GoatyTCO
GoatyTCO
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- GoatyTCO
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Comments
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@Ni7rogen said:
It would be better an option for bleed out slighly faster, rather than killing youself asap, and killer would get a reward for "Lost Hope"
So, the players bleed out timer would progress twice as fast and would ofcourse show some kind of indication to the killer? That actually sounds like a fair idea. Or the bleed out timer could progressively go down faster and faster overtime.
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It really is
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/838816#Comment_838816
First off I'm not confused, I was making a point about the challenges in general. Secondly you only get 800 xp on your first game of the day for each side, after that its around 500 per match. You're looking at 1 shard roughly every 2 games, so 5 shards is about 10 matches give or take.
I get approximately 800 xp per match, and I am not talking about the first game of the day bonus.
And by filler challenges, I meant that the challenges were there to fill up the extra space. Since we can't have 50 different challenges about self caring yourself multiple times in a match.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/839203#Comment_839203
"If you use DS you obviously aren't deserving of whatever low rank you play at."
"If you use DH you obviously aren't deserving of what-
"If you use BT you obviously-
"If you use Adren-
TIL that using good perks means you're a boosted ape who should be in rank 20.
You've ignored my point.
I said that although it is a powerful perk against most players, you should not have to rely on it.
There are much better perks if you hate RNG, the only way you could keep ruin from dying is by defending it, or running Thrill. I never said that using perks like DS & DH means you're bad, those are fair perks, and DS is an anti-tunnel perk, I don't have a problem with it. If your point is assuming that I think perks should be removed, you are quite wrong, I'm just saying that Ruin is already a very powerful meta perk, and does not need such a major buff. If you're saying make it weaker and permanent, then I believe the perk you want is is Thanataphobia.
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I'm sorry, but the only counter to ruin, (and the most effective counter), is learning how to play around it. If you don't have a ######### PC, which I used a decent PC recently & found that my practice against Ruin has payed off, the perk barely phases me in games.
It is a very powerful perk against nooby players, but if you're anywhere near good at the game, you shouldn't be struggling against it.
Yes, there are a lot of problems with the somewhat toxic community in this game, but that's no reason to just add more onto that, so that argument means nothing.
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Calm down bud, they're working on it.
Also, in many regions, Dedicated Servers are a mess. Like getting hit a full second or two after vaulting a window.
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Personally, I think that this would be a great idea!
And to you people who say that it's saving 'US PLAYERS', buying exclusives is dumb, because you were never there for them, so you should not have them. If people got scammed or payed money for them, too bad, and they're only cosmetic anyway, you shouldn't have tried to invest in them.
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Actually, I have an idea..
What if it worked alike to Solidarity, where unhooking or taking a hit for an injured survivor would heal them by 15/20/25 % or 40/45/50 %, and taking a hit for a survivor in the killers grasp would increase the effect of their wiggling by 5/10/15 %. I was thinking about it straight up taking a whole 3/6/9 % of their wiggle bar, but I realised that this would be rather frustrating for killers going against an SWF running this perk.
Thoughts?
EDIT: Sense
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/839249#Comment_839249
Ok sure but you get the idea right?
You'd run this on a medic build instead of empathy and then the other Survivors can easily find you when they are in trouble.
Of course, I definitely like the idea, and it could definitely work if you & your teammates run flashlights to save each other, that would work pretty well.
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@aerafield said:
https://forum.deadbydaylight.com/en/discussion/comment/837622#Comment_837622
I dont mind getting rid of bad medkits either but where is the challenge here? You get injured, then you hold M2 button until your medkit is gone and repeat the same thing 5 times. yawn
Majority of the challenges have this -imo- pretty boring yet un-challenging design. There is only few fun + challenging ones, for example if you gotta do something hard during endgame collapse... or achieving something pretty rare (grabbing someone off a gen)
Thanks for reminding me that I need to complete this before they nerf prayer beads!
Honestly, the developers didn't exactly think through the consequences of some of the challenges..
Though the altruistic ones were smart!
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Basically, I said
Yeah, I think that your idea could work really well!
Especially if all 4 survivors ran flashlights & just saving each other over and over."
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I'm so done with this forum, it has glitched out and deleted my post twice now..
Thanks for defending my point.
