Comments
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DbD models aren't meant to be seen up close. The camera is always several feet away and the player isn't really gonna focus on the model when they often need to look elsewhere. So you can cheat a bit with weight painting or animations as you don't need them to be all that great. A lot of the time with clothing you just…
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If Killers get to see who or how many are in a SWF. Then Survivors should be able to know who the Killer is in lobby as well. Good luck being able to play the game though with Killer dodging SFW stacks and Survivors dodging unliked Killers.
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A really low view point works for Twins with Victor and serves as a balance point to him being so much harder to see. There's also no reason to break tradition by giving a Killer 3rd person when that's never been a thing since DbD existed outside of maybe playtests in Alpha. Those IGN screenshots are also bull shots. Every…
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Gotta disagree with this test. It's close, but you're off in a few places. 1 is where Freddy's trap is. OP's trap has a decent gap, almost a foot, between it and shack. Your trap is touching shack. That's more than enough to change an outcome. 2 is the starting points of Killer and Survivor. OP already covered this but Im…
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Oct 31st.
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And what does that have to do with MFT? No one is running Sprint Burst, Lithe, or Balanced Landing with MFT. So the counters against those is worthless for MFT as the only "counter" for those is to bait them out. Most mainly use MFT with Dead Hard and the only "counters" for Dead Hard is to force a Survivor to be exhausted…
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Not in any order. Trapper. Bear traps are, iffy, at best. Leaving Trapper as a Killer who has to depend on M1 attacks the vast majority of the time. Hillbilly. Billy-boy should be a decent Killer as he can travel quick but it takes skill to learn how to curve. Problem is not a lot of maps allow for curving or long sprints.…
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3% on it's own is rather small as you figured out. But that 3% isn't on it's own, it's in relation to a Killer's 15% advantage. 3 out of 15 is 20%. So any chase will take roughly 20% longer. The type of chase doesn't mater be it straight line, looping, or what ever. The fact is that most every chase against a wounded…
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Can't honestly say. Took a long break from DbD and never played as Skull or Knight. Mainly bought this chapter for the perks. Made for This is an obviously good perk, but Meatball has a decent perk as well with Forced Hesitation. But perks is another debate and not the point here. Meatball himself. Wouldn't call him a…
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That's what I mainly did. And it was what lead to so much confusion. It just got to the point where I didn't know what I was looking at when going from camera to camera. The only way it felt good was to plop a pod and never move the camera. But leaving a pod at a gen would certainly mean it would be EMPed most of the time.…
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MTF almost hands down when talking about in higher skills. The first hit of a chase isn't gonna do much, but it taking 20% longer to finish a chase for that 2nd hit is nothing to sneeze at as it allows you to safely reach that next pallet/window. Then you can combo that with a Resilience build and have a 99% heal. Stay…
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By your own math 115 Killers require 8 additional seconds to catch up against MFT on a straight line chase. That's 8 additional seconds to reach a pallet/window. 8 seconds is long enough to run cross multiple map tiles meaning you can likely SKIP the nearest pallet/window with MFT to prevent creating dead zones. There's no…
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Blood Pact has a number of harsh limits on it though. 1, it requires the user to NOT be the obsession and that the obsession to be healed or doing the heal. This already limits it to just 2 possible Survivors gaining the speed. 2, requires both Survivors to be within 16m of each other and the effect stops if they ever get…
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Why did Dead Hard get it's last rework/nerf? Gaining free distance to reach a pallet/window and being able to use it several times a game. How often will you make use of MFT? Every single time you are wounded without fail unless exhausted. This makes MFT an exhaustion perk and you don't really mix/match exhaustion perks…
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Their power isn't "that" bad. Certainly strong, but so is being able to teleport cross map, instantly break pallets, and quickly vault windows. The problem with EMPs is that they are FAR too easy to get! They need to not be automatically printed and require time spent to interact with like any other Killer item. Might be…
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How would a reduced lunge range make Killers hit walls more often? The only example I can think of is when muscle memory has you expecting to turn around something but lose speed ending up turning into that thing. But that's only when hitting at the VERY tip of the lunge and only when going around tight bends. Did notice…
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This is the 2nd time you've went aggressive. That' doesn't help your case and is a sign of someone who can't support their own argument when challenged. If you have 9 Killers at P1 and 3 at P3, then you obviously have spent a GOOD amount of time in DbD (months at the least) while also spending a hefty amount of money on…
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It's the way you worded the OP. Brings up questions. 1, not knowing how Freddy works. This can be understandable to a degree if you never owned Freddy nor bothered to learn anything about him, but it causes doubt as one of the most basic things to Freddy is that he can have either dream snares or dream pallets. It's hard…
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I think that translates to If Killer and Survivors are of equal skill, then a M1 Killer is likely to lose more often than win. That would be the case normally the higher in skill you go. If MMR was worth a damn and didn't pair you with random people of various skill levels due to the MMR cap being so low.
