Onyx
Onyx
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@Jplanas98 said:
https://forum.deadbydaylight.com/en/discussion/comment/3144955#Comment_3144955
Tbf, it's 4 survivors with 4 perks, 16 perks total, some of which can help each other out. Killers' perks only help themselves.
I can't use my teammates perks, Jplanas! What do you think I will do, use each exhaustion perk my teammates bring? Use their We'll Make It when I unhook someone?! So tired of this "SuRvIvOrS hAvE 16 PeRkS" like no we freaking don't! I have perks and I do not benefit from my teammates perks. Unless they specifically have a perk that helps me, which usually those don't benefit them anyway, which there is no point in complaining at that point. No, you're not going against 16 perks, you're going against 4 people each with their own perks. Get over it already!
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@Leachy_Jr said:
It matters. It has to be both fair and fun for both sides for it to stay IMO.
Hence why I want the hug tech to stay. But something as bs as the old "hook tech" should've gotten removed (which it thankfully did).
"it has to be fair and fun for both sides" followed by "this is why I want the hug tech to stay" means you don't understand what is fun and fair. Only killer mains would think people like the hug tech or think it's fair.
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I love how all the killer mains in this thread are like: Bamboozle? Perfectly fine perk, just adapt, survivors!
But god forbid there were a similar perk for survivors, even if limited to a timer or being an exhaustion perk. It's only fine if survivors have to deal with dumb mechanics, like blocking windows whenever you want or Endfury, but killers should not have to deal with any such annoying mechanics.
You know what I want? a Franklins equivalent for survivors, when used (maybe when stunning a killer with a pallet) it makes them drop their addons, which they have to pick up. It also removes charges from addons and makes them get disabled if they are on the ground too much. I mean, when people complained about Franklins I saw a killer just say "just adapt and learn to play without items", well then I think killers should learn to play without addons.
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@ThatOneDemoPlayer said:
Without the Killer Aura
Nah, it has to come with the killer aura, that's the whole point. That is info that SWF have anyway and the point is to bridge the gap between SWF and solo, which means it has to be the full Kindred effect, killer aura included. People do really be butthurt over the fact that they can't just stand around the hooked person and not be called out when a SWF can do that anyway. The killer aura reveal ensures that campers are shown to everybody.
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@Jplanas98 said:
People say that you can't have wrong opinions. I think this post would prove those people wrong.
This is kinda rude and I am one of the people that disagree with him. Just because we are okay and he is not does not dismiss his opinion and marks it as wrong. This is just a video game after all. You can have bad opinions, sure, but opinions aren't wrong, because he's not talking about an objective truth. In the end, the game is subjective and what people find fun and balanced differs.
Now if he were to go "well in my opinion the Earth is flat" now THAT is an objectively wrong opinion. So, while there are wrong opinions, his wasn't really. Is it a bad opinion? Maybe to me, certainly to you, but lets not act like he is the only one that thinks this way. Remember, every human is different, and as such not everybody will think like us.
I am glad he shared his opinion, because it's nice to see what others think about the game, whether it's killer powers, mechanics or perks. That is how the game can improve, even if I disagree with what they say, but at least it puts some things in perspective and opens some discussions.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3143147#Comment_3143147
Those two are vary different Killers... to say the least
Nurse only has her Blinks... so try another Killer
Imagine that using the Tentacle caused the Nemesis to go into fatigue every time you use it... and you have to press a button to retract the Tentacle after the fatigue
Nurse can also just M1, she doesn't just have her Blinks :/ There have been many times where a Nurse was able to just walk to a survivor and M1 them, sure it's rarer, but doesn't mean she can't do it. She even has an addon for it!
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I get that people have issues with different killers, but I like Plague as is, both playing as her and against :<
You know, I really think that one thing that BHVR should add that will solve everyones problem would be bot matches that let you earn XP, Bp and such. A mode where you can just choose who you go against and choose to not go against killers you do not like (like Plagues in your case) would make the game much better and would solve all the "I don't like going against X" comments.
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@RaSavage42 said:
1) Camping is caused by either quick saves... and not much to do: Braking Pallets won't be that useful (IMO), Kicking Gens won't get much value, Trying to find a Survivor may just lead to a Save by a Survivor whom was close to the Hook
2) Legion was nerfed due to Thana being nerfed... players need to realize that every Killer has different ways to play against them
3) New gamemodes may be a good idea but the Devs are afraid of "splitting the playerbase"
4) Why this perk out of all of the other ones?
