Advorsus
Advorsus
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- Advorsus
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@ThiccBudhha said:
If he started face camping... Probably.
I need his hag gameplay stats, not his bubba stats lol
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I like the aesthetic of the map. It's extremely large, and kinda unbalanced if you're playing anything but a stealth killer. But I still enjoy the aesthetic. Ones that are unique or have a good aesthetic that was really well done are my favorites just cause they're nice to look at. Lery's, the game, midwich, rpd mainly. The few I don't like are because they're really bland or I don't like the aesthetic. Any day map, so corn maps, Erie of crows, dead dog I dislike them all. I'm also not a huge Japanese culture fan so the yamoka maps, while decently done, I'm not really a fan of.
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Any of Steve's perks, cause ######### Steve!
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No. I get why you'd want this perk, to counter the healing meta.
However the meta itself is due to a bad mechanic of being able to stack healing speeds. I'd rather them fix the mechanic itself, instead of adding another band aid perk.
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Which is good. I think he and Demogorgon are two of the most balanced killers. Both have decent 1v1 and some type of map pressure, but neither are too overbearing. I would even put plague in that little group. They're all decent at multiple aspects, without being too overpowered. And at base kit they're all about middle of the road.
But, with certain addons and perks, they can definitely become A tier.
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I don't think it's dead, but it is on a downward spiral with brief up surges. Right now it's dipping in player base. Yes people are playing the ptb for Ringu, but a lot of people are waiting for the games coming out Quite a few people stopped playing when lost ark and dying light 2 came out. Not to mention Elden ring is about to come out, which is a huge title with a large fan base. Including quite a few of DBDs largest content creators. So it'll definitely lose some then.
And VHS is also one that has yet to be fully released. DBD has already lost a few players just to the beta alone. It actually has the potential to be a real competitor for DBD, which it needs. So I'm sure once there are more real options to play within the genre, they'll lose players to it as well.
It's a steady bleed that'll continue getting worse over time unless they actually start making real changes.
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Yeah I just take it as the idea has been scraped and "Reworked" into other aspects. Meaning if you want the ability to Mori being a part of gameplay, you gotta buy the new dlc killer.
If it's something that people are excited for but you're still working on it, it'd make sense that they'd say, "Hey I know you're excited for this, we're still working on it, but it is still coming."
But when it's something that people are excited for but they just scrapped the idea, like the early game collapse that everyone was excited for, they just go silent.
I mean think about it. They talked about an early game collapse, then we don't hear anything about it for almost a year, then they come out with a killer, Pinhead with his box, and Mikayla with her boons, that incentivize doing something other than gens in the early game. But to get that you have to buy the dlc for them. Then a couple months later we find out the idea has been scrapped.
They talked about having the Mori being built into base killer gameplay almost a year ago, we've heard nothing since then. Now we have another new killer being added to the game that has a built in Mori into her gameplay. But you gotta buy the dlc.
I don't doubt that in a few months the Mori topic will come back up and they'll say it was scrapped and "reworked" into other aspects of the game, meaning the stuff you actually have to pay for.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2817087#Comment_2817087
It's not one of the game's issues at all, the game looks fine? Hell, the art department are basically the only ones who consistently knock it out of the park.
I think you're also inferring a heck of a lot here, I don't see how an art style change would lead to any of those things, nor why those things require that change to begin with?
I think you're reading that completely wrong. The artwork of the skins are nice yes, but a majority of the maps are just bland monotone colored eye sores. The character models and animations, especially on survivors, are basic, the only thing really making them stand out is the skins themselves.
And if you actually read what I said, I never said a change in art style would fix the problems I listed except the feeling of an actual horror game, and breathing new life into it.
The rest was talking about their current systems and coding, which isn't inferring anything. That's all common knowledge. It's an old system based on the design that the game wasn't going to last. Updating their systems and coding would allow them to fix most issues that are plaguing the game. Like balancing, optimization, bugs, the stale base game mechanics, adding new features, adding new content, ect. And it would allow them to do it a lot easier than they're currently able to do it.
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@jesterkind said:
I'm not sure what changing DBD to look like this would add...?
I mean, it looks fine enough, but DBD has its own style and it's not as though the visuals are one of the game's enduring problems right now.
Uh.. atmosphere, fun, a sense of actually playing an asymmetrical horror game?
