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stikyard

stikyard

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stikyard
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  • Hypothetically, nothing is unchangeable.

    I don't think it's very likely, given her low kill rate and Highish skill cap. Yes, good Nurses are a nightmare.

    If anything slightly nerf her blinks and up her base speed, many people have already mentioned various ways to do this.

    But like I said, not likely.

  • I've gotten it a couple times, I dont think you can use an offering though.

  • I used to struggle against Wraith even before the buffs. I thought he was a challenging Killer, a little weak in chase if he didn't ctach you off guard. Anyone who can turn off Terror radius messes me up, but I was getting better at being aware, looking for the shimmer and trying to Lighburn him.

    After the buff he wrecks me, he's so damn fast by the time you catch his shimmer or hear his purr... it's too late. I think they over did it a litlle but, whatever.

  • I mean, if they were rash enough to bring four beamers, they were asking for that.

  • Flash bang and Blastmine are both fun. Good additions to Survivor variety.

  • Dead Hard is important for a couple reasons other than just, extending chase or making the next loop.

    It's one of the only ways to possibly escape the basement.

    It allows players to make risky plays while injured with a chance to escape. For example, playing a Sabotage / Breakout build or generally trying to make save plays, flashlights, ect. Often times the "saves" don't pan out, bad timing or, the Killer is running carry perks and Breakout never pays off. So all you've really done is given the Killer another free chase after he just downed someone and, plays like this can throw the game. Without Dead Hard risky plastyles would be very punishing and they would be attempted even less. Driving the game into an even more Meta state as everyone switches to using Sprint Burst and we all just hold W.

  • I play solo a lot but, I also play with my buddies when we are all on.

    I play a lot harder as solo because, mistakes can be very unforgiving and I can't rely on my team.

    When the boyz log on for SWF, we are mostly playing Drunk by Daylight and screwing off. It's fun either way for different reasons.

  • As survivor, I stray from Meta all the time. I always have one exhaustion perk though, usually Dead Hard or Sprint burst. I will use Lithe if I run speed vault build, Resilience / Spinechill.

    I like to run Sabotage and Breakout a lot.

    I like healing perks like We'll Make it or Desperate Measures.

    I'll run locker builds with Quick and Quiet / Head On ect.

    I never run full Meta, DS / DH / BT / Unbreakable.

    Survivor has a lot of fun variety and playing those builds is fun. I usually hang around purple ranks, sometimes Red.

    The less I hit Red ranks the better. Ya'll can have the sweat.

  • Good plays and good points, challenges, ect.

    Surviving is just a cherry on top.

  • Shout out to the mans, OHTOFU!!!

    Please come back TOFU, promise I'll be good!

  • I play SWF with my friends but, they are all bad at the game, lol.

    Mostly we just have fun and get drunk.

    We like to call it Drunk By Daylight.

  • The game is causing DC or players are DCing?

    I don't think Nemesis is worth DCing over but, then again, I'll play through anything, even a sweaty Spirit.

  • Honestly, I think Keys have been left the way they are because Kill rate is so high.

    But, with all the whining about it, BHVR might actually change it.

  • Buffing his trap capacity seems like an easy fix that many have suggested. I wonder why BHVR has held back on this? Kill rate too high?

  • I don't think he's too OP especially because he has to hit you 3 times if you aren't infected. He is pretty weak at the start.

    Now his new perk to see everyone for 7 seconds at the start of game has changed the start of the match. I'm not a huge fan of reveal perks, especially when you can't know or predict you are being revealed.

    I've always thought Survivors should get a notification when revealed, like the skull icon when you are exposed. I understand this nerfs reveal perks overall but, like I said, I'm not a huge fan of them and find them to be OP.

  • Killer is easy until you get outmatched which isn't very often if you are decent and run S tier with meta perks.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2302231#Comment_2302231

    Most of killers then? Because most killers have not map mobility.

    It's true and, why most Killers don't get played often.

  • Any Killer that can't move super fast and use Tnkerer / Ruin / Pop meta.

  • It's fair because Killers have 60% kill rate.

  • The grind is too much.

    Prestige isn't worth it

    Tiered perks make it worse

    If a new player actually makes it through the frustrating part of learning how broken this game can be, the inevitable grind is typically enough for them to drop it altogether.

  • Because Solo que can rarely hold up against a good Killer. When you are actually a good Killer and you know the game and how to play effeciently you will wreck 80% survivor solo teams unless you nerf yourself by choosing less than meta.

  • They aren't useless. They interrupt me quite often and they can block optimal pathing, looping areas even if they don't actaully score a hit.

    That being said, I have been hit twice by a zombie around a corner while being chased, once while looping shack, once while dropping a pallet.

    Zombies are also feeding you info as Killer. When they raise their arms, they are chasing a survivor, keep that in mind.

  • @Mooks said:

    I really don’t get what’s so hard to get about this?

    if it’s direct feedback about the game or a change/new feature suggestion, that’s the sections it belongs to.

    it’s not like you can’t look there and participate in discussions as well.. its.. literally the same as general discussions but another name…

    It's the post graveyard, where you get little to no discussion from other players. Just scroll down the General discussion forum, they are nearly all suggestions on how to fix and or improve things.

