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prion11

prion11

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prion11
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  • WOO is a great perk for new players and also has the added effect of seeing exactly where your solo queue teammates have created dead zones (this is why you see high level survivors using it). it should not be changed

  • Yeah, I mean it's almost a sigh of relief if I see 4 flashlights though. only because that's 4 people not having an 8 second heal

  • For survivor? How well I was able to run, if my sacrifice allowed a teammate or more to escape, or if I escaped myself.


    For killer much more simple: 3 kills or more = win

  • can't take anyone who says they hate flashlights seriously because medkits are soooooo much worse

  • @Mandy said:

    I can understand the thought behind this - thinking of Trapper traps as technically that's his power and he cannot use them by the hook, but I think disabling a killers power completely near a hook that they've been at for 7s is impractical as there are so many ways this can be abused - Myers in T3 for example wouldn't be able to go near a hook - so you'd have "safe spaces" on the map where survivors are protected and that's something that's very abusable.

    Also the STBFL comment re toning it down...a lot of that is on the Obsession in the match, it's very visible if the killer is running this perk and has gained stacks, pretty easy from the survivor side to tell - so to reduce the effect the Obsession can quite easily take a hit and cause the killer to lose their stacks that they've built up. There's outplay around the perk, players just do have to consider what perks the opposing side is running in the game and play around them to a degree.

    Yeah, I used to not be able to tell when the killer had STBFL, but especially as the obsession it should be more common knowledge to force chases, bodyblock, block doorways as the obsession when you know the killer has stacks

  • I would do it the way escape from tarkov does it.


    1. Any player moving faster than X without high ping is auto banned
    2. Any player with more than 4 perks equipped is detected and auto banned
    3. Any player making contact with the skybox at a certain height is auto banned
    4. Any player who touches inaccessible points of the map is auto banned
  • bruh I play pyramid head. it's as easy as ever

  • Dredge is a relatively strong jack of all trades. Yes, he is weak if loops are chained together. But so is any other m1 killer. If you don't count range nurse, speed add ons blight, or mother daughter ring spirit, his movement is one of the best in the game. Bad locker rng is not really that big of an issue tbh. Nightfall is just a big bonus as well

  • the 3 killers I see the least are twins, hag, and freddy (not complaining about that one)

  • These booba players are the dbd equivalent of league players that run it down mid with no provocation lol. We just feel it more because of the asymmetry of the game

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189445#Comment_3189445

    Your build in solo q doesnt really matter if your team mates are bad. And once you're in low MMR hell you're stuck there.

    It is true that you can easily die in solo queue with the best possible build, I play mainly solo survivor too. But I use selfish perks to increase my chase times and lower the chances of bad solo queue interactions (teammates not unhooking, not picking up, ignoring you, etc) stuff like dead hard, deliverance, flip flop/power struggle, overcome/lucky break, unbreakable, etc. the best way to raise the solo escape rate is to pick perks that counter the classic bad teammate scenarios

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189421#Comment_3189421

    Guess I'm trash at the game with more than 6 thousand hours then since my death rate is quite high in solo q.

    If your death rate is high in solo queue, it is likely to be bad luck or using a suboptimal build. I have no idea how you wrote this comment from my reply, which was about game balance

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189401#Comment_3189401

    If you put 61% on one side of a balance, and 39% on the other what happens? I don't think that's what something that is "balanced" is supposed to look like.

    I don't think you understand, the game is not supposed to be "balanced" in the literal sense. That's why it is an ASYMMETRICAL game. You balance the game for the fact that death is likely, but skilled survivors will escape more often than unskilled ones. These stats show that on average, between 1 and 3 survivors escape. How is that a bad thing?

  • 61% seems pretty balanced to me. I think the range should be 55-65%. If we go off of the system "killer win = 3 or more kills" and "survivor win = 2 or more out" this is actually great news stats wise

  • I mean I know this is kind of a joke thread but I have been thinking about a killer that applies a hook state while a survivor is on the ground for a while, like without doing a hook or cage

  • this would certainly be the way to buff blast mine, however I think it would be too strong when added to the multitude of gen perks survivors are already bringing every game

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187694#Comment_3187694

    Not at all! But this is probably one of the most misquoted things, so it's worth talking about again. Escapes are not skill, but they are a proxy to skill - that is to say that skilled plays tend to improve your chances of escape.