5) Honestly I read another idea for tunneling that I like better... I can't remember what it was though
6) Read 5... and find another way
7) No leave Iron Will where it is... either play get used to it or don't use an Exhaustion Perk with Iron Will
I just wanna talk about point 7. If Iron Will is gonna be an exhaustion perk, it should at least be 100% at that point. I think that is a fair trade-off.
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@SuzuKR said:
lmfao these are absolutely insanely huge nerfs to an already balanced killer (outside of range/torn bookmark)
her basekit is completely balanced
Literally false. Tell me you're a killer main without telling me you're a killer main. Nurse literally breaks the game :/
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Okay, let's make something very clear, the way they did the crossover was not by adding the characters themselves, but rather making survivors cosplay as those characters. So even if they added Naruto or whatever, they clearly are not the type to add the characters themselves, like Fortnite, but it would just be the DbD characters cosplaying as characters in Naruto. Which is something real people do, so it wouldn't be outside the realm of possibility and would fit DbD.
Second of all:
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@Bran said:
They should just revert the changes Admit they were stupid for nerfing him, that they are incompetent and move on.
the nerf was needed, I am sorry but that is not a debate :/ I swear, killer mains complain about anything being made more fair and fun for the survivors.
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Because, after 6 years of this game, BHVR still hasn't balanced score objectives for survivor to where you can earn 40k BP regardless of your actions in the game, with 7k (originally 5k) being literally locked behind escaping, a thing which BHVR themselves want survivors to do less of, so they are literally telling the community "we want you to earn less BP".
Combined with the fact that, compared to killer where all the actions you do give you BP in pretty much every category, with survivor each action provides BP in a single category, you basically earn almost nothing. Chasing a survivor as killer pretty much nets you some BP in each of the category. Compare that to survivor where, if you are being chased, that's just BP in Boldness, if you work on a gen that is just Objective, if you heal survivors and act as the medic that is just Altruism. SO, if you get tunneled all game, you might get a ton of Boldness points, but not much else. And since each category is capped, you might get maybe 10k BP for capping Boldness and maybe a bit in Survival, but not much else.
So that is why survivors earn so much less. You have to basically be doing everything: unhooking, chasing, generators, healing others and, most importantly, escaping. In contrast killers can basically just go around chasing survivors, breaking walls and pallets and using their power, powers which they use in chases anyway, so basically killers get rewarded a ton and rack up those points much faster just by chasing and hooking survivors. So, even if a killer doesn't 4k, you can still get plenty of BP, whereas as survivor, if you don't escape, you literally miss on 7k BP.
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I mean, you're not wrong. I think some people, BHVR included, should remember, this is not a problem with how much total BP you have to spend to get all perks, because that is indeed much smaller, there is no doubt about it. No, this is a problem of how much BP you GENERATE.
Sure, previously you could earn up to 32k BP and now it's up to 60k BP.... except not. See, because of BBQ and WGLF, the reality was that you could earn up to 64k per match. Basically you could always have a party streamer active without having to get one from the bloodweb! Well, killers at least, WGLF was always such a "I need to compete with my teammates for tokens" that the reality is not everybody could get 4 stacks of WGLF unless people started throwing, which is why I wanted more ways to earn stacks. Personally, every survivor action should have given you a stack (complete a gen, cleanse a totem, heal a survivor one state, be in a chase while a generator is finished to still reward people who run the killer the whole game).
But now, now that has been removed, and despite you being able to earn a total of 40k BP, lets be honest, most survivors don't even get that much. So, while they did reduce the grind, they also hit it quite hard by removing the essentially free Escape Cake/Survivor Pudding, which gave everybody way more BP per match by just playing it.
HOW TO FIX THIS
1. FIRST SOLUTION
There are multiple ways. Since you halved the amount of BP one can generate per match, the easiest and fastest solution would be to just... halve the cost of everything.
