQ before and after the nerf as well as Bloodweb update.

    Windows is effectively a Perk Tax in SQ for the lack of in-game communication, the same way BBQ was a perk tax on any killer that wanted BPs.

  • you can tunnel for an easy 3v1

  • That sounds cheap as #########, please no.

  • hmm, maybe bc flashbangs can only be used once, unlike flashlights? not sure though

  • While BBQ rewarded good gameplay, the same cannot be said of WGLF. More often than not, people would hook-bomb teammates WITHOUT BT in attempts to farm tokens.

    The extra BP incentive was also bad in terms of diversity. BBQ incentive was so good and easy to achieve, that killers had effectively only 3 perks to choose.

    Good riddance, IMO. One should choose their build for what it brings to the match.

  • The only reason to run it is if you really want Pentimento value.

  • @Dwight_Fairfield @StarLost

    I used Fogwise a lot when it came out, but in my experience the perk's purpose is self-defeating.

    Where it fails:

    • Undetectable killers are immune to aura reading, hindering the efficacy of the perk against stealth killers or certain perks/addons (ex: Tinkerer).
    • Detectable killers approaching can be tracked by the intensity of the terror radius. The information given by Fogwise may give you a head start, but I don't think it's worth an entire perk slot.

    Where it shines:

    • Calling the killer's information to your teammates in comms.
    • It demolishes oblivious builds and Hex: Plaything is popular right now.

    IMO, Fogwise is overrated. Alert is much better overall.

  • Fogwise. It's so relaxing to work on a gen while keeping track of the killer.


  • @Solomonkane said:

    ngl, i started playing hillbilly recently and i don't really see how the overheat mechanic is that bad. Like it was an unnecessary change sure, but i think people are overly dramatic about it.

    You're underestimating the psychological effect that Billy's rework had community. He is in a state where it takes unreasonable effort to learn AND master while being extremely punishing to play as. Why learn Billy when you can play Bubba and get better results with a fraction of the mechanical effort? Otz did a nice comparison a year ago:

    https://youtu.be/stfxjkjO4eY
  • CoH grating infinite value is as poor of an argument as hexes also doing so. There is an opportunity cost to setting boons up that is often overlooked and might be the cause of a lost match.

    The one situation where CoH can be decisive is when the killer holds a 3 gens and cannot afford to snuff the totem on the other side of a map such as Azarov's. Frankly, I find that stalemate boring but at least CoH allows survivors to fight back.

  • @Saitamfed said:

    I've played a few games with GF in which I got a 1K and almost the 12 hooks (8, tbh) and didn't get the achievement. Do you know if it's bugged?

    Do we need to start chases with our girlfriends? I don't have one :(

  • without perks, a single gen takes 90 seconds. 3 survivors working in parallel can finish 3 gens and then migrate to another batch of gens for another 90 seconds. That is not the optimal setup but by no means far from ideal when considering the time wasted moving around. And that is really tight.

    That looks like an acute case of Cheatitis Subtletis IMO.

  • Discordance triggers will also alert zombies if you're playing Nemi.

  • Wait for the rank reset. It's much easier to get adepts when the requirements are lower.

  • The challenge I am sure was bugged was the one that required escaping. Not sure if they fixed it.

  • According to the wiki, the lunge attacks are standardized among killers, the only variable accounted for being the speed at which the lunge was started.

    Your experience missing lunges that seemed to connect visibly might be related to the size of the killer's model. Similar to how smaller killers sometimes seem to connect hits farther away (ex: Freddy, Legion). The hitbox is the same, but the model size differs.

  • Locker saves need to go. There is absolutely no counterplay if abused by two coordinated survivors.

  • There was a suggestion before on reddit to make DS token-based with 5 tokens. Each time a gen is completed DS loses a token and at 0 tokens the perk will be deactivated.

    The Stun duration would be equal to 2+ number of tokens in seconds. So if the killer tunnels at like 4 gens, they will be stunned for 6 seconds, and if they tunnel at 1 gen, the duration would be 3. That would make the perk better for the early game only.

  • The best cost-benefit I found at the time was Asus. It's been 3 years since I got mine and I am able to play most games of my interest on a GTX 1660 ti. Another positive point for Asus specifically is that it comes with Built-in options to limit the max battery charge. When I am plugged in and playing, the battery tops at 60% and that increases its longevity. Also if I need to replace it, you can purchase another one for around 80 bucks.

    The downside is that your customization options are pretty limited. But truthfully, I don't consider desktops an option anymore. The portability alone makes up for that.

  • Please keep that eyeball as a Halloween feature. We might finally see the number of Jeff mains skyrocket

  • RPD.jpg

    Spam Ghostface or other stealth killer and profit.

  • Sir Gideon, the all-knowing: OoO+MoM

    You start by taking 3 protection hits and activate MoM. Afterward, you take the extra hit, escape chase and heal to full. Now the killer can see your aura at all times and you can see theirs with OoO, basically granting the old OoO effect.

    Suffice it to say, the build is bad just like Sir Gideon.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221522#Comment_3221522

    When I saw the word closet my mind immediately went to coming out

    the post was too good not to hijack :P

  • It's societal prejudice. Poor survivors are stuck inside the closets for fear of bigots.

  • Fixing core game issue with perks is a big no no and I am happy BHVR is distancing from that approach.

  • Blood Lust should do the opposite of what it does now, IMO. Give killers the same 5/10/15% bonus speed after 10/18/25 seconds out of chase to let the reach places faster and spend more time in action.

