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HNTR_Green

HNTR_Green

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HNTR_Green
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  • Offerings (on both sides) should absolutely be shared inventory. While I also would love for Survivor items to be shared among other survivors, it kind of is unfair for that feature on Survivors but not on Killers, which don't have common addons.

  • @RatMilkOwO said:

    i know its been a bit since this was posted but dbd leaks said the new one will have 85 tiers

    I think that still doesn't address the issue OP is having. They want an infinite Rift Level that just rewards BP or something like that since they finish the Pass before the third page of the tome opens up... which means all of the challenges within those last two pages have wasted rewards for them. I like the idea myself, I think it would keep some people continuing to play during the Rift's life to help with their BP grind.

    Another idea that would also be neat is the ability to buy access to past Rifts (remove the Auric cell rewards and either replace them with BP or just leave them empty) so those cosmetics could be obtainable still... You could use the Rift Shard rewards from all current tome challenges on whatever rift you toggle active after finishing the current rift out.

  • Nah, i use it to head towards where another survivor is after I've recovered as much as I have. If I see the killer on me, I stop moving. If I'm not being stalked, that's me allowing the other survivor time to do what they're doing before they take one second to get me standing. The amount of people who use it to reveal the location of other survivors to the killer is small, and doing that is reportable anyways.

    Making it so that a downed survivor has no idea when or where help is does not improve the health of Solo Queue, but actually impairs it.

  • Its a bug. Multiple reports of it in the Bug Report forum.

  • I only solo queue and it seems random whether I get the incentive BP or not. I had a match where I got 30k-ish in the match, there was one flan applied (only thing that boosted BP offeringwise), and despite it being 100% Incentive, I only got the 60k BP.

  • Same thing. Evil Within 4 times, no progress made on it. A shame, this is one of the ones I like doing.

  • My biggest issue with the new versions of the map is that within ten seconds the Killer is already on one of us and it just keeps making the matches completely one sided. Does not help that Wesker can just cover ground like few others.

  • I have (secret) conditions for all killers that if the survivor does it, I will 100% let them go... unless they then trigger a following condition, in which case I will make it my purpose in life to feed them to the Entity. Still haven't thought of one for Wesker or Dredge yet.

  • I'm getting annoyed at how the challenges ask you to play badly. Heal 6 states on yourself? Ok, I guess I should ignore objectives, wait for the killer to chase someone, then body block til I'm hit so I can run away and heal only to repeat. What's that, chase the survivors for 180 seconds? I guess I'm just going to purposefully lose by chasing this one person for three minutes while their team does all of the objectives.

    The challenges shouldn't be in a web, and they should just be things that will be fulfilled by playing the game normally. Instead of only working on one at a time, they should all be considered active, and then the game should tell you at the end of the match if you completed one. Escape 10 trials total? Well, that'll eventually happen, especially if you also have a complete 50 gens, be chased for 10 minutes worth of time, heal 20 other survivors, etc that you're working on at the same time. Basically, reward us for playing the game regularly, not for doing stuff that ruins the game for our team because we have to do something VERY specific that impedes progress.

    Also, can we do away with the challenges for something specific on specific characters? I haven't put any BP into Jonah because I've been focused on unlocking stuff on other characters, now I have to put BP into him to complete all of the challenges focused around this once character.

  • Hell yeah I'm gonna by the entire pack. Playable Wesker, Rebecca and if the rumors are true, Sheva via a skin for Ada. Probably the first pack that I'm happy about all around.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138694#Comment_3138694

    I thought it'd be common sense for players who don't know how to play the game to not be queued into lobbies with people who do know how to play the game, but here we are...

    https://forum.deadbydaylight.com/en/discussion/comment/3138646#Comment_3138646

    Dead Dawg Saloon with Lethal Pursuer. She beelined it right over to 3 of us, infected Jill & Leon then committed to a chase on Haddie.

    I unhooked Haddie, and Plag came straight back with Corrupt Purge. Game was over then and there.

    Ahh yes, let's separate the queues more by assuming there was any reliable way of measuring skill in a game like this... there were so many people who intentionally tanked their scores to play lower ranks back when that was a system here that it proves that it doesn't matter.

  • @Caruto_san said:

    I guess I’ll hold onto it just in case and indeed report it as a bug. This kinda dampers my hype for the future prime skins, ngl. But I’ll take what was given to me :P

    Once I will grant as either a mistake or a bad play that they can learn from. If they do it again, I'm out.