  • I've constructed an idea for this.

    Solo que should be a match of 5 players, one chosen at random to play Killer.

    Add SWF que

    Killer main que gets matched with SWF que

    Solo play would become "casual" mode.

  • I had some decent games yesterday, noticed some weird pairings but, my teams weren't half bad.

    Haven't played enough to decide. I've always been of the mind that this game has too many variables and playstyles to accurately match make balanced games.

    The problem with a difficult ranking system, (hard to pip), would be that, the best players and those who play a lot would be sitting at Red ranks by themselves essentiallly. Yes, it would cut the fodder from those who are actually top tier but, those top tier players would be waiting around with no one to play with.

    For these reasons I believe the game needs three ques as opposed to two. Killer mains should be qued against SWF and Solo games should be a mtach of five players, one chosen at random for Killer role.

    We can all agree that Solo que is the weakest link in the game. So let solo players self feed their own Killer ques. As a solo Survivor myself, I can honestly say that I shy away from playing Killer but, I shouldn't. Playing both sides of this game is actually very healthy for the game. A lot of arguments and frustrations from both sides is often rooted in not understanding the issues of the other side.

    I know a big argument would be, "you are going to force people to play something they don't want to". To this, I have a couple counters. You can still play Killer main que and, you can still play Survivior every game if you que with at least one friend.

    I also believe this would turn Solo play into far more casual play, as the player chosen at random for Killer often times aren't really invested in being Meta. Killer main players who decide to hop in Solo que can't rely on being picked as Killer, the odds are 20% (Actually less becuase one solo player would often be picked to fill in 3 man SWF, 18%) so, I don't think it would be beneficial to try to "farm" solo que for ranks and pips, it would just take too long and be unreliable.

    Solo que would pop non-stop, hop in and play. I'm not sure if enough SWF exists to feed Killer mains. Perhaps SWF would grow though if Survivors had to que together to garantee Survivor play.

    This is really more food for thought. I dont believe the varying degrees and styles of play can be solved by "match making". We need separate ques or, if we just want to throw everyone in the meat grinder, offer in game comms and everyone can be SWF, kinda.

  • I do give credit to the OP for taking the training wheels off.

    Twins requires some skill and not everyone understands how to play them well.

  • Well, you normally play Hag or Spirit so... the crutch is real.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253138#Comment_2253138

    accounted for 3%... I don't remember this being as official stat, but either way.

    keys might account for 3% of the escapes. but what % of matchess even had a key?

    Someone did a test of 160 survivors, 6% of them brought a key, only items lower were maps and fireworks. Out of that 6%, I would assume even less of them actually escaped.

  • @NMCKE said:

    Prologue

    Hey everyone, I gathered data from 160 survivors to see what items are commonly used as of 3.6.1. This only includes items survivors brought in, not items found in the Trial.

    Hopefully, this can give the community some insight on item usage, and remember, don't conclude on statistics alone! 😁

    Item Usage

    Survivors (Brought Items): 61.25%

    Survivors (Didn't Bring Items): 38.75%

    61.25% of survivors who brought items used

    Spoiler Spoiler Warning ▲ ▼

    Add-ons are averaged together:

    —100% Double Add-ons

    —50% Single Add-on

    —0% No Add-on

    Therefore, if a Med-Kit has 65.38% with add-ons, that means survivors typically equip a single add-on but sometimes use double add-ons.

    Med-Kit: 39.78%

    39.78% of survivors who used a Med-Kit

    With Add-ons: 65.38%

    Popular Med-Kit: Camping Aid Kit

    Popular Add-on: Butterfly Tape

    Toolbox: 29.59%

    29.59% of survivors who used a Toolbox

    With Add-ons: 50%

    Popular Toolbox: Worn-out Tools & Toolbox

    Popular Add-on: Clean Rag

    Flashlight: 19.38%

    19.38% of survivors who used a Flashlight

    With Add-ons: 78.94%

    Popular Flashlight: Flashlight

    Popular Add-on: Battery & Heavy Duty Battery

    Key: 6.12%

    6.12% of survivors who used a Key

    With Add-ons: 91.66%

    Popular Key: Skeleton Key

    Popular Add-on: Prayer Beads, Gold Token, & Milky Glass

    Map: 3.06%

    3.06% of survivors who used a Map

    With Add-ons: 100%

    Popular Map: Rainbow Map

    Popular Add-on: Black Silk Cord

    Firecracker: 2.04%

    Popular Firecracker: Chinese Firecracker

    Epilogue

    Discuss what you think about my statistics, and if you want to know something specific, ask below! 😁

    Keys even brought to the match 6% and how many survived?

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253108#Comment_2253108

    I find it hard to believe that it's 3% when I see keys in most of my matches and the hatch gets used.

    I'm pretty sure the last statistics that were given, key escape rates accounted for 3%. I rarely see them and, don't use them unless I find one in game.