3000 -> 1500 for Common/Event rarity
4000 -> 2000 for Uncommon rarity
5000 -> 2500 for Rare rarity
6000 -> 3000 for Very Rare rarity
7000 -> 3500 for Ultra Rare rarity
In fact, if BHVR would like to be a bit more generous, they could reduce those costs even further by an extra 500, so the lowest cost is 1000BP and highest is 3000.
This is a very easy and quick fix, I think a lot of people would be okay with this one. Along with it, please remove the 20k BP cost to prestige. I literally do not understand the reason behind the cost. If you REALLY want it to cost something, make it 500 BP and that's it. It's just an unnecessary extension to the grind.
2. SECOND SOLUTION
Now, first solution is simple and effective, but what it does not address is the amount of BP someone gets in a game. Especially as survivor. See, even reaching that 40k BP is quite the pipe dream as survivor. As killer is slightly easier, but lets be honest, you will still have a hard time reaching it.
So the solution would be to:
- Remove the survival and sacrificing BP categories. The issue with these is that it reinforces your perception of having lost a game simply because you did not escape or did not kill anybody. So not only is it unhealthy for the game and just further makes people upset when that happens, it also literally prevents survivors from ever earning 7k BP just from one category alone. That is 7k BP just never earned and it feels bad. People have suggested just adding more ways to earn Survival points, but I think that is more complicated than just removing the categories entirely, which in the end would be healthier anyway.
- Since there are now only 3 categories (Altruism, Boldness and Objective for Survivors; Brutality, Deviousness and Hunter for killer) each category needs to have its cap increased to 21k. Hold on, did I just say 21k? Yes, because with 3 categories that would increase it to a total of 63k potential BP per match!!! The idea is, rather than halving the cost, double the potential BP you can earn.
- Alternatively to no 2, instead of having a cap per BP category, why not just have a max cap instead? Have a max cap of 64k per match, unlock how much you can earn in each category, so, if you somehow did nothing but got chased by the killer all game, all the 64k BP would be in the Boldness category, more or less. So you can earn a total of 64k BP with any amount from all the categories (aka the collective categories have a cap of 64k)
- Because we raised the cap so high and removed an entire category, now comes the hard part: go through each score event and buff the numbers. You have to heavily increase the amount you get from an event so it makes sense. Re-assign the current Sacrifice and Survival events to other categories and lower the amount you get from them (to keep them rewarding but not as much, basically making them not as needed to cap out on BP). This is their opportunity to also buff score events that were kinda low for a lot of killers. And since they are here, they need to add more score events in general, promoting interaction.
As you can tell, this is not an easy solution, but would be a better one for the long run, solving the issue of BP generation, especially for survivors, who currently have 7k BP locked behind escaping, which, mind you, they don't want that number to be high. Survivors have always been screwed over BP, it's time something was done about it and if they are, this is their chance to just look at the whole system itself.
This solution keeps the numbers how they are, but lets you get closer to that max BP per match.
Conclusion
If BHVR were to go with the first solution, that would be really nice as well, but I still would love if they looked at score events as well. Lowering the cost of stuff is great, but it does not change the fact that survivors earn less BP in general than killers do and that is simply not fair. You can have a Nurse game that demolishes you, everybody earns less than 10k BP in that match, and yet the Nurse somehow still gets over 20k BP? That should not be allowed. Remove the Sacrifice and Survival categories, please.
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Boons should not be limited, literally best way to make people never wanna run boons ever again, and last thing we need is to have the meta be stale. No, what we need is what they should have done from the first. Instead of enabling self-healing, CoH should just boost the healing of other survivors by 100%. At least that way, in order to get use from it, multiple people have to go in there.
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I just want map offerings removed, I hate how much power they give to players to rig a game in their favor if they so wish. Oh, you're a Huntress? Why bother with the map RNG when you can just guarantee yourself an open map? Or, are you a SWF? Why not just send you to like Gideon or whichever map your squad is comfortable with to have an easy win? They are so exploitable, I don't think players should be given the option to either ban or force maps. This part should remain totally to the RNJesus as to not give people advantages.