No it's graphics aren't the only issue, or the most pressing issues. But it's definitely something that would breath new life into the game. Not to mention new options for different mechanics.
I'm not saying you can make a 4k game on last gen console. But you can make a good looking game that still plays well. There's still Xbox 360 games that required a lot more mechanically, but still looked better and played better than this game does.
Can they do this with their current system and coding? No, absolutely not, and that's probably one of the biggest problems. An old system with spaghetti coding that doesn't allow for meaningful changes.
If they changed that they could, add more gameplay options, provide better and more frequent updates a lot easier, they could make it look pretty decent, and run better too. They could also release newer content without worrying about it breaking everything else, and optimization would be a lot easier.
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I've taken quite a few. It's a game that gets really stale really quickly. It's the same game that's not really had anything added to it outside of new killers and their perks. There's no new gameplay, it's all just recycled versions of existing gameplay. Like boons and breakable walls.
It's a dated game that shows it's age and not well. And since it wasn't supposed to last this long, just a one off game to make a quick buck, I think they'll continue applying band aid fixes to it until the player base drops so low that they stop making money off it. At which point I think they'll just abandon the game altogether rather than actually fix anything.
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Yeah exposed is actually super strong because it applies pressure instantly. Because all it takes is a single hit to down them, which usually first hits are pretty quick. If you down someone in a single hit you knock off like 60% of the time you would've spent in chase instantly. Not to mention now someone has to come for the unhook. So that's two people not doing gens. Exposed status can be instant snowball potential.
That's why a majority of the exposed status perks are built into hexes. That's why iri hatchets and clowns picky finger addons are so strong. And why permanent tier 3 Myers is such a pain to deal with. I love exposed perks because it allows you to get slowdown without having to bring slowdown perks.
The trade off for the non hex exposed perks is that they only affect 1 person, and they have an activation requirement.
And I don't understand the whole hillbilly argument. I'd much rather have exposed perks on someone like hag, or nurse, or blight. I mean have you ever faced a doctor that has devour activated? ######### is terrifying. Can't hide, can't loop once he finds you, and he can just straight up murder you.
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Yeah I particularly don't like the short matches that DBD has. Even if queues are instant for killer. It still sucks to join in to play game, wait in lobby for 2 minutes and then have a 5 minutes match. It's even worse as survivor. I'd prefer it if matches were longer, but not in the games current state, that would be boring.
Yeah VHS matches could be between 20-40 minutes, but it's engaging. A lot more than DBD. Between all the different things you can interact with, tracking The monster with pings, crafting, using the things you crafted, formulating plans. It's kinda like league of legends, are large scale battlefield game modes. You can spend up to an hour in those, but you're always doing something so there's very little down time.
DBD doesn't have that. It's hold W to generator. Hold m1. Finish that gen, hold W to the next one, come across a totem, hold M1, killer finds you, hold W again. Get unhooked, hold m1 to heal. Find another generator, continue holding m1. There's just hardly any engagement in DBD. That's the only reason long matches do/would suck. There's just nothing else to do.
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@WesCravenFan said:
Stop releasing Killers? That is the game's primary source of new content.
But it shouldn't be... There's ways to add more content that'd both keep the player base and add more people to it, without just jamming more and more characters into it and then slapping on band aid fix perks to hold it all together.
You could update the game to give it a fresh feel, with new mechanics that aren't the same other recycled mechanics over and over. Right now it has very basic, very dated gameplay. If you updated that to something fresh it would definitely bring back players, as well as bringing in new players. Players that didn't like it before because they didn't enjoy the gameplay, might be interested in giving it another try if it was updated to be more engaging and different.
The most recent mechanics added were boons, which was just recycled totem mechanics that just incentivized actually do totems. And breakable walls, which are just upright pallets that survivors didn't have to throw down.
But instead of updating the game, they'd rather add new killers whose powers have different mechanics that give survivors something else to do. It's just another band aid to an underlying problem.
Heck even league of legends with it's 150+ characters, is still added new stuff every year, new mechanics to learn, updating old ones to be fresh and entertaining.
Warframe, who has a smaller studio than that of behavior, and I way more graphically and mechanically intense game, with way more content, is constantly adding more and more new types of gameplay, new mechanics, reworking and updating old stuff, and Balancing way more stuff.
It can be done. Behavior just doesn't.