  • I don't know about you 1000 I.Q. people but, I don't play Spirit. I have no clue which add-ons she is running and I sure as hell don't follow her around trying to figure it out...

    What the hell are you guys smoking? Nobody has time to study the Killer to know if her add-ons are mildly affecting her speeds.

  • The funny thing is, Keys only account for 3% survival escapes and Killers are averaging 60% Kill rate.

    But they rage about keys...

  • The only thing I find unsportsman like is slugging and then letting everyone bleed out, or Survivors who try to hold the match hostage. Also Survivors who intentionally try to get their team killed.

    Everything else is a strategy and bad strategies have consequences.

  • I somewhat agree as a survivor main. I will run a build to complete my Rift challenges.

    I will Crack totems, open chests, heal, gens, or unhook, primarily and my build will be focused to do one of those things.

    It may not be a optimal "winning strategy" but, it keeps me switching up builds and playing obscure perks, which I like.

  • @Kirkylad said:

    I think the problem is there are survivor mains out there that only play survivor because they genuinely hate killer. This would mean that they would likely just go afk and not play the match if they end up in that role and making the match boring for everyone involved.

    I think the "random" idea would help break this mentality and stigma. It would feel more like a group que and one person takes Killer for the team.

    I could see possible abuses. Perhaps a long penalty for denying Killer role?

  • @bjorksnas said:

    I don't think this is what anyone would want, since the main draw to dbd is being able to choose your role in an asymmetrical game large groups of people who come to dbd with the main draw of I want to play killer or I want to play survivor and making it so they can't play their role constantly if they want a fair experience doesn't sound fun, also whats stopping people from joining solo and if they end up with killer just throw on a hyper sweaty build so the now guaranteed disorganized team has to go against like a stacked nurse or something

    Well there are still ways to play the role you want consistently. SWF for survivor and Killer mains.

    I understand what you are saying though.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2243515#Comment_2243515

    When they released kill stats last time @MandyTalk said that keys accounted for about 3% of all escapes, it's probably a little higher now due to everybody using them more because of the talks about changing them, but they hardly increase escapes rate at all, I barely see one key escape a day.

    Intrsting that they account for so little but, Killers still complain endlessly about it. That 3% is just too much, I suppose.

    I never bring a key because, I don't want to be tunneled and camped. I pass them in the Bloodweb as often as I can.

  • I honestly believe the Devs won't nerf Keys because they keep the Survivor escape rate up.

    Killers are averaging 60% Kill rate last I knew.

  • You can't take this game too seriously.

    I agree though, long ques and short frustrating mtaches just to go wait through another long que is why I can't play very much anymore.

    The Devs don't seem to mind and, with an attitude like that, in a game with many broken flaws and stale Meta, good luck retaining players!

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237980#Comment_2237980

    Do you think slugging everyone is fun for the killer?

    I honestly don't know. I've had Killers slug straight out the gate and leave us on the ground to troll people. I don't understand it. They would get more points by just hooking people. Or they follow you crawling to hatch, to close it in your face.

    I really don't understand it or, why BHVR would defend it.

  • And it's because of garbage like this that, we will never have a huge player base.

    Who wants to wait in a ten minute que just to get slugged, then wait another five minutes for the game to end, so you can wait through another ten minute que...

    I just wasted 25 minutes doing nothing... fun game!

    But if I DC to save myself the time, I get punished with the five minute lockout anyway, great call BHVR.

  • @SMitchell8 said:

    Ive played for years but #5 is not something I've ever considered before nor have I experienced it often as a killer. My usual trick is to leave tracks heading one way (such as down the basement or upstairs in building) and then walking in the opposite. Needs Broken LOS and the walking aspect is risky but hilarious when the killer buys it

    It's something I've noticed after looping jungle gyms. After the pallet drop or vault, if you make some distance and cut back through the old scratch marks, the Killer has no clue which way is which. Perhaps, they were just bad. Also, sometimes if two survivors are around the same loop, scratch marks are just everywhere.

  • @Junylar said:

    "Resilience + Spine Chill (speed vault build) can save your ass when normally you would be toast."

    Alas, nothing can save your ass from broken vault hitboxes.

    The lag gets me or desync, I'm not sure. It feels bad when you can actively watch the delay in the vault animation.

  • If you aren't good in chase or on death hook and injured... you should hide.

  • I like the idea. Being that first Survivor that gets whacked with NOED sucks.

    Somebody has to take one for the team.

  • In all seriousness, if we are going to keep buffing killers into speed sluggers, the least they could do is give us in game comms. That would be a good place to start.

  • I honestly wouldn't mind buffing Killers like Wraith up to A or S Tier, if they would just give survivors in game comms.

    I always stuggled against Wraith, even before the buff. Idk what it is, my sight is pretty good but, I lose him. Now he moves so fast, I can't keep track to Lightburn, ( I have gotten a couple ).

    Before, if you played close attention you could catch his shimmer from a distance. Now I have no chance to catch the shimmer before he is on top of me.

    Toss in All Seeing Eye for over kill.

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