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Okay, let's assume BHVR does this, for whatever reason. I have a few comments to make:
- Why let you choose which killers to go against instead of letting you see who the killer is? If your issue is that those killers are unfun, don't you think BHVR would more likely let you prepare for the killer in question rather than outright stop you from going against them? I'd imagine they would much rather do this and pair it with killers seeing who is in a SWF to basically have each side be prepared for the worst, rather than let people avoid killers entirely
- If the reason you don't wanna face certain killers is because it's unfun, wouldn't it be easier to just disable DC penalties instead? Treat it as a "I am not having fun button" and easier to implement. At least then BHVR could see whom survivors DC against the most and just change them, much like how it happened with original Legion that could just wait out your mend timer and follow you, since it didn't stop while running.
- But most importantly, don't you think any solution that lets you stop going against certain killers is less fixing the cause and more like dealing with the symptoms? If the problem is that certain killers are unfun, stopping people from going against them if they wish is like trying to get rid of the water from a sinking boat. Because you're never plugging the hole, you're just gonna continue to sink. The best solution is to fix what makes these killers unfun to go against.
- The best solution that requires less effort (since they are already on track for this when it comes to custom games) are bot matches. Who cares if a killer is OP or unfun when you can just give the players the option to just go against bots where you can program them to always be fun to play against? Again, not a proper fix, more like putting on headphones to drown the screams of those in pain, but at least it gives people the option to not deal with those unfun killers, without ruining those players experience.
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@cacao1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3129694#Comment_3129694
I would NOT love it after a while, nobody would.
Those are relics from the past and NOBODY would enjoy having their hard work removed every month.
You are just wrong and subjective! Please stop arguing! you are trying to predic the future with no facts at all but your biased opinion. Diablo 3 and Tarkov proof that the wipes are the most fun part about those games (games that have a terrible grind on their own). When I started them I thought I will never love the fact that my work is gone, but I was proven wrong just as everyone else!
You just have to accept (just as I did) that people from DBD would no like it until they try it but when they try it they MIGHT like it. I dont predict the future like you, I say what is the logical result based on similar cases.
So please just stop, you are making a fool of yourself.
Dude, you're the only one making a fool out of yourself. Nobody else here likes your idea and it's clear you didn't read my comment past those two quotes, because then you would know why I am sure nobody would like the idea. Maybe you would, sure, in general maybe a small percentage would, but not the majority, no, and this is based on data the devs have shared. Please just stop arguing, everybody has already told you this is not a good idea, it just would make everybody upset. I know that based on how people reacted in the past, the reason people play.
People enjoy having everything unlocked after putting the work in to unlock them, because then they can use whatever they want whenever they want. Not only that, somebody already mentioned it, but like... what is this supposed to achieve exactly? You think people will not just unlock the same perks over and over? And go for the same addons over and over? It really is just pointless and a tedious addition for no other reason than to be novel or something.
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I play only soloq, with the occasional swf whenever my feel like it, aka every blue moon. I can tell you I do not share your experience. I am lucky if I escape once or twice every 10-20 games. It's miserable playing DbD.
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@halluminium said:
Or implement a search bar but that has probably been requested a billion times.
Every time there is a dev Q&A that request pops up, so yeah, it has been requested a lot.
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@cacao1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128641#Comment_3128641
what are you talking about? it was done in tarkov and diablo though XD people were sceptical and then liked it. you are just biased no point in talking to you! if by any chance dbd ever would bless us with a wipe system you would love it after a while too, but now you are just subjective as hell.
Boy I would not like it, because I grinded for all those items, addons and offerings, perks too. I do not wanna spend every month having ot unlocking builds, it just isn't fun! It feels like I am making no progress in the damn game at that point. Not only that, like I goddamn said already, I have items, addons and offerings from events and ones that are discontinued. I would be extremely upset if anyone removed those, which I worked to get on my characters during those times. I would especially be upset if they removed my bouquets offerings, which you can't even obtain at all. Those are relics from the past and NOBODY would enjoy having their hard work removed every month.
I would NOT love it after a while, nobody would. In fact, it would piss people off so much it would make them stop playing entirely. Don't believe me? They have proof of this themselves. You are clearly new, but let me tell you that, at one point, DbD had a massive issue with people losing their stuff. Items, addons, offerings, perks, everything, their files were just corrupted or wiped. Back then, when that happened, since they didn't have backups, all they could do was just give those people massive amounts of BP to compensate for everything they lost. However, what they noticed, but didn't really tell people except one of the devs years later, was that those people, who lost everything and were given massive amounts of BP, didn't just go about reinvesting all that BP, instead they just left.
