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dugman

dugman

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dugman
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  • Now that Wesker's been out a while and most of his collision issues from the PTB are resolved I'm curious which killer you guys think is more effective overall - Demogorgon or Wesker? These two obviously have some similarities in their chase style but they each have their own advantages and disadvantages compared to the other.
    0 comments 91 views last activity
  • With the upcoming improvement to the Archives where you can have both a survivor challenge and a killer challenge queued up simultaneously, that brings to mind a similar request for the Daily Ritual logs. Namely I think it would be a good idea to, instead of showing 3 rituals of random types like it currently does, always show 2 killer rituals and 2 survivor rituals. The reason I'm suggesting t
    4 comments 51 views last activity
  • Wesker is looking to be one of the most popular killers in recent memory for the game by most accounts, he’s fun to play as and against but isn’t overbearingly powerful while having a pretty good variety of playstyles and loadouts. There is one item, though, that seems to come up as possible needing a slight nerf - his Iridescent Uroboros Vial. Iridescent Uroboros Vial - Survivors start the Tr
    7 comments 221 views last activity
  • Continuing a series of threads on the least used perks in the aggregate data from Nightlight, let’s move on to Hag’s perk Hex: The Third Seal (0.56% usage) Hex: The Third Seal - Hitting a Survivor with a basic attack or a special attack while the Hex Totem is active applies the Blindness status effect. This effect applies to the last 2/3/4 Survivors hit. The Hex effects persist as long as
    8 comments 371 views last activity
  • Continuing a series of threads on the least used perks according to the aggregate stats on Nightlight, next up is Cheryl’s perk Blood Pact (0.17% usage) Blood Pact - When you or the Obsession are injured, you both see each other's auras. After completing a healing action on the Obsession, or having the Obsession complete a healing action on you, you both gain a 5/6/7% Haste status effect until
    1 comments 41 views last activity
  • One thing that seems a little so-so in the upcoming mori system is that the new versions of mori offerings are simply bloodpoint rewards. But we already have a bunch of other bloodpoint offerings so adding new bloodpoint offerings isn’t really expanding what offerings mechanically do. (Yeah, technically they are an all or nothing bloodpoint bonus versus a static one, but it’s still just bloodpoin
    7 comments 81 views last activity
  • Continuing a series of threads on the least picked perks according to aggregate site Nightlight, next up is Jonah’s perk Corrective Action (0.19% usage) Corrective Action - You start the trial with 1/2/3 token(s) and gain a token, up to a maximum of 5, for every great Skill Check. When a Survivor fails a Normal Skill Check while cooperating with you, 1 token is consumed and their failed Skill
    10 comments 301 views last activity
  • Continuing a series of threads about the least popular perks on the aggregate site Nightlight, next up is Freddy's perk Remember Me (0.57% usage) Remember Me - You become obsessed with one Survivor. Each time your Obsession loses a health state, you increase the opening time of the exit gates by 4 seconds up to a maximum of 8/12/16 additional seconds. The Obsession is not affected by Remember
    5 comments 111 views last activity
  • There seems to be some confusion on exactly how the 45 second timer for self recovery of dying survivors is going to work. Currently it takes survivors about 30 seconds to build their recovery bar to just under full, or if they are being healed by someone else it goes twice as quickly. In this new system, does the 45 second self revive timer then mean it take 45 seconds to get the recovery bar to
    2 comments 81 views last activity
  • One thing I'm not clear about from the dev update is what happens if you have some survivor(s) dying or hooked and the Last Survivor standing escapes out the Exits? Are the dying and hooked survivors immediately sacrificed, or does the killer now have to go back and hook anybody who's dying to force the game to end?