I'd like to say that I think your idea should be 9 or 10 meters instead of 8, maybe even 12, because a team may as well be running Bond for mechanical purposes, rather than this perk, as Bond is a full 36 (or 32) meter radius that you can see others, whereas this would require you to farm tokens to reach that. The reason I'm saying this is because, as BBQ & Chili is, it is it's own perk, not just a weakened version of another perk, so I feel that WGLF should work the same.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/839139#Comment_839139
Out of the question you say?
Because it only takes 1 time for someone to get the perk without the DLC.
ty
EDIT: On your point of the whole aura thing, I believe that for it to be useful as a mechanic, rather than just for bloodpoints, maybe making it 10m or 9m per token, as this perk would end out doing little to nothing earlier in the game.
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Simply no, Ruin is not getting buffed at all. I don't even see why you're arguing this.
If you rely that heavily on ruin, you obviously aren't deserving of whatever low rank you play at.
Also, some perks should be a gamble, for example Object of Obsession, that perk has now become somewhat a gamble. That's how it should be, that's how it's intended to be, and that's how it will always be.
Basing a perk on the rank it is being played at is honestly a crap idea, we all know that the developers wont add this, and it would be extraordinarily dumb of them if they were to.
You can always defend your totem or run Hex: Thrill of the Hunt if you're that desperate.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/838896#Comment_838896
Again in order to use BBQ you have to buy the dlc but WGLF is free.
That's a poor reason, they originally did it for balance purposes.
Also, have you ever heard of this lovely thing called 'The Shrine of Secrets'?
Just because the Killer in the DLC is licensed doesn't mean that their perks are. That's why Bill's perks are on PS4, even though Bill himself is not.
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If you were any good at trapper, you would be able to get this within a few games.
It's not that flipping hard, it just takes time. If you have such a big problem with it, just get some flipping people who will walk into your traps for you and try to queue against them.
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@Bigbootiejudy666 said:
what wrong with school girl heads?
Basically, with this cosmetic, you can't see her hair animation reset, which is the only way you can see if she's phasing.
Also, the whole thing about her glass shards phasing: It is fake.
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They did this because of people making money from selling the codes.
I'm sorry to people who have them, but this sort of had to be done.
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I think this would be a great little perk buff!
I always thought that it was weird that BBQ & Chili was both a strong perk, and a blood point perk, although to be fair, a killer with 3 perks would be a bit crap, whereas survivors are much stronger in general, and a single perk slot isn't a big deal for them, especially when they have 16 as a team.
Still though, it should be at least a somewhat useful perk.
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This is coming from someone who mainly plays survivor, with the occasion of some random killers, (depends on my mood).
They somewhat nerfed her into the ground, and like you said, they didn't fix the real problems, (besides those two very rare add-ons, THANK YOU BHVR GODS)..
Some changes were a bit blind, like giving her a vaulting animation, I think adding SOME form of feedback would've been better. Preferably a visual feedback, like making her hands visibly move to the survivors.
Also, the school girl skins' heads.. -_-
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@SunTzu said:
The ruin is a very useful perk but when it comes to red ranks it lasts a few seconds, I wonder why they don't change it making it a 100% perk?Counting who has red ranks many survivors do perfect skill tests.
I'm sorry, but did you just say "Buff Ruin"?
I understand that you play at low ranks, but there are so many players at higher ranks, and players like me who have weird lag that ONLY happens when skill checks come on, causing them to play at about 2-4 fps, who struggle to hit ruin. For some it's just a learning curve, but for people like me, we can't do ######### about it, also the poor bloody PS4 players..
If Ruin isn't working, which it darn well shouldn't be at low ranks, a place where survivors should be able to hit skill checks, you simply have to switch up your build.
The perk isn't weak, it's still top tier against most survivors, but if you really want to be a powerful killer, you're using the wrong perk.
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@MrPenguin said:
Yeah that's pretty much why we're here saying they should be removed and other changes that can be made, so the devs can improve it.
I'm not concerned about the lore in this case, I'm concerned about the rift fragments that get you progress through the pass. There are multiple challenges not related to Trapper or Claud and the others making sense or not doesn't really address the core issues brought up either. 5 fragments is equal to around 10+ matches. To make it through the rift in a reasonable amount of time the challenges are kinda required.
Again if this was a separate lore system this would be fine, tied to the rift it is not.
I'd like to say, that you get around 800 xp per game, so that would only be 5 games. Also, from my own experiences, I have gotten far more tiers from actually playing during the first time, compared to from the challenges, (which by the way only give like 7 or 8 tiers).
Also, on the note of their being random challenges that you are confused about as to why the are there.... They are filler challenges.
