ashenlion
ashenlion
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1762721#Comment_1762721
Add a minimal token system on the backend, where if people play killer matches they gain a token. For every killer match played and completed, give that person 5000 * <number of tokens earned> the following day when they log in.
This will prevent people from farming, as the bonus BPs won't be awarded based on performance but based on participation. If you're still worried about people just AFKing in the trials, set a condition for qualifying as 'played and completed': require that during these trials the killer needs to earn at least 300 xp and at least 10000 BPs to gain a token.
If you're still concerned about skewed data, then you've probably considered how not having an incentive will also affect the data? Most people who regularly play killer might play a match or two, but will likely feel like now is a good time to start working on all of those survivor challenges that overrun the chapters of every tome. That's what I'll be doing.
If you're asking players to just collect data for you without any kind of incentive, you're doing it wrong.
It's not a bad idea, and I agree fully that forcing players to collect data with no incentive is doing it wrong. I feel it sets a bad precedent. I can only really play on weekends, so making me do things for data and no choice or incentive in that really irks me. I'd be honestly fine with removing BL or nerfing it if they made sure jungle gyms and pallets patches didn't spawn right next to each other. They took cared of some of the safe loops, which is good, but there are still some issues with spawns. I might also mention that some games farm anyway, especially around tome chapter challenges, or if two survivors DC and no one gets a good game anyway. For data collecting, the more players participating the better the data will be, so having some kind of incentive would mean a bigger pool of volunteers.
Although if they do actually remove BL, I wouldn't be surprised if a watered down version pops up as a perk in the future.
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I would wish to point out that this experiment does not entice me to play killer at all, some of which I've heard echoed. We didn't consent to it, and we get no reward for it. We took a major debuff and expected to be just fine with hardly a warning. This effects our mood and playstyle by default.
Had it been on the PTB that would be one thing, but now it feels like I'm being punished for enjoying being a killer main. This makes me not want to go for chases, and I know for a fact one of the biggest things I've seen from survivors is that killers camp far too much. Why would I want to have a long chase if I can't ever catch up? Why would I want to give them the chance to escape after having even more of a slog to get them in the first place? This makes me want to camp because I know either I'll get the kill or draw more survivors to me. And that's really not fun for either side, so now I don't want to play.
Had this been flipped on survivor, I play that too so I'd feel much the same way. We PAY to play this game and anyone that has all the expansions and cosmetics did so with literally hundreds of dollars. And my time for games is limited to mostly weekends. If you want to experiment with balance, fine, great even, but that's for the PTB, which is literally there for this exact reason. If I wanted to test things, I'd be on the PTB. And if you want a bigger test pool, why would you not make it even bigger by offering a reward? I understand the frustration of wanting data, but this really was the second worst way to go about it, other than a stealth nerf (please don't).
If you gave bonus BP, it would entice more to play, and you'd get more results and a bigger test pool without as much salt about it. Doing it this sudden and making everyone have to do it and live with the results? That's going to leave a bad taste in a lot of peoples mouths.
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@bjorksnas said:
Try playing the event survivors, adam or nea, my suspicion is that they attached the challenge to one of them by accident and forgot to update the in game text
I was playing Nea, admittedly its a little hard to tell with the pic, but I was. The killer side of the same challenge did the exact same thing too.
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I like the obstruction idea, though I feel a cap at 20 seconds way too long and punishing (Its loud and I bee-line over when I hear it). Mayhaps lower that to a max cap of 8-10 seconds. Too much may reinforce the refusal to cleanse out of principal, and if the obstruction is too much, will result in more rage quits instead because they'll feel too annoyed about it (ie, doctor dcs from constant screaming). Not a bad start, but it would have to be carefully done. And interesting part of the obstruction could be simply streaks of sick fading in and out, which draws the eye with movement, which makes things harder without making one blind, so there is alot of aesthetics that could be applied.
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I find that she does have some soft abilities that can enhance play and make her a little more flexible for playing. The thing is that if they don't cleanse, they can't hide without running away far and early, keeping them off gens if you pat hard enough. If you have tight enough gen control you can force them to play with more risk (which I know is usual, but its very key here). They also make it clear if the gen has been touched when they are sick, and if you look closely as they run, there are light trails of green breath that follows them. If they are not sick but you keep track of which gens you barf on, as soon as they touch it their portrait in the lower left will mark that. And the coughing helps track. So there is a soft close range tracking ability built in. I find this makes it so you don't need perk to track them in close range, and having that extra slot to play with makes for alot more interesting builds. That and some perks are next to useless on her anyway (nurses because they usually can heal by fountain or they drop health anyway, sloppy because you usually have them sick and down one health, which wastes it, most things with exposure because if they are sick, they are already a 1 hit, any perks that slow healing are next to useless obviously like coulrophobia, ect). The down side is obviously needing to be even more active then some other killers and even more attentive. It doesn't make her an attractive pick because the killer already has to be super observant and proactive to begin with, why add even more work?
So far I've found that brute force builds (spirit fury + enduring, sometimes bamboozle if I want to go hardcore chase). Get them sick as fast as you can, don't go into a chase for very long, just focus on all of them getting sick as fast as possible, and force them to play on the edge as early as you can. Either they are all one-hits or they are gonna cleanse. I have had good luck with SF, enduring, BBQ, and Pop (basic build I know, but it works). I've also swapped BBQ for Brutal Strength to help with pats and closer range play, and the Fruit Ninja build (Agitation, Iron Grasp, Mad Grit, and Save the Best for Last) actually does work on her. Admittedly I usually only half ninja, preferring some gen control so I've had great fun with Iron Grasp, Agitation, Brutal Strength/Mad Grit, and Overcharge/Pop. I find and get as many sick as I can, then pick 4 gens close together and pat hard. I've mixed and matched these general perks, doesn't always work of course, but I've had fun (and you know its good when someone whines about her being of all things OP).
Honestly I feel she could use a light buff, such as perhaps a slightly faster base speed in exchange for her being slightly more slower than it is with holding the red koolaid barf. This would make it so that if they don't cleanse you can chase better, and if they do, you have to make sure you use your red barf a little more skillfully. Another idea is that if a survivor is sick, they do actions slightly slower. Can't be too much or else she'd be OP, so while tricky to find the right percent, it would make for more tactical play (do we group up to negate the negative, do I go to the corner to cleanse to force the killer to move out of pat, ect) and make her worth the missed perks.
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PC
NA-East
October 22, between 3 and 3:45ish pm.
I'm having the exact same issue. I used a Fresh Bog Laurel, but even if it did not count bonus blood points, I still maxed out Objectives (see below). It also happened the game before, I played two total before moving to another challenge and reporting the issue. Was gonna open up my own ticket but it seems I'm not the only one, there are alot of people on reddit talking about it too.