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It's both yes and no. Dredge can't teleport to a locker near a hooked Survivor. But a Dredge can step into a locker near a hooked Survivor. Not much different from using Insidious if being honest, till after 8 seconds that is and that locker gets covered in smoke.
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No doubt it would be strong. But what could the Killer gain out of that if it takes all game to get that setup? Pre patch spending 2/3 of a game setting up was a certain way to lose as you couldn't really deal with split gens if no one was dead yet. And if you killed someone, then odds are you didn't have time to set that…
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Alarming consistency? Maybe. But how long would it take to build up to that point though? It takes time to infect multiple Survivors. It takes time to get your first hook and you aren't certain to make it to a white hook. It then also takes time for that Survivor to cleanse their totem, there's odds of them just ignoring…
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And the current DH made that worse by not just ignoring his whip but canceling it. Around a pallet DH can eat the whip preventing Nemy from landing a hit nor breaking the pallet. 2 Survivors together can have DH also eat a whip in it failing to damage either of them. It often takes that 3 hit requirement to 4 or more…
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That was my original thought, but in the end that doesn't do anything to help with the issue of chaining several hits together. 1 single extra hit is often MASSIVE. DH alone proves this. Being able to take 2 extra hits, 3, 4(!) extra hits is game breaking no matter how rare it can be. It's the exact reason MoM got it's…
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Here's a suggestion. The issue isn't endurance stacking, it's the chaining of endurance allowing a Survivor to take several hits in a row. What if each endurance hit you take while already in Deep Wound reduced your mend timer? Example. OTR puts you into Deep Wound and need to mend within 20 seconds. If you then get hit…
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What do you think should be the price of a 3rd health state then? DH needed to have a cost to it, it being a nearly 100% free health state or chase reset is the exact reason DH why is used by 75% of Survivors. The ONLY reason Survivors don't run DH is that they didn't have it unlocked yet or some very rare personal choice.…
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Wouldn't say most. Some gens legit have a locker within inches, but there are several gens outside that are miles away from a locker. Roughly a 50/50 of too damned close and too damned far. Much better than several other maps though I'll say where there isn't a single good locker placement around any gens but maybe shack.
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Agreed. It's also safe to assume that these changes should be happening from time to time. Say with every new chapter you'd also have a number of older perks touched on to keep the game's meta from becoming locked in. Just not once every 2-5 years. The longer you let meta stay, the harder it becomes to shake up to the…
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In order to force a meta to change the current meta needs to be made weaker than or at least equal other options. Raising other perks to the level of meta is how you get power creep so the best option is to weaken the current meta perks so that also means nerfing them to be at least equal to the others. And with how much…
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DS has always been a low value perk. What the ######### are you talking about? Ever since DS came out it has solidified itself into Survivor meta and it's simple existence has also forced Killers to 2nd guess any action they take when dealing with a recently unhooked Survivor. Even today a Killer HAS to play around the idea of…
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Figure the same perks we see today. DS, DH, Prove Thyself, and Resilience. Your standard gen rush build
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I only recall 3. Soul Survivor. No one is gonna run this perk outside of going for n adept. No one as it does nothing. Deja Vu. This might see some use, but 5% faster gen progress is only gonna save 4.5 seconds. Added with how gens will now take 90 seconds to finish, even if you never touch any gun but the ones Deja Vu…
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How many times have you as Killer ran up to a gen only to have it finished in your face? Those added 10 seconds should make those cases much more rare and allow you to protect what would have been a lost gen with at least some time to spare.