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This is true. Behavior bloodlust 4 when? π
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I kinda have to agree, and I've been saying this for a while, if you want to balance perks you first have to look at the super strong ones. Number buffs and even new effects mean nothing if they're still not as good as the current meta. Which, I wouldn't want them to be that strong. It'd be smarter to adjust the current meta to be more in line with other decently strong perks that are already balanced, and then balance around that.
It establishes a baseline to work off of.
Same thing with killers and their powers and perks.
Like Demogorgon is a very balanced killer, probably the most balanced. Map pressure and chase potential, 1v4 and 1v1 potential, but with fair counterplay. That's a fantastic baseline. If they brought the strong killers down to that level, and brought the weaker killers up working off that baseline for what makes a balanced killer, they'd all feel healthy and fun to play as and against.
Same thing with their perks. Pop I feel is one of the most balanced killer perks. It has a requirement, hooking a survivor and then kicking a gen, but has a decent payout. However it's completely overshadowed by extremely strong perks like ruin, deadlock, and pain resonance.
Right now those perks are necessary in their current state, but if they established a baseline and worked around that, it'd be much easier to balance. As opposed to just having an idea and throwing it at the wall hoping it works.
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Yes and no.
Right now, with current queue times, map balancing RNG, RNG of SBMM right now, and just the overall gameplay of what you have to do as survivor, then no. It'd be boring.
But if queue times were longer, or you got more balanced matches, and there was actually more that was required to do, then yes. Like if you had to go find like oil for generators, then spark plugs, and stuff like that to get them powered on. Just like more engaging stuff to do as survivor, then yeah I wouldn't mind longer matches or bigger maps.
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As someone who plays both, the simple answer is no.
The more complicated answer, depends.
Playing with halfway decent friends? Not at all.
Playing with bad random people and you need to run the killer for 5 gens? Takes a bit more skill on certain maps.
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Behavior:
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Uhhh...
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I actually thought of a perk the other day.
An eye for an eye:
Every time a survivor cleanses or boons a totem another random dull or booned totem is broken and this perk receives a token up to a max of 4. Survivors receive a stacking debuff to boon speeds of 2/4/5% for each token up to a max of 20%.
This would actually incentivize killers going to snuff boons as each time a survivor tries to boon the totem again it would be slower. Yes survivors could keep doing it infinitely until only one totem remains, but they'd only be able to boon that area and it would waste a lot of time to do. Boons would still be strong early, but not so overbearing throughout the entire match.
This perk would also work well with things like pentimento, thrill of the hunt, and undying, while also not working well with things like NOED. So you'd still have to be mindful of your build and it wouldn't just be an instawin for killers.
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I figured it out guys. Just grant two stacks when she teleports to incentivize and reward her frequent teleporting style. This would also give some power and urgency to the condemned status without making it too overpowered where you can just Mori everyone at 3 gens.
And remove the slowdown for her manifesting. Yes it's there, and yes it's a brief 5% slowdown. But why are we hindering a basic m1 killer anyways? She already has no anti loop or power in chases, which is fine. But does she really need to be slowed down as well? It makes no sense.
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Blood go *pffftttt*
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I think it comes down to the length of matches and who actually control the pace of the game. Survivors control the pace and games can end extremely quickly. 4-5 minutes quickly. The killer is supposed to disrupt their pace, and at that point it's dependent on how survivors react to that disruption that determines the game. Good survivors will keep their composer and keep things at their own pace. Bad survivors will let the disruption affect them and make mistakes. That's when the killer can take control and start dictating the flow of the game. That's why they call it resetting. You reset the control of the game by removing the pressure the killer has.
There's 2 main flaws with this design.
1. 80-90% killers don't feel like the power role. You're not in control. You can BECOME the power role if you snowball enough to take control. This feels bad overall for both sides. For killers it means you feel powerless 90% of the time and you can't do anything about it. But without killers you might as well be playing bots on DBD mobile.
2. It removes any urgency from the game. It provides this inflated sense of protection. The amount of times my friends and I have just done a bunch of BS in matches like throwing firecrackers in each other's faces or sandbagging each other for laughs is way too many. But it's okay because we know we're gonna win unless we purposely throw the game. We know we can bully killers as much as we want and still be safe and there's nothing they can do about it. Because we dictate the flow.