Even if you made everything cost 1k BP and let people insta-click nodes, people would still leave. Why? It's not just because progressing is tedious, it's because they lost progress, they lost their value. Every second they invested was just gone. To them, it felt like all their work was for nothing. Despite being compensated, they were still angry. What makes you think things would be different now? Heck, even now when people lose their stuff and have to get them recovered they still are upset.
So no, this is a bad idea that just wouldn't work in DbD.
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@cacao1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128016#Comment_3128016
on the countrary! People who played >4000h now have addons and perk in amounts that casual people cant get. So with a wipe every month and a reduced grind casual players could get closer to those people with a lot of time to play.
And on the other hand people who do play a lot could get some kind of achievments like skins or icons for e.g. unlocking 100, 200, 300 Perks etc.
Like I said if you never played a game with a wipe you think its bad. But everyone who played a game with a wipe loves the wipes and is always looking forward to it.
You can't just turn a game without monthly wipe into one :/ This is the sort of thing you plan from the start of the game and balance it accordingly. It is too late for DbD, it has already established the way gaining things works and changing it now only stands to piss off its playerbase. You can't just force people who most likely do not like monthly wipes for them to suddenly be a thing.
People who play games with monthly wipes expect them and play them because they find its appeal, but this is not the case with DbD. I'm sorry, but it's just not a good idea.
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I've read it all, but I'm sorry, it just doesn't work for DbD. It's just not that kinda game. Heck, I still have items and offerings on my players that you can no longer get. I'd be pissed if I lost them. Plus, this would just punish those who only like to play once in a while. Imagine having to constantly have to spend BP to get some stuff to play the game. That sounds awful.
Not only that, but what about literal completionists? As one myself, I'd be furious and just ditch the game entirely if I was forced to grind for ######### every. damn. month. It just doesn't work for DbD.
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@Mandy said:
With regards to the point about hook timer being paused if the killer is nearby. This was something that was tested some years ago and found to not work - it's very easily abusable. A survivor running in an area around the hook, killer chasing - that would pause the timer for example. Which is something out of control of the killer.
Whilst I completely agree that players should be encouraged not to camp, I do not feel that punishing for camping should be the route we go down (please bear in mind this is purely my own opinion here)....it should still remain player choice whether they wish to camp or not.
Hmmm, I kinda disagree here just from a pure game design perspective. Should a player really be given the option to deny somebody else's fun just because they have fun doing so? Camping and tunneling shouldn't be options because they rely on making the opponent miserable and that is just not how games should be designed.
Like, by that logic there should also just be an insta-win button. Players can choose whether to use it or not, ofc, but the option is there and, by your own admission, it would be just as valid.
Personally I am against having things in games that are unfun. They shouldn't be options because they are not fun strategies and games should be fun. Players should be allowed to play how they want, but not at the expense of other players enjoyment of the game. You simply can't do that in PvP games.
PvE games on the other hand you can do whatever you want and maybe this should be the better option you guys should give players. The option to either go against real players or bots, both letting you earn BP and XP and progress through the game. At least then if you keep peoples options to camp and tunnel, you are at least telling people "you also just have the option to never go against them by simply playing against bots". This also gives power to players in general, letting them go "well if you just keep playing in unfun ways, then imma just stop playing against you in general".
Now I know what are you gonna say "people are just gonna stop playing against players, because they don't wanna face Blights and Nurses and SWFs etc" and to that I say well maybe you should take it as something you need to fix. It's free data, listen to what people are complaining about and fix it. If people don't wanna play against other players because of Blight or Nurse or SWFs or whatever, then nerf them. If we are talking about player options, give players the option to not go against unfun players.
This is something I don't really get from your comment, you talk about players having the option to camp if they want, so surely you'd be okay with an option for players to not go against that and actually get to play the game in a way that doesn't end with them dying with under 10k BP under their name.
But if you guys really wanna keep camping and tunneling a thing, how about you reward players 40k BP guaranteed every match they have to deal with that? If I am forced to deal with unfun players and strategies, I should at least be paid for it.
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@DBD78 said:
Do we even as survivors want a game with only "meh" killers? As long as there is SWF teams in this game, and there always will be many..we need stronger killers to deal with them. Deal with it!