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With how rare grabs are, or how buggy can be, I completely forgot that you can't grab someone fast vaulting a window. This kinda ######### my thinking that using post change DH to reach a window is no longer "safe". Might be able to land a hit, but it's almost certain to give a damage speed boost to reset a chase. What exactly…
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This is just me ranting about a bad game, but it kinda needs said. Survivors are just as able to sweat as any Killer. Today I played a few games as Dredge and RNGed Sheltered Woods for one of them. I got my ass kicked. There wasn't a single gen near a locker and there wasn't any loops where I could have used his any of his…
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Both swamp maps do have a couple of good points for Dredge though. There's almost always lockers right next to any gens on the piers. Those piers are always a pain for Killers to patrol and Dredge can go to them directly to maybe land an decent chase start. That's about it though. Main building or boat lockers are just…
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With the challenge being at 5 mill as of typing this and being half a day since the event started. It's gonna be rather tight, but should be doable. 2 days at this rate for the current challenge. Can't really give an idea about the others. Figure that the devs planned this out to cut things as close as possible based by…
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Legion, Huntress, Trickster, Deathslinger, Executioner, Blight, Nurse, Dredge, there's several Killers you can do this challenge without any need of perks or add-ons. Add in those and several more Killers can be used for this challenge. Might take some luck, might need you to play with a different mindset. But this is a…
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You're playing Dredge. You have options and don't need to commit to chases that hard. Hit&run works on Dredge if you build around it. Teleport to lockers mid chase to cut someone off, remnant teleports for mind games or traps, and old fashion chase fundamentals. You have several options to choose from mid chase. And thinks…
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Your personal progress and the community progress both need to be filled in order to claim that challenge. I just hope that you don't have to have it selected for your extra progress to count for the community total. If not then it might make things go a bit slow for the entire event seeing how much luck or game throwing…
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Can be, but it's at least something a Dredge will naturally want to do and doesn't have to risk the game doing so. One decent map to attempt this is RPD. No joke, RPD is actually good for a challenge! Most indoor maps can make this challenge rather fun. Get into a chase, lose line of sight, teleport to a locker, and smack…
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There's more to it than just that. One of the counters to a remnant drop is simply holding W. But that can also backfire badly as a remnant drop is an added layer to most mind games Killers already use. If the Dredge attempts a mind game, the Survivor can take the risk and play the game as well or run. But Dredge can also…
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Values would 100% need to be adjusted and several things would need to be accounted for such as BP gain perks, offerings, or events. First off, any and all things that alter BP gains would need to be ignored. This would likely mean changing some perks around such as Thrill of the Hunt and Distressing as they apply their BP…
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To make things worse, this is the 2nd time the devs have made kills/escapes decide wining or losing. The first time was an old ranking system called the Victory Cube where little to nothing mattered but for kills and escapes. It was quickly replaced with the current ranking system we have now after proving it wasn't worth…
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3 month nekro post guys
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You reduce clutter, then you make other add-ons or offering more common as there's nothing else to take up slots. Even if you also reduce the number of slots, not buying the clutter means you are still buying more of the "good stuff". That's for both Survivor and Killer. This change will make Killers running constant…
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You want examples? It's gonna make this a wall of text, but if you want examples I can give examples. Nemesis against Sprint Burst. There is no way in hell Nemesis will have to deal with 3 SBs in each and every chase due to needing infect someone before downing them. SB by nature has a chance to not even be usable at all…
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Im gonna assume you're new to DbD, don't understand some things, or are just straight fooling around saying things like that.
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When was the last time you went against 4 Survivors with Sprint Burst? I see SB maybe once every 3-4 games to give a rough guess. It's normally Dead Hard on most people with Lithe 2nd, and SB or Balanced Landing fighting for 3rd place. When someone does use SB against me it's either obvious in them walking till the last…
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All I can say is give it a try. The combo of Sloppy slowing heals and making 99% heals impossible added with Dredge's high map mobility, surprise attacks, and anti loop might just surprise you.