Most maps are so safe for survivors we don't actually feel in any danger unless we make a huge mistake. Because we have a safe pallet that can be looped multiple times, that leads to another safe pallet that can be looped multiple times, into another safe pallet, into shack, into another safe pallet, into a safe gym, into another safe pallet, into main building with multiple safe vaults and pallets, into another safe pallet that leads into another gym.
At that point killers are forced to either commit to chase and lose 4 gens in 4 minutes, or leave, lose all pressure, and try to go find someone else who can also use these loops. For a while after they fixed infinites it was good because you had a certain amount of pallets you could use, and if you just pre dropped every pallet you'd have nothing for the mid-late game and your team would hate you for it. This can still be seen on certain macmillan maps. However, most maps have so many strong pallets and structures that you can pre drop everything and still have enough to last the entire game.
Then you add in all your second chance perks, and how fast healing is right now even without COH, and it's no wonder why so many switch to survivor and why it's so much easier and laid back. There's so much at a survivor's disposal for safety, and so many things have been added to slow down killers, breakable walls, going out of your way to snuff boons ect.. There's just no real danger or urgency for survivors currently. It's no longer an asymmetrical horror game. It's a party game with friends and a horror themed skin.
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Freddy with furtive chase, make your choice, and dark devotion.
As soon as someone unhooks another survivor they become your obsession and become exposed. Hit them to gain dark devotion, hook them quickly and go about sneaking up on someone else. Rinse and repeat.
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4/10.
Most of these I feel are completely wrong, although there's some that are correct and some that can be argued. We'll put it under the tab "needs improvement".
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I don't mind it so much if different skins are used. Like if there's a dweard and then a different Dwight, it's like Daddy Dwight and junior. Who dies first? Does daddy Dwight straight up Abraham the kid? Or does junior leave dear old dad to become spider food?
I like making stories for it lol.
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@xxshyguyxx said:
https://forum.deadbydaylight.com/en/discussion/comment/2813221#Comment_2813221
How does the blood go again?
*Pffftttt*
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I like hitting them on hook cause I get to watch the blood go pffftttt. Literally the only reason I do it. Not to BM, just cause I like the animation. Also I'm a doctor main... I doubt there's a correlation though π
But no you're not wrong. If they don't like it they shouldn't do it themselves.
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@Advorsus said:
I appreciate everyone's feedback, but I don't think most understand the point of the post. I could've been clearer though. I meant does anyone else dodge when they get multiples only because you want to play with mismatched survivors to have that immersive feeling. Not because you think it's a swf or troll squad. I already know that people do that.
I don't dodge a lobby if I think they're a swf or because I see a certain item or think they're gonna be sweaty. I literally only do it when I'm wanting that immersed feeling and wanted to see if anyone else does it only to get that immersed feeling.
Also I appreciate people trying to defend me?
But @MandyTalk was just explaining what happens when a player dodges. She wasn't saying I have to do something or play a certain way, she was just giving an explanation of what happens.
Which, they already said they were working to improve backfill issues, so just kinda waiting on that to see how that goes. Hopefully very near future πππ@Mandibuttsg
Also I don't know why it tagged that other but now it won't let me delete it.
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I appreciate everyone's feedback, but I don't think most understand the point of the post. I could've been clearer though. I meant does anyone else dodge when they get multiples only because you want to play with mismatched survivors to have that immersive feeling. Not because you think it's a swf or troll squad. I already know that people do that.
I don't dodge a lobby if I think they're a swf or because I see a certain item or think they're gonna be sweaty. I literally only do it when I'm wanting that immersed feeling and wanted to see if anyone else does it only to get that immersed feeling.
Also I appreciate people trying to defend me?
But @MandyTalk was just explaining what happens when a player dodges. She wasn't saying I have to do something or play a certain way, she was just giving an explanation of what happens.
Which, they already said they were working to improve backfill issues, so just kinda waiting on that to see how that goes. Hopefully very near future πππ
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The main slowdown perk I use is corrupt. I've matches where I don't use it and a majority of the time i lose 2-3 gens, even if I have an amazing chase where I down very quickly. I used to take corrupt pop, but then I realized how little value I was actually getting from pop because I kicked gens maybe twice a match at most.
A majority of my slowdown came from applying pressure. To multiple survivors.
I actually had one build I used on Freddy today that was corrupt, furtive chase, make your choice, and dark devotion. It worked extremely well and I got the 4k without having to sweat. And they had even gotten 3 gens done.