SWF does not excuse their existence. The amount of SWF teams in existence that would require such powerful killers is so low that it is unjustifiable. I'm sorry, but you are just objectively wrong :/
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Tell me you are killer mains without telling me you are killer mains
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@Exxodus21 said:
This would just be abused to block players that beat you or people that don't play the way others want them to (i.e. a survivor that that waits for you to die on your last hook so they can find hatch instead of trading and both of you dieing).
I don't see the issue here. How is that an issue? If someone blocks pretty much everybody that beats them, eventually they will run out of people to block and just increase their wait times exponentially and if the new players do the same to them that pretty much results in them almost never getting matches. That is their problem.
On the other hand if people keep blocking you because you are unfun to go against, that is your problem. Eventually you will probably go against people more your level anyway, because it will only be people who have not blocked you, people whom, just like you, prefer a challenge.
Idk, if you ask me that just feels like such a non-issue, the only people I see complaining are the try-hards who KNOW they would get constantly blocked and I seriously have no sympathy to them and the other people would be the ones who just block pretty much anybody that inconveniences them and end up increasing their wait times, to which I have no sympathy either.
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Just wanna comment on your suggestion of "I also suggest merging the old and new systems". The old system is technically still there. If you get a character to P1 you unlock the tier 1 version of their perks on everybody. However, what a lot of people don't seem to realize is that, it also unlocks them for bloodwebs. That's right, after that first P1 you will be able to find tier 2 of the perks in bloodwebs and after that tier 3. So if you are the type to only level one character, just P1 everybody else then level up the perks for your favorite character.
I think a change that should happen, that nobody seems to have asked for but I think is necessary, would be to reduce the size of bloodwebs. Before you could level a character to level 40 and stop, since you'd unlock the teachabales anyway. Now you have to level up to 50 and then prestige. Those 10 extra levels are pretty hefty and add up. The solution would be to either change the level point from 50 to 40 or make all bloodwebs smaller so that when you do reach 50 you pretty much unlock just as many nodes as you did before when you only had to stop at 40.
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@pseudechis said:
Fear the unknown its fun.
I think DbD has grown so much that we are past the point of "not knowing is fun". We reached a point in the game where we should know because we are supposed to be a team, instead it feels like I am fighting against the killer and my own teammates at times.
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See, I think the devs are looking at it the wrong way. They should have removed all slowdown and speed-up perks, items and addons from the game and, instead of increasing gen time, artificially increase end-game time.
What do I mean by that? Rework how gates work and do it more Left 4 Dead style where you all have to wait out a timer before the gates open by themselves. Could be a 5 minute timer, could be shorter, could be longer, it's something that needs to be tweaked. Reveal survivors auras at the end so nobody can hide. Force survivors to get chased. Maybe remove one hook state from everybody at that point (unless you already have 2 hook states). Basically, play with the idea of "all gens WILL be done and everybody WILL reach that point" than "prevent people from ever getting all 5 gens powered".
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/3097822#Comment_3097822
Yup, did they ever say why they removed it?
They removed it because people were able to basically break the game and load in as a killer in survivor games
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I had a killer camp at 5 gens. Nobody was rushing, they weren't a bad killer either. When I asked why they did it they just said "cry". I swear, it's like I am playing against a bunch of 5 year olds who want cake and to eat it too and whose parents let them do whatever they want, so they just act like a jerk and when someone calls them out they act like a bunch of spoiled brats.
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@LapisInfernalis said:
I think the problem is that the new killer meta is very obvious whereas Survivors need to adapt now. Usually it was the other way round (surv meta being DS, DH etc and killers needed tome to think of new stuff).
Give it time.
Man I feel like I need to run like 3 different builds at the same time to do anything. I need anti-slugging, anti-tunneling, anti-camping, and because I am soloq I need info for myself and my teammates. At this point I literally need to run like 12 perks to do anything.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3090186#Comment_3090186
So is this a problem with the killer buffs or solo queue/mmr in general?