    4 comments 52 views last activity
  • The new developer update today outlines the new Finishing Mori system and other changes. Just going through it and giving some quick off the cuff thoughts. Last Standing When all other Survivors are dead, dying, hooked, or have escaped, you become the Last Standing . Both your and the Killer’s senses are heightened, granting you a wider field of view. Rescuing a Survivor will end the Last
    12 comments 221 views last activity
  • I think I found @GannTM 's birthday present http://www.gecco.co.jp/sheet/spirit-en.html
    3 comments 121 views last activity
  • Continuing a series of threads looking at the least popular perks based on the Nightlight aggregate data, we come to The Twins perk Hoarder (0.38% usage) Hoarder - Survivors reveal their location when they interact with a chest or when they pick up an item within 32/48/64 meters of your location. The trial begins with up to 2 additional chests in the environment. Hoarder is a little unus
    5 comments 101 views last activity
  • Now that Wesker’s been out for three weeks or so and most people who wanted to try him out have given him a shot, which killer do you think is more fun to play as, Demogorgon or Wesker? The two obviously have kind of similar playstyles in chase and in a way Wesker is a spiritual mechanical successor to Demogorgon who’s no longer available in the store. So who do you enjoy more off the top of yo
    1 comments 91 views last activity
  • Continuing a series of threads on the least used perks according to the aggregate site Nightlight, next up is Oni's perk Zanshin Tactics (0.34% usage) Zanshin Tactics - The auras of all pallets, breakable walls, and vault locations are revealed to you within a 24/28/32 meter range. This perks is an interesting example of how something can be really, really great for one side of the game
    30 comments 553 views last activity
  • Continuing a series of threads on the least used perks according to the aggregate site Nightlight, next up is Ace's perk Up the Ante (0.14% usage) Up the Ante - For each other Survivor still alive, grant a 1/2/3% bonus of luck to all remaining Survivors. I don't play survivor that often, but when I do I always play Ace simply because he's my favorite looking survivor thematically. (Plus
    31 comments 1,422 views last activity
  • I was thinking about the solo versus swf gap in escape rates which historically is about +4% per extra person in a swf (i.e. +4% for 2 person swfs, +8% for 3 person swfs,, +12% for 4 person swfs) and how at the moment the escape rate is probably decent for full 4 person swfs but maybe slightly too low for full solo groups. What if the game gave all all solo survivors a small, say, +5% repair sp
    16 comments 211 views last activity
  • Behaviour just tweeted that they'll be previewing an "exciting new feature" this week that will hopefully be in the next PTB. From the 2022 roadmap, there's two main things left to do - custom matches against bots, and the automatic moris on the last living downed survivor. It could be something else, but since those are the main things they've been working on all year from the roadmap I'm guess
    26 comments 641 views last activity
  • Continuing a series of threads on the least used perks in the aggregate data on Nightlight, next up is Wraith’s perk Predator (0.33% usage) Predator - Scratch Marks left by survivors will spawn slightly/moderately/considerably closer together. In principle Predator is an effect that could be potentially useful in that it can hypothetically make it much, much easier to follow a trail of s
    7 comments 111 views last activity
  • A quick question for the devs, on the main menu you can sometimes see a matchmaking incentive for killer (e.g. +50% next to “Play as Killer”). The dev blog on the incentives said the incentives are partly based on your MMR, so that if your MMR bracket needs more killers you’ll see a killer incentive for instance. However MMR for killers is also independent for every character, so my Nurse MMR is
    2 comments 61 views last activity
  • Continuing a series of threads about the least popular perks on the aggregate site Nightlight, next up is Yun-Jin Lee’s perk Self Preservation (0.13% usage) Self Preservation - Whenever another Survivor within 16 meters of you gets hit by a basic attack or a special attack, Self-Preservation activates. Your scratch marks, pools of blood and grunts of pain are hidden for 6/8/10 seconds.
    3 comments 181 views last activity
  • Continuing on with discussion threads for the least used perks according to the aggregate sites on Nightlight, next up is Doctor's perk Overwhelming Presence (0.28% usage) Overwhelming Presence - Survivors within your Terror Radius suffer from inefficiency. Affected Survivors' item consumption rates are increased by 80/90/100%. Interestingly enough, there's currently a bit of a resurgenc
    4 comments 81 views last activity
  • Continuing a series of threads on the least picked perks based on the aggregate site I follow, next up is Zarina’s perk Red Herring with about 0.15% usage. Red Herring - After repairing a generator for at least 3 seconds, it will be highlighted to you with a yellow aura. The generator stays highlighted until it is fully repaired, you repair a new generator, or enter a locker. Entering any lock
    2 comments 51 views last activity
  • Continuing a series on the least used perks, next up is Dredge's perk Septic Touch (0% usage over the last two weeks, 0.19% the prior two weeks, on the aggregate site I follow.) Septic Touch - Whenever a Survivor performs the healing action within your Terror Radius, that Survivor suffers from Blindness and Exhausted. These effects linger for 6/8/10 seconds after a healing action is interrupte
    9 comments 271 views last activity