But corrupt is one perk that I won't take off. It's the difference between getting 2-3 hooks in before the first gen pops, and walking across the map and watching two gens pop before you can even make it to them.
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Oh I don't do it cause I think they're a swf or that they'll be sweaty. They can be as sweaty as they want and bring whatever. I do it cause I like the feeling of me be a killer in a horror movie.
I mean, what killer do you know of from the movies that only goes after quadruplets? Lol
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I'd like to see a papa legba type killer. I think it'd be interesting and make an interesting chapter
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Eh the new killer is alright.
It's all fun and games though until Mr incredible comes after you for teabagging his daughter at the exit gates lol
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2811375#Comment_2811375
https://youtu.be/myGFs0PzxdE
That was the first thing that popped into my head. The second being
Oh you didn't know? Yo ass better call somebody!
π Shows our age
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I don't really think any perk here Would really change up the meta. I think brine would be nice with pop if you can keep them off the gen, but for the most part they're all just niche perks. So we'll still keep seeing the same 6 perks on every survivor/killer until those actual perks or mechanics are fixed.
The boon won't really do much except show glaring issues that already exist that have been issues for a while. It'll do nothing in weak areas/loops, and it'll make already strong loops/areas even stronger than they currently are. So not really changing anything, just highlighting existing flaws.
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I have problems with her hit boxes and being validated on those as well. You could hit a survivor dead on with your puke while they're holding W, and get the sound, but they won't get infected.
Or you'll be out in the open, and have a survivor 4m away and go to do your flick with her and it'll all just fall to either side of the survivor and never actually connect despite it actually hitting on your screen. And this happens so often that it's deterred me from playing her. You even see it in the tournaments they've been running. The hit boxes are just extremely inaccurate on her.
Don't get me wrong, I love everything about her, she's my vomi mommy. But until they fix that I'm probably not gonna play her very much.
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2809188#Comment_2809188
I've heard the X still has quite significantly stronger hardware compared to the S, and other games are capped at 30fps on the S while capped at 60fps on the X even at 1080p, which would hint the S is definitely a lot weaker and it isn't just a case of resolution support.
Basically what I'm wondering is how futureproof is it, seeing as how the game gets worse and worse every update.
I've literally never had an issue with any game. You want to spend more to get pretty much the same results, I can't tell you not to lol. But in my experience of playing on both, there's no difference.
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Yeah I have to say it's mainly just when survivors do things for the sole reason of being toxic, I'm less inclined to let them leave. I'm not gonna fixate on them all match but if it came down to the end game and everyone's alive, I'm tunneling you out, everyone else will get to leave. If you're just trying to be toxic to ruin someone else's fun, then I'm gonna ruin your fun.
Now if they're just playing well and beating me, I'm not gonna tunnel people out just to get a kill. We had good chases, it was a good match, y'all played well and are free to leave.
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I actually had an idea in my most recent post of how to remove the grind aspect of it but keep the progression aspect.
All perks for all owned characters are automatically unlocked at tier 1. When you buy a new character their perks are automatically unlocked at tier 1 on all other owned characters. Each match you play with a perk gives you progression to the next tier of that perk. Each tier takes slightly longer to reach. Any perks on characters that you currently have at tier 2 or 3 on that character would stay there. Bloodwebs would be used for offerings and addons still.
This would immediately eliminate the grind forever and would be a permanent solution, while actually still keeping that feeling of progression, without feeling like your punished by RNG as you try to get a random bloodweb to show up with the perk you want/need. It makes it welcoming to new players, and let's you choose how you want to play, while still promoting trying different things as you level up your perks. Yeah you could level up only 4 perks and only ever use those perks forever, or you could mix it up and find your favorite combos as you level them up. Either way it'd be the players choice, and no one would feel hindered for not having certain perks. It would also give a lot of good information to Behavior. If everyone is only unlocking and using 4-5 perks on every killer or survivor, maybe those are the perks to look at for balancing?
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@Drawnyell said:
Yes, the grind indeed got out of hand and it's been quite some time since that happend IMO.
The grinding in this game is worse than in some FREE games dude. You literally pay for this game and you have to grind your life away playing this to get something even remotely interesting and cool.