  • @TheWheelOfCheese said:

    I'm not sure what kind of damages you could even sue for, because nowhere have they specified:

    • How many items you receive per month, or
    • The average value of the items you receive in a month, or
    • That the items offered to you must fall into one of those advertised categories.

    Any judge would dismiss such a lawsuit on its face as there's no way you could reasonably claim damages when offered a free in-game cosmetic that you already own.

    In fact, the title of this post could be viewed as defamatory as it accuses Amazon/BHVR of a crime. OP, even if you are memeing here, what you're doing is legally risky.

    As a reminder, the cosmetic is not "free". It is part of a package that is paid for. The actual value may only be a penny, but it still a value. That said, this wouldn't make it to actual trial due to the fact that they have themselves covered with the vagueness of the wording.

  • @Laluzi said:

    On the one hand, the Nurse might just be trying not to depip... but looking at the BM, not really inclined to give the benefit of the doubt. Or her build, for that matter.

    Solo queue is a damn mess right now. People ragequit all the time now and it's such a miserable experience to slog through a game that one of your teammates immediately lost for you. At least when all three dip, it's instantly over. The only time I've seen the disconnecting situation worse than it currently is is when the penalties were outright disabled.

    Penalties are currently disabled for Fog Whisperers...

  • The Xenomorph (make it like the Big Chap from the original Alien) with Ripley as the survivor and the Nostromo as the map.

    Pumpkinhead with Lance Hendricks' character as the survivor and the wooded area with the burnt down chapel as the map

    The T-800 (metal skeletal body primary with Arnold as a Legendary skin) and Sarah Conner as the survivor. Maybe the factory from the end of The Terminator as the map.

    The Thing with McReady as the Survivor, the map being the Antarctic base. The power for The Thing could be a transformation where it copies the appearance of the last survivor it touched with its power.

  • @rabldong said:

    Before pig rework, I played pig with Amanda’s Letter add-ons

    • While couched, see the outlines of survivors within a 12 meter range
    • Reduces available reverse bear traps by 3
    • Reduces available jigsaw boxes by 2
    • Stacks

    Downed one survivor and her trap was activated. I crouched and body-blocked one of the jigsaw boxes (there are only 2 because of add-ons) until she died. Is this an abuse?

    I would assume not because technically there is the other box for them to try, and the other survivors can be getting gens done while you're wasting time on the second box. It sucks for that one player for sure, since they have to either risk getting downed by you or death by party hat, but a good group of players will use that time to get enough progress down that all you've done is screw one survivor, and yourself, out of points.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130671#Comment_3130671

    Theres literally no other point to distressinf which is already a lesser used card when youre using it on characters that dont benefit from the increased terror radius

    Remove that and the pick rate will go from 7% to 0.5%

    Its almost like you're proving my point... if the only reason to pick the perk is BP bonus, it is a bad perk and needs to be reworked...

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130848#Comment_3130848

    Literally zero survivors have ever made the conscious choice to leave gens at 33% until all gens were at 33% before getting any one generator to 66% and then repeating that process before getting any generator to 100% completion.

    Survivors tunnel generators so killers tunnel survivors.

    Working on a gen uninterrupted progresses the game at a normal pace, which is still fair to each survivor and killer. A killer focusing on one survivor so that they are dead within two minutes of a match has prevented that survivor from playing for the entire rest of that match (they now have to move onto another lobby and queue), which if there are bonus BP elements in play such as BPS or Anniversary Offerings, they get no advantage of. That's why tunneling survivors is considered bad early on. It actively hurts a player by not allowing them to really play the game like the other survivors.

    Also, tunneling survivors at 5 gens is just tacky.

  • Also didn't get 50k BP today. Either the news post is wrong or its broken.

  • @Milo said:

    1. That was a thing, however was deleted when SWF and Soloq became one lobby.
    2. I have no idea how it works, but I have a clue - They give you the role you play the least of. The ideas of having 6 daily challenges, 3 surv and 3 killer seems like the best one to me tbh.
    3. eh
    4. eh , those would have to be either expensive or rarity capped.

    I've had times where I play solely as killer where it still never gave me a survivor daily. It has nothing to do with what you play. I'm not asking for six daily challenges. I'm suggesting you have a daily challenge, that will either be killer or survivor depending on which role you pick. Same amount as normal, just personalized to which side you pick. Bonus BP for everyone, no punishing Survivor mains.

    Regarding number 4, I would think that the price would be 3-5 times the price on the bloodweb.

    Also, if easy switching before killer and survivor was a thing before, why not just bring it back?