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I believe that the Dark Sense challenge only requires you to be working on them when they are completed, not to complete the equivalent of 4 generators, or to complete them all alone.
A lot of these are made to be very challenging, although one of them, (saving 3 survivors safely during EGC), is somewhat BS in my opinion, it could do with some tweaking, maybe making it 2 survivors instead of 3 could work.
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Honestly, I really like the idea of this! I don't have any complaints, and you've obviously thought this out quite well.
It may need some tweaking, and some parts of it may not work as you intend them to in practice, but on paper this sounds like it'd be a great way to fix keys!
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Hi, I see your point, but with the new challenges coming up with the leaked Tome Level 4, I think that options one and two would not work very well.
For option 3 though, I believe that this could work very well, and would recommend that a killer should run something like Hex: Thrill of the Hunt, or to they should defend their totem. The perk would no longer be overpowered or considered a crutch in high ranks, (15-20) where players—in the games current state—may not understand the perk very well.
Option 4 could work as well, re-working the perk to have a different effect, maybe exit gates could require 100% longer to open until the totem is cleansed, or it could block the exit gates until one of 3, 4 or 5 totems are cleansed, (It could possibly be able to stack with other totems at the same time if the killer had too many totems, although this may be a bit of a difficult feature for the developers to introduce, otherwise it could randomly kill other totems to make room for itself).
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/102860/a-potential-fix-to-camping
That's just part of the game at those ranks. The killers have no idea it is this is not an effective strategy. Same for survivors crouch walking EVERYWHERE.
Hi, I see your point, but at least it gives other players the opportunity to learn that this allows them to complete other generators. A lot of new players may not get that, and since they may feel like they have to save these poor other players, it allows the killer to easily kill them, so these new players can learn faster from their mistakes. It also punishes the behaviour for the killer, because more survivors will have learnt that they have to take this time to work on gens, whereas now, because a single survivor in the trial hasn't learnt their lesson yet, these other two survivors can't finish all 5 gens in the games current state, especially if that other survivor goes down quickly.
As for survivors crouch walking everywhere, that's never really going to change, except for if they end out adding some kind of proper tutorial to the game.
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/102860/a-potential-fix-to-camping
I don't think it's going to be as possible as you think it is.
Currently speaking there chase usually only effect the two parties in question the survivor being chased and the killer doing the chasing.
I have never seen any instances of it affecting people outside of that.
In the games current state, does affect nooby survivors who try to save, with this new system, it makes it more noticeable to survivors that this is a time to abuse the killer by working on generators, instead of attempting to save. Of course this issue can never really be truly fixed, but it's a start. Adding this alongside a proper tutorial for newer players to the game, this would be a great way to teach players not to camp, and also to teach how players should deal with campers.
A lot of players don't search up tutorials for games they are new to. Sure, I was one of the people who liked to learn about how to play a game properly after a few matches before ditching it, because I like to learn games properly, but a lot of people don't, and it can really stop them from enjoying the game & deciding to stick with it.
General Note:
Players on the hook who can't be arsed to deal with the camping bullshit can just attempt escape, or they can just give up wiggling on the hook.
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@MrPenguin said:
No I didn't see or hear when the devs said this so thank you for the info. I guess that's better than nothing, but they really should just unlock it for everyone for the rift. Now if its a perk I really don't want, you want me to spend my slowly grinded out shards on them. On top of that I have to wait for it to appear whenever it decides (right now its just brutal strength in the shrine fyi) and this still doesn't fix the bloodweb rng. Then lets say if I miss one of the perks for one reason or another, there's no guarantee it'll show back up as far as I know. Cool I got it in the shrine. Great, the perk didn't appear in over 70 bloodwebs because I'm unlucky.
I just wanna do my challenges please. Some players (including myself) do have a problem with this implementation. I don't see how removing the perk requirement would change the challenge or making the perk just globally available is really ruining anything. This is only punishing newer, more casual, players who like only a few characters,or prestiging players who may not have someone with these perks yet. So on top of the money they dropped (or may plan to drop), they now have to burn either levels of BP until they get the perk, or 2000 shards that they may be saving for something else (and then BP waiting for it to show up), just to get through the rift reasonably (especially if they have a life outside the game). The current implementation is ruining it for people.
Breaking 8 pallets is breaking 8 pallets, with or without brutal. If anything brutal makes it easier, not more challenging. If you want a challenge it should say, for example, open 3 chest in one game without plunderer's.