You need SO MUCH bloodpoints to get so many basic things it's crazy
try grinding as survivor to get BP and you'll get frustrated very fast lol
playing as killer gives so much more BP than playing survivor it's insane, you could have a bad match with 1 kill and still make more BP than the survivors or make what the surv would make in a good match and that's insane
i played so many matches where i was bad as killer and got a decent amount of points then played really good matches as survivor and got less than my bad matches as killer
And don't get me started on Iridescent Shards! duuude that's so fricking insane! you need to grind your entire life away EVEN MORE to get any decent amount of shards!! the Level Up reward system works in such a stupid way... it's ridiculous, and it's even worse when you realise the max Shards number you get after leveling up is 300... 300 fricking shards?!! that's the limit??!! it's so ridiculous
i would rather get at least 400 shards every time i level up and with the level up taking as log as it takes when you're in high levels
it would take a fair amount of time but at least i would get 400 everytime which would make things way more balanced
it's so ridiculous how you get like... a two digit number of shards when your level starts or restarts :v it should be a fixed number of shards from the start and the number should be at least 400, you can also make it go from 300 to 400, but the max number of shards you get should be 400 at least
there's another game i play sometimes(i used to play it a lot more since i love it) and it's called Rogue Company, it's a free third person shooter and the characters have different skills and stuff
there you can get ANY character for free and most of them cost like 15K Reputation Points(RP is like Iridescent Shards, the game's free money) and you get 500 RP every time you level up and the daily challenges give you RP points too and it's usually 300 to 500 RP
AND IT'S A FREE GAME!! how come DBD, a PAID game, has more grinding than a free game? i just think that's so insane
the characters should probably cost less and the level up system should be better and have a fixed number of reward(like i said... 400 iridescent shards)
i'm currently trying to get 9K shards to unlock Jeff and... dude... it takes forever
it takes SO MUCH effort to get even CLOSE to 9K
it's really insane
you basically need to dedicate a whole year to get all the characters for free, maybe even more time than that honestly x_x
I don't mind the shards being where they're at now, because it does unlock stuff that you're supposed to pay for usually. I would maybe give a little more from leveling, but not anything crazy.
The bloodpoints is the main thing. Like there's literally no reason to have the grind for perks as much as it is. Most people don't play to unlock perks, and having all perks unlocked wouldn't keep them from still playing. At this point in the game's life you wouldn't lose players for making the grind much smaller. In fact it probably turns more people off from picking this game up than it actually draws people in.
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It runs light years better than on old consoles. I will say though, if you're fine with not playing with disks then I'd go with the S, which I did.
The main differences is the not having a disc option, which is fine to me. Lower storage, which you can be the expansion card to get the same storage for still less price than the X.
And then the whole 4k thing. Which DBD doesn't even have 4k gaming. You'll still have a lot better graphics though. The difference between the X and S is that the X has what's considered true 4k. While the S you can still play on 4k settings on games that have it, but it's not considered "true 4k". I've played on both and there's almost no difference other than saying you paid $600 more for something. I literally play all games with 0 problems.
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I have to agree. I think Friday the 13th actually captured the horror aesthetic a lot better, and it looked better to me. Even after hundreds of hours, it still felt like I was playing a horror game and not just an action party game with a horror themed skin.
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I wouldn't really say they're the strongest, but they're definitely strong and really fun.
Pinhead:
Corrupt, devour, undying, and plaything.
Lots of slowdown and you actually get devour value usually. And I don't feel bad if they actually get the devour cause it's kind of a hex roulette, lots of fun.
Doctor:
Double calm addons
Distressing, infectious, star struck, and either agitation or light born depending on survivor items.
This is my everyone's exposed build. As soon as you down someone everyone screams because your terror radius is like 60m, then pick up and everyone's exposed for like 30 seconds after you hook. Then you just blast to find the next person and insta down them and rinse and repeat.
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There's a couple reasons. Why I don't think he should be added.
1. Not scary. He's not, the games are not. It's a single jump scare recycled through many many many different games. It became popular because you had a lot of YouTubers that would make clips of it and put it in their thumbnail as 'super terrifying'. Then they'd overreact to everything as if it were scary. If you look at all of the other licensed killers that have been added so far, they're horror icons. Years and years of them being horror icons and were actually terrifying for different reasons during their times. Springtrap and FNAF is not. It's simply not.