    This does not mean that the game thinks you're a bad player if you have a really good match but die in the end. It also doesn't mean that you're a good player if you hide all match and sneak out the exit gates after your teammates carry you. No matchmaking system in any game is able to accurately estimate your skill from a single match. Matchmaking systems work over the course of many matches to continually refine your rating. If you're lower than you should be, you'll outclass your opponent(s) and your odds of winning will be higher, meaning you'll gradually climb over the course of several matches.

    To give an example, you lose two matches and then win two. You'll end up more or less around the same point that you started. The game doesn't think you suck just because you lost a couple matches, it's looking at the bigger picture and always trying to make sure you end up in the right spot.

    The reason why matchmaking systems use a single metric (like kills / escapes) to estimate skill is because adding a ton of variables into the mix has huge consequences. Say you count two hooks as a 'win' for the Killer- does that mean that the Survivor who escaped also won? If so, you have a situation where both parties can win, raising both of their ratings. This might not sound like an issue yet, but it has just created a scenario where on average you're more likely to gain rating than lose it, meaning people are on average always climbing higher. This completely breaks the entire matchmaking system.

    But even so, adding in a bunch of other variables doesn't necessarily indicate skill either: If a Killer gets two hooks, that doesn't automatically mean they played super well. The matchmaker can't tell if you got those hooks through some tough chases or if you just tunneled someone off the hook and downed them before they could get to a pallet or window. Adding chase lengths into the mix is yet another variable and yet again doesn't reflect skill (you might have downed someone really quickly because of a skilled play, but they might also be in a very safe part of the map where that's not possible). Already, you can see the rabbit hole this is turning into. There's far too many factors to look at a single match and say, "This person is amazing, strap a rocket to them and send them to the moon!"

    By using a single metric like kills & escapes, that ensures that one person always wins and one person loses (or they draw). In order to keep climbing, you'll need other people with a similar rating, otherwise the gains you get from each match gradually diminish until you stop climbing.

    But all that said, the matchmaker's job is purely to stick you in a place where you'll win about half the time, not to judge you and make you feel bad about yourself. Whether that's because you're a legend who needs to go against other legends, or because you're crouching in a corner because you know you'll only last 5 seconds in a chase. It's only trying to find a spot where your strategy, regardless of how skilled it is, works about half the time.

    To get back to the original question: Yes, we do have some improvements in the works, including team-based ratings (so dying heroically to save your team doesn't count as a loss). I look forward to sharing more info about it and the other changes when they're a little closer to release.

    Awesome explanation!

  • @DEMONANCE said:

    number #1 or #2 most used survivor perks according to some stats

    at least one or two dead hards in every lobby same with a lot of streamer lobbies.

    this perk is slowly becoming as frustrating to deal with as old dh, and getting robbed out of hits when using powers that don't allow you to wait it out like wesker's bound , trickster's knives or when survivors force a lunge by going to a pallet feels awful.

    if we want to improve the killer experience second chance perks and items/addons should not exist outside of dealing with camping/tunneling.

    if dead hard is back to being a very popular perk it should be further nerfed imo it's not as bad as its pre nerf version but it isn't exactly balanced.

    it's balanced now

  • @Zeidoktor said:

    When I play Killer I like to play around with my builds, nothing too sweaty, prefer to avoid the combos everyone uses and/or complains about, but one thing I tend to get stuck on is just how much slowdown should I be using on a given killer?

    I don't want to fill all four slots with slowdown, but I also don't want games to end before I have much opportunity to do much because I didn't use any.

    So for me the question is one of finding that sweet spot of enough slowdown to keep from getting rolled but not so much it's all I've got. Especially since I consider tracking survivors a weak point of mine.