This is an issue with soloq. The killer buffs are good, but it doesn't help that soloq has been left behind yet again
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3090186#Comment_3090186
stealth do exists, if you don't know anything but looping, you are still a baby survivor.
ultimately you can tank MMR by utilizing hatches if you care about it that much, so there is really no counter argument against "you are also the baby survivor".
what you said makes 0 sense
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3088732#Comment_3088732
If my teammates are gen jockeys as they're supposed to be since that's the entire objective of the game I will win
Which won't happen because if you are going against baby killers it also means you have baby teammates, so good luck with that. I am tired of people going "If YoU aRe GoInG aGaiNsT BaBy KiLlErs WhAt DoEs ThAt Say AbOuT yOu?" like, it says that I lost so much that my MMR is now very low or that simply matchmaking put me with them. I have over 2k hours in this game and, while I don't see myself as the best, I still know how to loop, but sometimes I make mistakes, anyone can, but it doesn't matter, because if my teammates are not good, then nothing will happen in that time. So yeah, you CAN still go against baby killers even if you are a good survivor, it's just that now killers have it easier even when they play poorly.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3087099#Comment_3087099
If you can't run a baby killer for over a minute with this update you're the baby
Can you run a baby killer for more than a minute and still win the game?
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3077441#Comment_3077441
I still think Pharmacy buff is actually a nerf in disguise.
Pharmacy should be a rummage, like Residual Manifest, not a chest search. Make it also so that every time you get injured you get 1 rummaging token, which you can use any time, whether healthy or not.
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@Iron_Cutlass said:
I get that they want too add drawbacks to certain things, but Calm Spirit and Technician are arguably decent effects just held back by awful drawbacks that shouldnt be there in the first place.
Bite the Bullet: It's fine if you fail a skillcheck, we'll even reduce the penalty for doing so. I got you, precious :)
Technician: You absolute monkey. You dare fail a skillcheck? Here you go, we're gonna increase the penalty for doing so.
Calm Spirit: You dare do stuff silently? Screw you, do it for longer, enjoy that silence for longer you loser.
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I can confirm your findings. Survivor incentives were at 100% yesterday, yet queue times were really bad, meanwhile killer was pretty much instant. I am wondering if the incentives do not take in count MMR and it's just region-based. So, while there might be a huge lack of survivors, it might be only at certain MMR ranges.
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@Mozic said:
If you bring an offering to boost devotion BP gain you will also hit the new cap.
You can cap every category besides Survival and Sacrifice. Honestly we need a score event pass. BHVR needs to look at all score events, buff them, remove diminishing returns, add more score events, stop locking 4k BP behind escaping for survivors etc.
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Dude, just extend your arms and grab it, it's right there. Smh, survivors these days are so lazy.
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@GoodBoyKaru said:
It was always "get a merciless". The parameter of what is or is not a merciless was changed from 5k bloodpoints in each category, to sacrifices with the "Victory Cube" update, to Emblems in the "Emblem" update.
Yup, pretty much this and I think their reasoning for not changing it not essentially boils down to "it's too late to change these achievements because reasons", something about consoles not letting them change achievements or something on that line.
I wish all adepts worked how the challenges work: you don't have to use JUST the teachables, you can use a 4th perk as well, as long as you have their main 3 perks equipped, and then you just have to 4k or escape. Ironically those archive challenges are a better showcase of adept than the actual adept achievements and they should really try and push a change for adept achievements to be that instead.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3070278#Comment_3070278
He's talking about three tiles all spawning close together
Allowing survivors to daisy chain them together without using the pallets until they really need to
If that what it means, then it isn't the loops that are the problem, it's tile-chaining. There needs to be some logic implemented to stop this kinda bs from happening.
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No, caging should not count for any hook related perk. If survivors can't get hook related perks to work with cages, then neither should killer perks. I am okay with increasing the blocked time to 60s and the new aura reading part, but it shouldn't be 16m, it should be 8m from a blocked gen and the aura revealing part should last for 10s.
Also, it should not count with hook states. The whole point of the perk is to get you to go and hook everybody. If it's based on hook states, then that just encourages people to camp and tunnel.
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@Mozic said:
I think @Seraphor has the right of it and I've seen them comment in multiple spaces pointing to the issue as being the game being a player elimination model. I think they're also right that there are contexts where camping should be treated as viable (more towards the endgame) and also that an over-prevalence of camping generally belies a lack of killer confidence / motivation to engage in chases.