    The only issue to figure out is how to avoid killers chasing while looking backward to avoid starting a chase like the old days of Legion.

  • It's going to be ok, @Lee69. You know what you bring to the table as a selfless spirit, but ask yourself why you're not truly satisfied at what your team brings to you. I don't think it is fair or healthy getting frustrated due to the outcome of the actions of others, but that is the essence of being part of a team.

    Play for what rewards you and measure those rewards by what lied within your grasp.

    in 33 Comment by lagosta
  • I mistress called Elden Ring strained our relationship quite hard, but since that flame is quieting I am trying to come back slowly to see if she accepts me back.

  • @PaintedDeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215694#Comment_3215694

    Man do I have bad news for you.

    The skill checks from Oppression and Overcharge actually FONT trigger Gearhead. I ran a build trying to Capitalize upon that for awhile before learning that it doesn't work.

    T_T

  • May I suggest something different?

    WoKE CULTURE FREDDY:

    Dead Man's Switch, GearHead, Oppression, Hex: Plaything + Class Photo, and Unicorn Block. Hook someone and use Oppression to trigger difficult skill checks. You can possibly block all gens by starting a projection during the skill check causing them to release and fail. Or you can wait for the skill check to play out and have a perfect vision of who succeeded (GearHead). Then you have the option of teleporting directly to them or If that person is under the effect Hex: Plaything you can sneak up to them and get a nice head start.

    This is kind of a lose-lose situation for survivors. Totems will be challenging to find due to the blindness effect (Unicorn Block) and a lot of the time will be wasted waiting for gens to unblock.

  • Old Spine Chill was fairer but not for the reason you muster. A savvy stealth killer would notice survivors using SC from the headstart they got and would lead them into a false sense of security by walking at a 45 degree angle. The perk would bring so much depth to both sides, I kinda miss it.

  • @Rizzo said:

    No, it applies to those characters that satisfied the requirements when the patch 6.1.0 was released.

    https://us.v-cdn.net/6030815/uploads/P5M3KB9F3WG4/image.png

    Will there be a catch-up for the level 40+ characters?

  • It's sound track perfectly fits Youtube's culinary horror:

    2,091 votes and 130 comments so far on Reddit


  • Monitor a Goose

  • @VentureBrosFan said:

    Play with your poop

    EEEEEEEEEEEEEWWWWWWWWWWWWW

  • Tomatophobia

  • @HoodedWildKard is for the stout-hearted! :D

  • @jesterkind said:

    I'm not sure I'm following?

    I imagine No Mither takes the "pick yourself up" part out of its description, since it'd be redundant, but nothing else is gonna change?

    Giving up a health state to not bleed and reduce grunts of pain is hardly a good enough trade-off. No Mither could be used for the memes by going down on pallets or close to teammates but when it becomes base kit, there will be no reason to use it. I wonder if BHVR will change it by adding a different effect or removing the downside.

  • Great job, indeed :D

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203466#Comment_3203466

    Yes, I completely agree on all 3 points. I never anywhere said that hag is easy to counter, but here's a thing.

    I could tell by their account lvl (at least one of them), that they were playing this game for a really long time, much longer than me, and if the matchmaking system matches them with me (I've had a lot of 3-4k for a long time with Hag), that means that these guys have escaped a lot of matches. Which is also means, that they're good. I also looked up for their previous matches just to see how they loop a killer and etc... They're playing for wins clearly. They're "sweating".

    What am I trying to say... Guys, if you want to win in your games, you have to use a counter tactic against each killer you're facing. If you're good against Oni, it doesn't mean that the same tactic will be good against hag. Besides, you know how to play against her, why you got tilted and silently throw a match after first hook?

    Yes I know, hag is rare. So thats probably why they got comfy against certain killers and probably got rusty against a hag...

    Also, you don't really need a flashlight against hag, you can trigger trap and instantly change your direction to prevent a hit. Only if you expect the trap in that place...

    We have to agree that playing SWF with comms makes up for a lot of shortcomings. You're not required to learn much to deliver good results, except against non-conventional killers.

  • I can't speak for those guys, but I will shed my perspective on versing a Hag. I will go through on your items first:

    1. Breaking a 3 gen against a hag is harder than it sounds. Corrupt Intervention sets you up for a 3 gen immediately as by the time survivors mobilize to available gens, you have time to set a web in the vicinities. Hags can also use Corrupt as a safety net. In case the game is derailing and you lost your 3 gen before downing someone, you can migrate to the 3 blocked gens and set a web there (excepting when you've spawned in the middle of the map, then tough luck). Finally, breaking a 3 gen also requires at least 2 coordinated survivors.
    2. Setting someone to distress the Hag by disabling traps can be tough as it requires a Flashlight or practice activating the traps while shifting your direction away from it. This alternative does not demands a coordinated team, however, requiring an item to properly counter a killer is just a coin toss where the odds are stacked against you as the killer can dodge the lobby if they see 2+ flashlights. Also, it's not always possible to trigger a trap and dodge a hit with movement alone, especially if you're already injured.
    3. Call out traps again requires coordination and vision. The former requiring voice comms as we have no in-game means of communicating danger, and latter being difficult to achieve in cramped indoor spaces where one has little alternatives of movement. Knowing were traps are also doesn't solve the issue of disarming them as you need a specific item. IMO, Hag's power is fundamentally annoying to deal with, it's an item check.
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