    I imagine this varies a bit by killer, some need less, others need more, and I don't currently have a main I play over all others except possibly Onryô. Still, I hope by asking the question maybe I can nail down some guidelines for myself to follow.

    Thank you in advance.

    depends on the killer and the map tbh. for example:

    nurse? you need 0-1 slowdown perks to 4k

    (insert killer) on his best map? you won't need more than 2 (think stuff like dredge on midwich)

    any killer that is not nurse blight or spirit with mother daughter ring, and you got a bad map? you may need 3 or 4 lol good luck

  • dedicating 75% of your build to the chance that you will get hard tunneled before endgame is a pretty bold move, sounds like it would not be useful in most games

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/346681/question-for-the-sound-team-about-the-dredge

    Sounds like really posible that the story of Dredge is based on that.

    Right? It's a somewhat rare reference, but I would be shocked if it wasn't part of the drawing board for the dredge

  • I don't DC, but I almost did once. 2 cheating megs tried to lock me in the gen basement on badham by "hooking" themselves in the doorways so I couldn't get out.


    I pretended to be AFK for 10 minutes and then smacked one of them the second they got bored and "unhooked" themself lmfao obviously they escaped, but it was hilarious

  • @[Deleted User] said:

    ok but explain blight

    @adam1233467 said:

    If this is the case, why blight has 32m TR?

    Blight is fast, but not as fast as wesker. You can drop a pallet on blight. Wesker's dash is so fast you have to drop before he dashes.

  • @Viciusaurus said:

    Damn near every match has been a Starstruck Wesker running Distressing, and it's getting really tiresome literally being on the otherside of the map and still getting exposed. Why is his so damn huge?

    @Chaellooo said:

    no idea why they did that, blight is a more mobile killer than wesker yet he's 32m it seems weird to me. I keep facing star struck weskers myself and it's boring

    His TR was made like that because of how blindly fast and relatively silent his dash is compared to other, similarly mobile killers. Think about nurse and blight, you can globally hear nurse's screech, and hear blights "roar" when he rushes from pretty far, as well as he does not dash as fast as wesker.

  • I think you just need to play a stronger killer. Big maps have always been a problem. Killer DID get stronger, but you still have to actually put in effort. Don't play Doctor or something on a map like mother's dwelling and then come here complaining. AT LEAST play a killer that has some good map mobility before you give up

  • As someone who plays a lot of Oni: angles sharper than 90 degrees. you turn a corner less than 90 degrees and it's over for him. other than that just learn the walking demon strike lunge timing and you are golden.

  • I don't run a build with the intent of losing, but one killer I really love running blood warden on is trickster. Idk what it is about him, but it seems like people always think they can get that save when the gates are open against him

  • @Mr_K said:

    Spike will always find the best combo of perks. Even if all perks are garbage.

    Spike is always optimizing, even if he ends up optimizing the fun out of it

  • @TAG said:

    I'm a Vorthos.

    Also, correct me if I'm wrong, but the "magic the gathering player" you are referring to is Mark Rosewater, Head Designer of Magic, no?

    Yes, correct

  • @dugman said:

    Just to further support your Spike claim, the aggregate site I follow used to have the top most used perks like Dead Hard at up to something 40-50% of players using them. Now the most used perks cap out around 20%, half that value. So the spread of the most popular perks has definitely improved.

    Awesome! I didn't know about the stat site, I'm glad my claims are backed up for real

  • @Gary_Coleman said:

    I'm a Timmy/Johnny and I have an aversion to Spikes.

    I realized writing this that I am a timmy survivor and a johnny killer. my name is literally #1 POWER STRUGGLE FAN in game and I love spasmodic breath nurse

  • @SuzuKR said:

    Just a note the explanation is a bit reductive and doesn’t account for people who switch between them or are multiple simultaneously.

    I thought it was implied knowledge that (most) players switch their builds from game to game

  • Hmm... skill issue :) dead hard is balanced now. if it's not working for you it must be your internet

  • @Metronix said:

    Tell me your favourite meme builds, I want a bit of inspriation since I never used one on neither side. I'd also be delighted to hear some stories on how they went.