  • Next up in this set of threads devoted to perks with the lowest pick rates (based on aggregate site ratings) is Haddie's perk Inner Focus (0.07% usage) Inner Focus - You can see other Survivors' scratch marks. Whenever another Survivor loses a health state within 32 meters of you, the Killer's aura is revealed to you for 3/4/5 seconds. So this perk is quite weak. First, the ability to
    3 comments 81 views last activity
  • Peanits just posted a nice article summarizing their broad overview of how various stats have changed since the big rework. https://forum.deadbydaylight.com/en/discussion/346830/stats-6-1-0-in-review Just some off the cuff thoughts Peanits, if you do a follow-up I personally really liked the charts you guys put together in the June and July updates that showed perk u
    16 comments 1,261 views last activity
  • Next up on the list of perks that are currently at the bottom of the usage list on the aggregate site I follow, the Huntress perk Territorial Imperative (0.19% usage last two weeks) Territorial Imperative - Survivors' auras are revealed to you for 3 seconds when they enter the basement and you are more than 32 meters away from the basement entrance. Territorial Imperative can only be trigger
    10 comments 261 views last activity
  • Continuing looking at the least used perks on the aggregate site I follow, Jane’s perk Poised is the second least used survivor perk (0.12% pick rate) Poised - After a generator is completed, you leave no scratch marks for 6/8/10 seconds. Pretty straightforward effect, it’s just not that strong is the problem. Not having scratches for 10 seconds only when a generator is completed is way too
    6 comments 91 views last activity
  • Continuing with discussion thread on the apparently least picked perks, let's move on to Deathslinger's perk Gearhead, the second least picked killer perk on the aggregate site with 0.19% usage Gearhead - After a Survivor loses a health state, Gearhead activates. While Gearhead is active, each time a Survivor completes a Great Skill Check while repairing, their aura is revealed to you for
    3 comments 71 views last activity
  • In making some threads about what are apparently statistically the least used perks in the game, this thread is about Ash's perk Buckle Up. Buckle Up - You can determine the Recovery progress of dying Survivors by the intensity of their Aura at a distance of 48 metres away. When healing another Survivor from the Dying State to the Injured State , the Killer's Aura is revealed to the bo
    5 comments 51 views last activity
  • I thought it might be fun to make some threads discussing some of the statistically least used perks in the game. For purposes of what I consider "least used" I'm going by an aggregate site I follow which tracks perks used by opposing players in uploaded matches. The very top perks are used by about 20% or slightly higher of players, the least used perks see less than 1% usage. And this thread wh
    8 comments 141 views last activity
  • So obviously a common topic is that the way the game is structured around mid-match player elimination means that optimally a killer should be focusing their hooks most on getting one player out first, then another player, and so on, rather than spread hooks out across all four players evenly. (In fact that's exactly how I play as a killer, because why not? It's common sense.) There is a downside
    7 comments 91 views last activity
  • A quick suggestion for the mods or Mandy, I’ve seen a lot of people who seem to be confused on how to submit an ingame report because the system changed slightly with the addition of anonymous mode. (Basically I think the difference is you used to have to report a specific player, now you report the match and Customer Service can see which players are which.) But when you click on names of anonym
    0 comments 11 views last activity
  • Quick thing, but doesn't it seem like when a survivor uses Reassurance they should do a quick Thumbs Up emote? 🙂
    9 comments 92 views last activity
  • Out of curiosity as a question for the devs, since there seems to be renewed discussion about it on Youtube and elsewhere, roughly what's the percentage of players who are above the MMR soft cap? I know from the MMR tests a while back there is a soft cap that, while your MMR continues to fluctuate up or down as you win or lose, for matchmaking purposes everybody above the soft cap is treated like
    9 comments 261 views last activity
  • Recently Awakened Awareness was tweaked so that it only shows auras while carrying someone. Unless I'm misremembering part of the intention of the change was so the aura didn't last two more seconds combined with Lethal Pursuer. However Lethal Pursuer is still allowing the AA aura to last for two seconds after you finish carrying a survivor.
    15 comments 421 views last activity
  • I realized tonight that the way the current Daily Ritual system works actually hampers the impact of the Matchmaking Incentives a bit because, for example, if I have three Killer daily rituals it works directly against if the game is trying to entice me to play Survivor with a 50% or 100% bonus on that side. A way to smooth out that conflict and allow daily rituals to function without interferi
    0 comments 11 views last activity
  • It seems like if Wesker throws a survivor into a the Exit Gate Boxes the survivor takes no damage. For example, at both 8:32 and 9:33 in this video Wesker throws a survivor onto the Exit Gate Box are they take no damage. https://youtu.be/3dQckf71rRo?t=512 https://youtu.be/3dQckf71rRo?t=573 I vaguely think this also might happen when he throws s
    0 comments 21 views last activity
  • Out of curiosity, on a scale from 1 to 5 with 1 being least and 5 being most effective at killing survivors, where do you currently rate Wesker?
