dugman

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dugman
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  • It's not as silly as you're making it sound. I'm pretty sure, for instance, that someone who's extremely good with Clown could do pretty well with most any other basic attack killer out of the gate. Sure, being good at a "typical" killer won't help as much with someone who's extremely reliant on special attacks like Nurse…
  • They're not shared, it's just that when you play a killer for the first time it uses your other killer ratings to set your new killer's initial rating. After that though it's independent.
  • I think some people underestimate the value of map mobility compared to chase abilities. If anything macro abilities like teleportation may be more important than abilities which directly help in chase. If chasing efficiently was the most important asset then Clown, for instance, would be one of the most successful…
  • Stats aren’t the cause of fights, people get into arguments all the time over things we have no stats on at all.
  • The whole purpose of MMR is to try and help the system make matches that have about a 50% chance of either side winning. Note also that ON AVERAGE someone surviving more often than not in your matches means you probably are helping them more than hurting them, and MMR is about making a rating based on averages over many…
  • Exactly. MMR is just a way to estimate the chance of winning or losing on average. How you win or lose doesn't matter.
  • It’s actually probably not quite that large a range. The rough estimate that seemed to fit was the ratings follow something like a normal distribution of 1000 being the mean, a standard deviation of 400, and a soft cap of 1600 with the widest bracket being about +/- 200. With those variables you’d have about 16% of players…
  • Because the object of the game is for as many survivors to escape as possible. If three or four survivors escaping isn’t a win for the survivor side and at most one survivor escaping isn’t a loss then what is?
  • I explore the map, break pallets, and see if I can close the hatch or maybe get lucky occasionally and catch a survivor who forgot where the gate was or something. (It doesn't happen often but once in a blue moon I'll get an extra kill because someone was goofing around far from an exit.)
  • Demo hasn't been on sale for a year. That alone cuts into his usage. (Sure, not everybody started playing over the last 12 months but it's not a negligible number either.) Wesker in particular is pretty similar mechanically to Demogorgon and is quite popular, so there are presumably a lot of people who used to play…
  • Like I said before, the devs said if you are already over 1600+ on a killer then you’ll be a 1200 by default on other new killers. And you initial games on new killers go up or down much more quickly than later games so if you won a bunch of games right away at 1200 then you could easily go up a lot higher to that 1600…
  • Being against a full squad of high MMR players means very little since that often happens because the algorithm has nobody to pair them against and they end up going against whoever is available. And like I said, if your MMR is 1600+ then you’re treated as 1200+ which is in the above average bracket.
  • No, I think you're misremembering it, it was if you're over the soft cap of 1600 then your other killers aren't at 1600, they're at something like 1200.
  • Technically the survivors are different because they have different perks available to them initially. A new Dwight isn’t going to be using the same perks as a new Kate for instance. So in the short run they do have different abilities. I’m not against the idea in principle of survivors having unique innate abilities, I’m…
  • No, the old emblem system was definitely worse than MMR. And this was evidenced for instance when they did tests this year and the day with the closest match ups was the one where the algorithm most strictly followed MMR and one of the worst matchup tests was the one where they switched to the medal system. MMR is fine,…
  • The devs have commented that killers actually do have truly independent ratings, the only thing that changes is when you first play a new killer your initial rating is based on the ratings of your other killers. They said it’s something like you normally start at 650 with a new character unless you have a killer with a…
  • Yeah, I run Third Seal nowadays not just because of that but because Windows of Opportunity is the second most used perk in the game after Dead Hard. Blindness cancelling that and things like Kindred and Wiretap, etc, is kind of satisfying. 🙂 (I’m going back and forth on whether I run Fearmonger or Blood Echo currently to…
  • Slugging for pressure is fine, nothing wrong with that. Strategically you’re trading off risking losing a hook state to save yourself 10 seconds towards getting value from a follow-up chase. If you can get an injury or down prior to going back for the hook then it can amplify getting the other survivors off the gens to…
  • Honestly I think the game would be better off if the lobby wasn’t visible. Just have it so when you click Ready it sets up a match behind the scenes and simply sends everybody to it, no campfire lobby at all so no lobby dodging occurs. You lose a bit of survivor chatter before the match and the killer doesn’t immediately…
  • I think the most common endgames where the killer wins and has cleanup are Three dead and one left standing. Normally either the survivor dies after getting downed (barring some rare Decisive Strike play or really unlucky hook placement) or they find the hatch or open a gate and get out before getting downed. If they get…
  • The bots are way better than the Nemesis zombies. They actually try and dodge ranged attacks and run when they spot the killer and such. They’re obviously not as good as good human players but they look like they’re definitely good enough for new players to practice against or for experienced players trying out an…
  • I don’t think Exponential and Dark Theory are all that effective honestly. I’m not saying they’re useless, sometimes they work, but I definitely wouldn’t call them “powerful”. 🤷‍♂️
  • Because the only way for Nurse to hit a survivor in most cases in by Blinking since she moves slower than them. Most killers if they see someone going for a rescue can just walk up to hit them with a basic attack. Nurse’s only option is the Blink unless she just happen to be standing right there already.
