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beyblaiddyd

beyblaiddyd

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beyblaiddyd
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  • Part of the reason for Nemesis' and Wesker's specific abilities and their limitations is because it is part of the Entity's lore that it edits and refines the powers of people it takes in in order to suit its needs. Take Freddy's lore for example - "His powers were tempered in some ways and focused in others." No one is intended to have the exact same powers they would have had outside because the Entity adjusts them to make them useful to the trial grounds. Killers need to be mostly unstoppable, but also not able to lay waste to anything they touch immediately. The Entity is after the fear of the hunt, the fear of being chased down inexorably. A Rocket Launcher wouldn't exactly be conducive to that kind of fear. That's more fear of being blown up/warzones/fatalism. The Entity eats the cycle of hoping you can escape and then dying anyways. It's partially a game mechanic adaptation thing, but it's also like... a lore thing.

  • @tensu950 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052328#Comment_3052328

    The only issue I see with bumping down the max level would be they would need to bump up the rate purple and iri addons pop up in the earlier levels and lower the number of nodes that spawn or players would be even more screwed than they are going to be with the forced prestige on farming them.

    See, I don't know if this is as much of a concern because... Iri and purple addons are SUPPOSED to be rare. The fact that people could grind them before so they could run the same purple addon every single match was kind of a design problem. You Shouldn't be able to have a permanent flowing supply of Alchemist Ring Blight or whatever. They want to encourage players to use a variety of addons and this is a way to do it, reinforcing the rarity of the strongest stuff.

    Admittedly, I don't run addons At All so I'm pretty biased in that I don't care. But I would much prefer the level grinding get reduced and then they worry about addon stuff later. In my dream world they buff basekit killer powers and make them slightly less addon dependent and then rework all addons into fun weird stuff (like Huntress' wooden fox or Doctor's hallucination pallets) instead of base numbers buffs so that addons created a fun variety, but weren't something killers felt like they HAD to grind so they could be epic shoe hag every game or whatever.

    But that's an argument for a different thread.

  • I think the system change is fantastic and that it is an overall good thing, I'm very much looking forward to all-perking everyone with this new system, but I want to point out that there isn't a need for a sort of either-or thing here.

    The thing about the old system is that before, you had a choice. Once you unlocked teachables, you could decide if you wanted to invest in levelling up a specific character to get that perk on them, i.e. if you cared about having that perk on that character. In the new system, that choice is functionally made for you - in order to unlock the teachables, you Must invest to unlock it on everyone.

    This is great for me, because it is a grind reduction to get the perks on everyone, which is what I wanted to do anyways. In the long run, it is going to save me a lot of time and a lot of bloodpoints.

    But there are people who Don't care about that and they don't deserve to be shafted for no reason either! However you slice it, people playing the exact same way they always have and only caring about getting teachables on one character now have to spend 500k more bloodpoints per new character to do so.

    This isn't some apocalyptic flaw or a condemnation of the whole system. Because all they have to do is reduce the prestige cap to 40 instead of 50 and the cost will be completely identical for that group to the old system.

    It is not antithetical to the point of the new system to point this out, it's just pointing out a flaw in their design decisions. The way it is currently laid out, it effectively punishes people who Aren't interested in all-perking everyone. Both can coexist. Leveling can be fun, more engaging, and less grindy for completionists without throwing out concern for people who Aren't completionists.