    1 comments 81 views last activity
  • In the dev update blog in June or so where they detailed how the matchmaking incentive works they mentioned that the incentive amount is partly based on your MMR. So for example if there is a scarcity of survivors at your MMR bracket in the game you will have an incentive bonus given to play as survivor. The thing is, though, every killer character has its own independent MMR. Like in my case fo
    0 comments 21 views last activity
  • This is a weird map specific bug with Wesker's Bound that appears to be reproducible. There are two sample of it in the video below, the first is at about 20:40 and the second is at about 23:25 where he replicates the bug by doing the exact same Bound attack in the exact same spot in the match as when it first occurred. https://youtu.be/VT5-aYil3Xk?t=1236 ht
    0 comments 11 views last activity
  • So I finally got around to playing Wesker a bit and my first impression is pretty much as I expected, he seems to have solid potential but feels like he could use a couple minor tweaks. His collision box seems too small at 20 cm. Probably should split the difference between that and the 40 or 45 cm it was on PTB which looked too large and set it to 30 or 35 cm. His charge time feels just sligh
    1 comments 41 views last activity
  • The Meyers daily ritual Rite of the Dark Within didn't gain in my game just now even though I leveled Evil Within up multiple times. For reference my loadout was Bamboozle Fire Up Superior Anatomy Brutal Strength Tombstone Piece Add-on J Meyers Memorial Add-on Map was The Game Opposing survivors were Ace, Rebecca, Jonathan, and Nea During
    13 comments 501 views last activity
  • The impression I’m getting is right now Wesker’s Bound collision box size with survivors is maybe on par with Deathslinger’s shots? As in your Bound has to, from the game’s perspective, land squarely on them or it will miss. Wesker’s maximum range on a double Bound is also a few meters longer than Deathslinger’s rifle, which leads me to think that the way to actually aim his Bounds is pretend the
    11 comments 311 views last activity
  • Buried in the bug fixes Fixed an issue that caused the Mastermind’s Bound Vault not to trigger on pallets currently being reset through the Any Means Necessary perk. Better luck next time, Yui. 🤷‍♂️
    3 comments 211 views last activity
  • So I have an Anti-Popular Perk loadout I'm using for killer and it's working pretty well. Basically it's perks which kind of directly counter the most popular survivor perks at the moment. Discordance - see when two survivors are on a gen, counters Prove Thyself Hex: Third Seal - Blindness, counters Windows of Opportunity (which is currently the most used survivor perk) and other aura perks F
    6 comments 151 views last activity
  • Here's the scenario - you're running a Backpack build that centers around doing nasty effects while simultaneously carrying survivors. The first three perks of your loadout are locked in as Agitation (move 108% survivor speed while carrying someone) Mad Grit (attacks while carrying survivors don't reduce the wiggle timer) Awakened Awareness (you can see auras of survivors within 20 meters whi
    2 comments 121 views last activity
  • Hi, just a couple quick questions for the devs from the new update blog if they feel like clarifying Does Better than New still apply the 6% gen repair speed increase as well as the 16% increase in various other actions? Or is the gen speed off it completely? On the PTB if Wesker was Bounding at a pallet that a survivor was using Any Means Necessary’s to lift the Bound would be cancelled. With
    4 comments 111 views last activity
  • A new Developer Update for August just went up. 🙂 https://forum.deadbydaylight.com/en/kb/articles/348 Glancing over it some quick off the cuff thoughts Price reductions in the bloodweb - All bloodweb prices are being reduce about 33%. (Effective it means your existing bloodpoints can buy 50% more stuff.) Nuff said, other than 🎉 🤑 Unhook Endurance and Haste are incre
    18 comments 971 views last activity
  • Left Behind definitely needs a buff, it is significantly objectively worse than Clairvoyance in every way aside from Clairvoyance needing you to cleanse a single totem once during the match. Specifically, comparing the perks, here’s the descriptions Left Behind - When you are the last Survivor remaining in the Trial, the Aura of the Hatch is revealed to you when you are within 24 / 28 / 3
    6 comments 331 views last activity
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