  • It’s perfectly fine for Boons and Hexes to not work identically so long as the individual perks are balanced around that. And that’s already the case, most Boons aren’t even used more than average because their effects are ok but not top tier. The only Boon anybody ever actually complains about is Circle of Healing, it’s…
  • Hitting on hooks is kind of obnoxious, no reason to do it. There’s nothing wrong with “stacking perks” or “tunneling at five gens” though, that’s just trying to kill survivors.
  • Right, that’s why if you notice the spread above is only 12%, not 15%.
  • If he’s actually a less effective Artist variant on the live servers he won’t be too popular aside from people who just really are into his look or whatever. Artist herself is a below average pick rate opposing killer on Nightlight for instance so being a weaker type of that character would be pretty bad. That said I’m not…
  • Actually they have on and off mentioned swf escape rates go up to about +15% max at 4-man and had an earlier chart that showed about a +3-5% escape rate per player beyond the first in a swf. So it’s a good bet it’s something like +3% for 2-person, +7% for 3 person and +12% for 4 person swfs (give or take). Also they…
  • Yeah, I guess it can get confusing between “last standing” and “last living”. The hatch appears when only one survivor is living, and the new system is the game ends when nobody is standing. So you can still escape down the hatch in the new system, you just can’t do it while downed.
  • I don't like bad perks, they either should be buffed or revamped. As far as slugging goes, I've never really understood the complaints about it. If anything you can at least crawl around while slugged which is more than you can do on a hook typically. And eventually in the new slugging system you'll even be able to get…
  • No, the hatch appears if only one survivor is left alive, but in the new system if that survivor is downed after the hatch appears then the game ends immediately, they wouldn't be able to crawl anywhere. So they can escape if they get to the hatch before they're downed but not after.
  • I think if Blindness didn't negate basically all auras it would be too weak. At the very least I don't think anybody including me thinks Blindness is overpowered! So I can't imagine nerfing it.
  • Right, good survivors and bad survivors make different use of Windows, but the point is both types frequently use it and Blindness negates it.
  • I doubt it's even close to 1 in 10 games.
  • Information denial doesn't "exclusively hurt solo queue" because swf players do frequently run aura perks, including Windows of Opportunity which is the second most common survivor perk in the game. Blindness does hurt solo survivors MORE, but removing aura perks from swfs hurts them too, it's not exclusive to solos. And…
  • The issues with slugging mainly revolved around Unbreakable probably needing its speed bonus toned down. If it were up to me I'd swap Unbreakable and No Mither, making Unbreakable maybe a 25% bonus and No Mither a 75%+ bonus to recovery.
  • When you are arguing that the new system shouldn't be in place because it prevents "lighthearted stuff" then your "stuff" is in fact making the endgame worse by not allowing the newer system to be implemented. When you force a choice between shortening boring endgames by a minute or more and the lack of slug races and…
  • Why does your “lighthearted stuff” have to “wreck the game” for people playing normally? And I’m not alone in my opinion either. And no, I’m 100% positive you are greatly overestimating how often last survivor standing hatch escapes actually happen. I guarantee if you went through a large sample of streamed games you would…
  • Technically DbD is on a long term decline the same as almost any game that’s 6-7 years old would be. But yeah, it’s not dying any time soon.
  • I disagree that the lost progression is actually necessary, I don’t really think there’s a significant downside to letting people get three free chances to escape. It’s not needed to prevent facecamping because the main way to get off a hook is still going to be someone else doing a rescue after the killer leaves, not a…
  • I am totally onboard with a small mission tracker in the upper right corner of the HUD showing current progress on your active rituals and tome challenge.
  • I couldn’t care less about slug races and photobombs I’ve maybe seen a handful of times when everybody is downed and someone gets hatch. It’s very uncommon and I’d most definitely be totally happy sacrificing that to get rid of endgame cleanup in up to 1/3 to 1/2 of games where the killer clearly won.
  • I’ve seen a few games where one person escaped after using Unbreakable after everybody else was down. They’re not common at all and I’ve never seen a game that the survivors actually won after everybody was downed.
  • I never once saw a game from the PTB where Last Standing caused a killer to win a match they weren’t going to win without it.
  • Hatch opens in the Last Standing system same as always if only one survivor is alive.
  • I’m down for a ninja killer. Or if not a full blown killer I could see a Ghost Face Ninja skin maybe being kind of cool looking.
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