No ones asking them to remove the challenges completely, but if the perk stipulation is unneeded (brutal, empathy, plunderer's) then why is it even there? Just let me break the pallets, just let me search the boxes, just let me heal the people. It already has to be in one game, but also behind rng upon rng upon rng? It's too much for some players. The only type of challenge I see that would need a perk is something like "mori 4 survivors with devour hope in one game" because you need devour hope to mori the survivor without an offering and devour is the harder of the two.
Again if these were just challenges then cool whatever. The fact that they are tied to a time limited system that people may have paid for is the issue. We shouldn't have to grind, for a chance to grind, for another chance to grind, on a time limited, paid system.
tl;dr Thank you for the info but that's not solving the core issues.
If you read all that, thank you for your time.
I'd like to add that these perks with challenges based around them are used multiple times throughout the 4 tomes of the whole 70 day Rift.
I understand what you are saying though, and I agree with you, it should be based on the perk, not just doing general tasks while it's equipped. Though I'd like to say that this is the first Rift, and it is an opportunity for the developers to take feedback from the players, and use it to create better content in the future.
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Spirit, arguably the best killer in the game is another one of the problems as to why the game is so unbalanced for solo players compared to SWF who can often win without a sweat.
The signs that she is phasing should be more apparent to the player she is chasing. One idea is that the shards actually glow a lot more, also on some skins, E.G. her new Halloween skin, it is much harder to tell if she is phasing or not.
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Hi, I'm not sure if you have payed any attention to what the Devs have said on this. If a perk is a teachable perk, it will appear often in the shrine during The Rift, especially if it is a perk only unlockable via DLC.
Please do not complain, the whole point of The Archives is to give people a challenge that forces people to go out of their way to do. Many players, (including myself), have no problem with this method they using, I think this is finally something to grind for in the game other than just lvling up every character for all of their teachables & cosmetics.
Do not ruin it for us who have played the game a lot and are glad that there are now new challenges in the game.
I have done this several times by simply using Detectives Hunch, not for challenges, but to counter players who run NOED, (I was getting rather pissed off because a lot of killers online at that time were running NOED). I cleansed every totem while my team stayed on generators and kept the killer busy.
I actually like this idea, these perks would be available in your perks area for the duration of the rift, they could be a common rarity & just have the aspects of the level 1 version, this is only if you don't already own the perk.
EDIT: Or it could be the orange teachable rarity & have the tag 'Limited', or 'Archives Perk'.
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@Ebisek said:
https://forum.deadbydaylight.com/en/discussion/comment/814834#Comment_814834
Do you mean, jump into the locker? Is it joke, right?
He is slow, meaning that you can loop him, you can jump into lockers, you can do literally any animation and he cannot mori you. He can of course pick you out of the locker, or pick you up after he downs you and chuck you on a hook, but that is the whole point, he's unable to kill you instantly, he has to hook you. This is a devastating counter, especially when he wont even get EW3 until most, if not all of the gens have been completed.
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@Ebisek said:
https://forum.deadbydaylight.com/en/discussion/comment/814506#Comment_814506
First thing first. Rank 1 is not for everyone.
Problem with that damn stone is, ...not fair. Lets suppose that nobody cares if someone escape or not. Many times, Myers stalking someone else, but He'll kill you at the first meetup, first hit with no chance to prove your skills.
All things working this way are wrong. Same like a NOED. So many my survivor games ended like no one hooked!!! before NOED end game activation. But the NOED with last hidden totem completely wasted great survivor gameplay to killer win. Why? If the killer is noob and he isn't able to kill someone during the round, he doesn't deserve to win.
You just have to learn to counter him, it may take time, but with a few games against Michael players running Judith's Tombstone, you will find that he is very weak with this add-on.
What your post is actually pointing out is that there is a lack of a tutorial in this game, and that the ranking system in this game is absolutely whack, not that the add-on is whack.
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I get what you're saying.. But I'm not sure Behaviour wants their 'battlepass' to go overboard like the others, although I do think more gestures should be added.
Although, yes, I would like more mori animations, this could end out causing frustration in the community because more people would be bringing mori's. Though, then again, this could end out causing players to play killers that are not as meta, depending on what killers they make new mori's for.
EDIT: Huh, I used "Although" a lot there.
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Sigh, another killer countered by flashlights.
Firstly, this killer idea sounds rather OP and would need majorly tweaking.