2. The power. His power would be pretty basic and probably wouldn't translate well to the game, other than giving him some other power that's just a slight adjustment to something we already have.
3. His lore, is okay? It's not anything crazy outside of the realm of many other things. I mean Freddy already has the whole tormenting kids thing. If we're just gonna add killers based on sightly twisted lore, why not John Wayne Gacy? Or the tall man from the phantasm? Or Darth Vader for that matter? There's just some things that shouldn't be added to the game.
4. The fan base. Are probably the most annoying thing. Mainly the amount they talk about it. But also how much they build it up to be some great thing, and really it's just boring. Boring and basic AF.
Honestly, if there comes a time where I just want joke characters added to the game for like April fool's day, or to watch the game die, then yeah, I could see it being added.
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I like the idea as a perk, and the playstyle it kinda forces you into, which for killers is not tunneling and survivors are forced to do something other than holding m1 to rush gens.
The problem is the payout doesn't equal the rewards you get. As it could not happen at all, especially if someone randomly DCs, 40 seconds just isn't enough time especially when you have deadlock and DMS both with more consistent effects and longer times.
I don't think the time should be doubled though. A solid 50-60 seconds would be fine. Or add like a bitter murmur affect to it or something. Once it activates you see all survivor auras for like 5 seconds or something. It would make it to where you can go about continuing to progress the game towards your end goal, and keep the game moving at a steady pace. Because right now, if you're not running BBQ, survivors can literally hide to wait it out and it makes the perk really ineffective.
I'd also like to see a counter, like bbq has. I have no idea why they didn't just implement that anyways, seems a bit short sighted. It's not a huge deal, but something that seems like it should go on the perk.
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Don't play at night. MMR goes out the window so you'll mostly go against full swf sweat squads who have been waiting in queue for a while. Same thing with weekends.
MMR does nothing when there's to big a gap between the amount of survivors playing and the amount of killers.
It also just feels super bad to play killer right now. Mainly cause most maps are extremely safe for halfway decent survivors. Even on maps you'd think are okay, could spawn in with extremely strong tiles all together. It just feels really bad to be beat by RNG rather than actual skill.
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I both love and hate this idea. I hate it because like people said, you'd only see the same handful of characters played. But I also like the idea of not running into the same build every game. Especially since survivors play exactly the same, you might as well be playing against the same survivor 4 times every match. Because right now it's all DH, DS, BT, and either iron will or COH. It's not fun.
But I like the idea of people being forced to run something other than just the strongest stuff every game. It's a back and forth of, "well they're gonna run the absolute strongest stuff every game, so I have to if I want to stand a chance."
That's great if you're playing a competitive team vs team game. But not so much for this game.
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It has changed definitely. But for every step forward they seem to also take steps back and repeat mistakes.
Map reworks: fixed some loops, then turned around and made breakable walls to make them worse again. Some reworks were alright like Ormond. But most of them just broke maps that weren't broken previously. Like springwood and the game. Then they added maps that had the same issues as many other maps previously.
Boons: Was in response to people asking for more to do instead of just gen, healing, and cleansing totems. Their response was to make boons, which just incentivized doing totems even more, it's not really any new gameplay or game slowdown. It was a completely lazy design. What's worse is two of them aren't worth using, and the one that is, is because it's so strong and destroys certain killers and certain styles of gameplay so much, that it's used in almost every group of survivors you see at least once. And although I do like the idea of shaking up the meta, creating or updating perks to be just as broken, instead of bringing the overpowered perks down to where other perks are, is not the way to go.
Scourge hooks: Are a nice change, but can also be a detriment just due to how bad hook spawns are. It's just another level of RNG to a game that's already flooded with it. You can either have good spawns, or bad spawns that make it bad to even run the perks.
Zombies: Cool concept, but behavior is shite with AI. The amount of times I've seen a zombie spawn in a corner of the map and get stuck on a wall is wayyyyy too many. Which forces you to waste time going all the way across maps just to punch them.
New settings: Are decent. I use them. But they have some weird interactions with killers like pinhead and the artist.
Tutorial: Is alright, but only being able to use a single killer to try out their power is just dumb. Especially when it's the most basic killer in the game. Not really new player friendly.
Animations: meh. Could've been done better. A lot of time and resources used for such small changes.
MMR: Doesn't even work. So? Not really different, and pretty much more random than the previous system.

