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Posts by Otzdarva

https://otzdarva.com/dbd/killer-guides

If you need a deeper dive, I've also made a separate section of my website listing some of the best in-depth guides made by other creators in the community in case you need. I'm gonna do my best to keep updating it with new ones. - t.co/J3juKiJw3U

4 months ago 31 0 0 0

This video should help anyone trying to pick up a Killer for the first time by covering all of the essentials, giving some simple build advice and providing some example gameplay.

4 months ago 27 0 1 0
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I've finally gotten to updating my video with step-by-step beginner advice for every Killer in DBD! - It's now available on my channel.

4 months ago 76 7 5 1
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I have a 15% killrate on The Twins, apparently. ๐Ÿ˜ญ Except this seems to only have happened due to the abandon feature.

5 months ago 69 1 4 1
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They've said they'll boost the presence of these maps which is a little bit insane considering some of the AWFUL design issues that both RPDs have.

5 months ago 19 0 4 0

Player Survey about maps reveals top 5 maps most enjoyed by the community. Most enjoyed are #5 RPD West, #4 FNAF Map, #3 RPD East, #2 Ormond and #1 Saloon. I'm absolutely shocked that RPDs are this popular (cool license & ambience aside).

5 months ago 16 0 1 0
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Frank Stone skin for Trapper is cancelled. Will still come to DBD in some way but they didn't clarify. Very baffling and I have no idea if they're just dropping it quietly and will only be some charm/player icon or if they'll turn him into an actual fully fledged Killer (but I sincerely doubt that)

5 months ago 10 0 1 0
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You'll be able to even switch them mid-game which means there might be a whole new strategy of adjusting the scratch mark color based on what map you get. The intro video will also not play after you've watched it once so that launching the game is faster, which is another welcome change.

5 months ago 9 0 1 0
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Settings screen is getting an overhaul that will make it a bit more modern. They're also testing the feature that would allow us to customize the colors of scratch marks which I imagine will be extremely appreciated by colorblind folks.

5 months ago 11 0 1 0
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Autohaven realm maps are getting brighter which is a massively welcome change. This realm of maps was unnaturally darker than almost everything else. I'm not sure about the new skybox and fog but I'm 100% in favor of making these maps brighter.

5 months ago 8 0 1 0
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Trickster rework is confirmed to still be in development. Devs said he'll be "visually very cool" and teased the word "STYLE" in their presentation. Fingers crossed.

5 months ago 8 0 1 0
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The changes themselves seem appropriate but I still she's not close to being in a great spot.

5 months ago 8 0 1 0

- that is now reverted, as well as a few other small changes. The rework is still being considered but it's taking a LOT of resources so if these small changes are good enough there's a chance they'll keep her that way.

5 months ago 8 0 1 0

Skull Merchant is getting a buff. Drones will rotate faster, stronger hinder, shorter drone deployment time (and shorter stealth to adjust to it). They've also made it so that Survivors can once again be scanned during vault animations which was a significant nerf-

5 months ago 7 0 1 0

Zero changes to the Blindness status effect or the terrible way in which skill checks work when healing someone on the ground. I strongly feel that there could have been simpler and more elegant ways to address this issue.

5 months ago 8 0 1 0

My quick thoughts; this is better than in the PTB but they're somehow STILL not addressing a lot of the issues that cause & perpetuate slugging.

5 months ago 10 0 1 0
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However, the rate at which it fills is 33% faster for each additional Survivor downed. This is meant to help groups of Survivors get back on their feet more consistently if many of them are downed at once.

5 months ago 8 0 1 0

They've concluded that crawling + recovering at the same time was too strong in the previous experimental PTB, so this feature won't be coming back. They've increased the Resolve Bar to 120s, meaning that you'd need to be slugged for half your bleedout timer before being able to self-recover.-

5 months ago 10 0 1 0

Devs want to reduce the amount of excessive slugging (multiple Survivors downed for lengthy periods of time) but are okay with occasional or strategic slugging being part of the game.-

5 months ago 8 0 1 0
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Some perks affected as well, but not too many details mentioned yet.

5 months ago 8 0 1 0

Syringes & styptics are most likely getting nerfed (seemingly to compensate for the other help that Survivors are already getting). Killer add-ons that induce Deep Wound are also getting reworked so they can't outplay anti-tunnel Endurance (Soma Family Photo & Original Pain).

5 months ago 10 0 1 0
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You also get a stackable BP bonus similar to old BBQ.

5 months ago 11 0 1 0

New Killer bonuses upon each unique hook; you gain Bloodlust haste for 15 seconds, which obviously goes away upon using most powers and also when entering chase. This seems like a slightly better solution that doesn't buff strong Killers and that perhaps will help the weaker ones the most.

5 months ago 7 0 1 0
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Additionally, unhooked Survivors are now completely quiet (no coughing, puking, etc.) and have collision again.

5 months ago 9 0 1 0
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Devs: The previous PTB's anti-tunnel experiment felt too intrusive according to player feedback. The new plan is to keep Survivor protections, keep Killer hook benefits but remove the harsh Killer penalties that applied when tunneling.

5 months ago 9 0 1 0

Devs showed that tunneling is down from 44% to 40% of matches according to their data. Data shows that high MMR Killers tunnel more (to absolutely no one's surprise). They explained that their goal is to ensure that all players retain agency and that their time is respected.

5 months ago 8 0 1 0
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Resolve bar will now be visible to all players. This is a great change which I wish they had introduced even earlier. They've also adjusted the facecamp meter to be slower but at a greater range. It will build up faster if the Killer stays within range for long.

5 months ago 11 0 1 0

They brought up data showing that facecamping (staying within <2m) hasn't changed much, that hook patrolling is up slightly, and that Survivors now take +7s more on average before rescuing (average of 35s vs 28s before). Data shows low MMR players seem to camp more.

5 months ago 7 0 1 0
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a single pain point or reason why Killers might be quitting.

5 months ago 14 0 2 0

Devs have explained that facecamping, slugging and tunneling have been listed as top reasons why players are uninstalling the game. I know that obviously Survivors are the majority of players in this 1v4 game, but it was a little strange to see them not mention-

5 months ago 12 0 1 2