    Wish everyone a nice day. ^^

    the roll the dice build:

    Dead hard, Lithe, Balanced landing, Vigil


    You have invested your entire build into confusing the killer about which exhaustion perk you have. I once accidentally used dead hard and lithe together, and it literally saved my life. The killer did not know I had lithe all game, and it allowed me to loop around a tile, get a vault, and barely escape out the gate with the speed boost while injured.


    First time you get chased, use lithe or balanced landing. Then, use a different one next time you aren't exhausted. The killer will be so damn confused

  • imo they should double the speed increase of hyperfocus. the skill check speed that is. at 3 stacks of hyperfocus it should be like a coulrophobia skill check

  • it is now nearly impossible to create a 100% survival situation with dead hard. Most successful dead hards I have had are simply because the killer lunges, not expecting it. If you simply wait it out, there are literally zero situations where waiting it out will allow the survivor to make it somewhere thanks to the .5 seconds

  • All I would do to it is stop the passive from affecting lethal pursuer itself

  • Deadlock is good in 99.9% of situations

    Call of brine, overcharge, and eruption are good if your killer has mobility and can afford to kick gens

    Thanatophobia and gift of pain for legion and plague

    Pain res is good on pretty much every killer except pyramid head

    Dead man's switch for killers with giant terror radius (wesker) or killers that can easily bother gens from far away (artist)


    To counter the new hyperfocus/stakeout meta: Gearhead and stealth perks (killers that are often stealthed give 0 stakeout stacks)

  • is this the origin of the impaling wire add on?

  • the perk sucks in general because there is no way for killers to know if they are facing solos (which makes it useful) or swf (which makes it a useless slot)

  • It feels good. I can still dodge him as survivor, but it feels fair as killer now

  • @Mat_Sella said:

    make spreading hooks grant baseline bonuses or expect the same killer gameplay for the rest of eternity, its really that simple.

    Just spitballing here but how about a ramping sacrifice accelerator (like monstrous shrine) that grows for each different survivor hooked at the same time?

  • @Sumnox said:

    The issue is they didn't punish camping and tunnelling enough. Simple as that. If they made it truly uneffective, I can assure you people would just stop doing it consistently, and you'd only have the occasional Bubba meme build or the usual griefers who always play toxic, doing it. Had they just made Reassurance basekit and increase it to 60 seconds, I can assure you killers would just give up on camping altogether and would leave the hook IMMEDIATELY to chase someone.

    Since they're scared of the 3 or 4 very loud killer mains in this forum (they're always the same ones, as I say very often) that like to promote this kind of playstyle, they always tiptoe around these things. They should stop being afraid and act.

    An entire minute of reassurance base kit is absolutely not a solution. The problem is impossible to fix as long as the concept of a hook exists

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/344264/reassurance-makes-people-camp

    I think you misunderstand the perk.

    It's there for situations where the killer is camping - to which your response should generally be 'slam the gens out before they die'.

    Reassurance makes that much easier to pull off.

    https://forum.deadbydaylight.com/en/discussion/comment/3163888#Comment_3163888

    I don't think many people ran BBQ for info. It was mostly for the BP, and now remains a niche info perk for traversal killers and Artist.

    I agree that showing the killer the aura is silly, as it gives away the location of another survivor.

    Other than that - perk is fine.

    Yeah, bbq is still incredible on Onryo, Dredge, Oni, Blight, and Nurse

  • I have faced teams with more than 2 reassurances quite a bit since the patch, it does not make me camp. It makes me ignore the hook and go for the guy that used reassurance, because honestly a lot of the time they use it I'm not even camping

  • Yes, it's a very important skill to be a good survivor. Walking away from a gen while you are dead on hook, without hearing the TR, because you just have a feeling and know no one else is being chased. That is very valuable for any survivor

  • as an ex top 500 overwatch player, to pull a doomfist they would need to just remove every part of wesker's kit that has creative skill expression and say that it was all "bugs"

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