Secondly, it would be insanely difficult for them to complete the whole process for creating a new killer, modelling it, animating it and creating the perks. Let alone just getting the license for the killer!
I like the idea though, it sounds like a really interesting idea! I just think it would be very difficult for the developers to create such a killer. Maybe if it had a different kind of power, it would be more likely that Behaviour would introduce this into the game.
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Another two things: camping in competitive should be a bannable offense, and some of the killers, E.G. Spirit & Ghostface, shouldn't have to rely as much on some add-ons.
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I think that having a mode for Devotion 0 Level 50> players, a mode for all ranks above level 20, (I say level 20 because new players may try to jump into the open ranks mode straight away, just to be put off of the game), and also a competitive mode (level 50<).
I believe that this could work, possibly with the competitive mode using a ranking system similar to Overwatch.
Also, a proper tutorial would be nice, since I know many people who get into games often quit because they are getting wrecked straight away, and do not get enjoyment out of it. Dead by Daylight is really a game that you have to be willing to spend the time learning to actually find proper enjoyment, (ofcourse that depends on what the player likes, I personally started enjoying the game the most when I learnt to juke and mess around with the killer).
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/814219#Comment_814219
I feel like quick and qquiet should do that it's more fitting
Balance is more important, and it makes more sense for it to be lightweight anyway.
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@Toxicboii said:
https://forum.deadbydaylight.com/en/discussion/comment/814647#Comment_814647
Nope. Bullsh#t.
Adrenaline has 5 secs of Sprint Burst. Read the description more carefully please.
Tf, I don't remember that last time I used it or read about it. Doesn't feel like it at least.
Anyways, it's a one use exhaustion perk, so I'd say it's somewhat just, also you can't exactly choose WHEN it activates, that's ofcourse only if you're not on comms.
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Also, the leaked Tome IV challenges are not final, so some of them may be changed!
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Hi, I'd like to say that on rare occasions Adrenaline has little to no use, although then again, that can be said for most perks.
Also, Adrenaline does not have a longer haste duration, it is the same 3 seconds as all other haste based exhaustion perks.
It is a meta perk that is somewhat countered by NOED.
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@Rex_Ruinam said:
I feel like eveyone on this seems confused as they keep saying that these stupid hard challenges are a cash grab. the challenges are not related to the money portion. ya they can give you some progress on the rift but they are not required. they are related to the lore unlocking. you cant pay to pass them and not to mention they are the teir 4 challenges. of course they are meant to be difficult. they are all possible just very hard. someone also mentioned more rewards if you would actualy read you will notice they give quadruple the rewards teir 1 was giving because again, they are meant to be a rewarding CHALLENGE
Ty @Rex_Ruinam
Honestly, Idc if these are difficult, because I can easily beat the pass without paying for extra tiers. Every level (4,200xp) is 5.25 shards (500xp per shard), that means that I'm going to tier up naturally every 2nd level.
Also, I think that these challenges are fun, and they are definitely something you have to work for, I mean, what else have I had to grind for in DBD? All Teachables? All achievements? All P3s?
This was a great move by the devs, and I hope most of these stay as is, although some, (for example 3 unhooks during EGC, 3 kills with NOED during EGC), should be changed, because they are based entirely on what the other players do, not up to your own skill. If this one stays the same, I'm sorry devs, but I'm likely to get some mates together for those.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/804008#Comment_804008
Yes I've played against a lot of spirits since the last patch... sadly..............*cri-
Anyways, yes I've played against her before and after the patch... nothing has change... sadly...
Ah, alright, thanks for your help!
I'll assume it was either the game breaking, or maybe a bug with the passive phasing add-on? Just a hunch. Also, I do not remember what add-ons she was running, that was just a guess.
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@FireHazard said:
No, she hasn't been given any nerf. You can hear her footsteps if she's literally right next to you or about to be next to you by a very short distance.
It was probably just a trick of the mind or the game was freaking out idk. All I know is, no, she hasn't been nerfed or shadow nerfed in patch 3.3.1
Hi, I did read the patch notes and I didn't see anything about it, that's why I was confused.
Have you played against her since the last patch? I just want to make sure in case this is just something that Behaviour decided not to/forgot to put into the patch notes.
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You will earn everything that you should've unlocked, so you will instantly get everything in the premium pass.
ALTHOUGH, there is apparently a bug at the moment where you will not receive Auric Cells for the previous tiers once you buy it. Just send in a support ticket if this happens to you.