  • Good news, she's going to be a skin for Ada from what I hear. Just like the Claire and Chris skins.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130655#Comment_3130655

    Perks should not provide bonus BP, they should be picked for their in-match benefits only.

    Me wasting half my loadout on Distressing and Beast of Prey makes me happy because it means easier BP and it should make survivors happy because I'm running really stupid perks rather than gen slowdown. If both sides are happy, why mess with a good thing?

    I'm saying as a design perspective: If the only reason you're picking said perk is because it gives you more BP, then the perk itself is not great, and should be rethought. You're even admit that without rewarding you for picking them for BP they're bad. I'd rather have interesting perk decisions that mainly affect gameplay than bonus that might allow me to buy one or two more spots on a bloodweb instead.

  • @notdragonite said:

    so recently we have had the 6.1.0 midchapter and along with it came so very nice changes. some of these changes though were very controversial.

    let’s begin.

    first change, tunnelling. the change bhvr gave it was that survivors gain the endurance status effect and haste status for 5 seconds, i would up this to 8 seconds just to make sure survivors have an easy getaway from a killer and make it so that within 5 seconds they aren’t down again.

    next make it so that killers that camp, will; lose bloodpoints for camping too long, will be unable to use their power when within a 12m range of a hooked survivor, survivors gain a base kit kinship for killers that stay within their vicinity for more than 8 seconds.

    and other QoL changes that make it so that survivors aren’t dependant on perks to survivor and rather make it so that the perks work WITH them, not FOR them.

    a change that i disliked was the ds nerf. now it deactivates after the gens are done, and it makes the killer stunned for 3s instead of 5s. i personally wouldn’t have done both of these changes and did either or, but that’s just me.

    the dead hard nerf, i would have kept it the 1s endurance like in the ptb rather than 0.5s. it’s just a bit silly that they made it 0.5s.

    the spine chill nerf was another one i looked at and went, what the f**k. i would have just kept it the same as it was before because it had no problems with it whatsoever, it wasn’t op nor was it bad. it was fine.

    these are just the things i’m most angry about, there are still some other things i’m angry about, but i don’t want to keep you all reading and reading.

    Regarding the punishment for killers within range of a hooked survivor, I would say some changes would need to be made. First off, never disable a killer's ability, especially for the next change I would make, which is to disable said penalties if an unhooked survivor is also within that range. I can't count how many times I've hooked a survivor only to immediately have to track down the other survivor who followed me and tried to hinder my hooking. I don't deserve to be penalized because another survivor decides to loop me in range of a hooked survivor. If you disable the killer's power but make it so that penalties don't apply when an unhooked survivor is within the range as well, you are giving the killer a free notification as to the presence of the other survivor. If you keep them without a power, then you gave that survivor an unfair advantage against the killer.

  • @ThMnWthNVwls said:

    Instead of running a single perk in each build due to desparation for bloodpoints, I'm using all 4. All I can do is attempt to max out the categories, so I'm running Prove Thyself, Off The Record (because of the survival point glitch), Empathy (for altruism healing), and a boon (for boldness, jumping between totems for 1500 points at a time)

    It isn't fun doing bloodwebs anymore, it's just sad.

    Even if you made a perk that took multiple perk stots just for gaining bloodpoints and no in-game effects, I would run it. Please.

    Probably not a great idea to admit to using a glitch in their forums considering that'd be an exploit... Also, the main problem is pretty much that the stuff that was supposed to replace those BP benefits are currently not working that's the issue. Perks should not provide bonus BP, they should be picked for their in-match benefits only.

  • I am mostly ok with this (as a Plague main for killer) except the idea of repeated puke not speeding up infection rate. Right now the daily challenge for Plague requires us to hit 4 survivors with our M1 when they are fully infected. If you make it so only interacting with infected objects speeds it up or it takes a full minute to finish, you are making this challenge near impossible to complete in one match. Most of the other stuff I'm ok with, but not something that directly hinders completion of a daily challenge. If you think plague players were toxic before, this will encourage them to tunnel infected people off hook for that thing alone.

  • I agree there needs to be some incentive to prevent killers from camping, but I also think there needs to be penalties to the survivors that hug the location to instant unhook/keep the killer there (which punishes the killer's emblem by causing proxy camping). I'd say increase the range for the scream to 10 meters for survivors, and give them exposed status at 3 meters. If you want to be that close to the killer when they're hooking someone, you deserve to be punished for it. This is as a survivor main, because if you're going to mess around with the killer like that instead of doing gens, I'd rather you just die off so I can focus on getting out faster.