I'm hoping that the upcoming patch really changes this - killers do not want to engage in chases when a single one can plausibly take up an entire match. Dead Hard, in my opinion, is the linchpin that enabled these 2-3 (sometimes 5!) gen chases in more cases than the game should see. Most killers don't find camping fun. Focusing on those 'most' who would rather leave and do something else, but feel like they will get even less out of the match if they do, is the key.
For a while, BBQ and Pop both did a great job at encouraging killers to leave hook, but Pop became overshadowed by other forms of gen control while itself still needing to be taken out of limelight to let other perks shine. Incentives do work, but there's also a need to introduce variety to those incentives.
Maybe some killers would not camp if there are more incentives, but many don't do it because of that, they just know it works or they know it screws survivors or they just wanna be asshats. Most camp because they know it is scummy. I mean, look at the two games I posted. We were literally at 4 gens. Did you read the part where I said that in the Freddy game that was my first hook, btw? I literally died 1st hook, you know how many gens got done by the time I died? One. Killer literally lost just 1 gen. Also the BP I got from all of that? Less than 10k BP, which is NOT worth the time I invested queue-ing up.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3068223#Comment_3068223
I can tell you whatever I want whether you take it is up to you but either way I made the example of survivors cause they have proven themselves to abuse things more than killers at least from my experience. Every time the DC penalty got turned off I had at least 1 survivor dc every 2 games with killers really only dc'ing when they already lost like having 4 people alive at 1 gen with only 1 person dead hook.
I still don't get this whole "make a bot mode because of a strategy I don't like playing against" motive. Me personally (so this doesn't apply to everyone) just go next and usually I'm a very vocal person about stuff like balance and straight up nerfing it won't work here. You basically have to re-write the dbd formula to solve stuff like camping.
Again, if you think that camping requires rewritting DbD, then implement a vs bots mod. Why have one just because I hate a playstyle? .... Because I hate the playstyle, obviously. I play for my own fun, not yours, so if I'm not having fun because of the way you play, I want the option to not play against you. It really is that simple. It's not rocket science, like, really, what is there more to get?
It's a system that you don't even have to interact with if you don't want to, like, literally. You okay with camping and tunneling and prefer going against players? Good for you, go play against players and literally forever ignore the vs bots mode. Easy as 1, 2, 3. See no evil and stuff.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3064657#Comment_3064657
You miss my point. You want to go from PVP to PVE for what seems like no good reason. Everybody hates certain strategies and playstyles in certain games so why should this game get special treatment? Also if a death felt rushed then dbd survivor isn't a game for you, or any single life arena type game for that matter. Also blacklists to prevent playing against others doesn't work cause its going to be exploited by players to eventually just go against babies or the boot licking killers.
Don't tell me what is and isn't for me. I literally have over 2k hours in this game, pretty much every achievement except from the last 2 chapters, I know what I can do and I think I can discern what is good for the game and what isn't after all this time.
I am not turning DbD from PvP to PvE, I am adding a PvE option, whilst PvP is still there. Hey, you know what that is equivalent of? Campaign mode in multiplayer games, heck, in MMOs there are PvP and PvE servers, it's the same idea here! Give people the option to choose if they wanna play against players or not.
As for your concern that people will just block until they get only babies, guess what, those low tier killers can also just go and block them at that point. It's not like only killers or only survivors could do it.
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@Marius1234456918 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067616#Comment_3067616
You dont understand what i mean you cant play most of the killer against rly good swf teams or in competitive. You can only play blight and nurse and then things are not even on killer side its just balanced then and i want to know why they want to have such a gab between the killers.
Why do you wanna play against super sweaty and competitive players anyway? Like sure Trapper can't deal with them, but why would you wanna go against them in the first place?
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But every killer is useful when it comes to SBMM? Like, SBMM gives you points and ranks you up or down based on how well you do and each killer has its own SBMM. Which means that you will always reach their desired killrate with SBMM with every killer. I think what people should ask is for individual killers SBMM to have more of an impact than the overall killer SBMM rating.
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@[Deleted User] said:
I know what the comeback to this comment will be, but here goes nothing - there’s a perk for this (if you’re a survivor).
They already said they don't want perks to be solutions for disabilities, they literally said that for Spine Chill, so why do you think this comment is acceptable when it comes to hatch?
