Annso_x
Annso_x
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As a french person the best approximation for English speaking folks would probably be "eh-l-oh-dee" with the "o" being short instead of sounding like "ow"
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@JackZarXD said:
I guess im being backfilled then but one thing that bothers me the most is a survivor for example p1 dwight changes to p67 nea at the last second
The P1 Dwight and the P67 Nea are literally the same person playing, it doesn't change anything unless you lobby shop (in which case you're the one messing up your own MMR)
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575216#Comment_3575216
Why? They buffed it at the same time as they nerfed it. Now people will run it with slightly different perks. But thats it. It will still be on the top most used survivor perks list.
Nah, not only you can't stay in deep wounds forever so you can't keep the effect from one chase to an other but on top of that you need to somehow reactivate an endurance effect everytime to get value (and staying injured without the 3% will be too uncomfortable for a lot of players tbh). The perk won't die off but I would genuinely be so surprised if it stayed in the top 10 popular perks (I would say top 15 but i'm not sure there's 15 viable survivor perks lmao)
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@Tsulan said:
MfT isn´t useless. Its not an exhaustion perk anymore.
Which means, it works with DH, OtR and every exhaustion perk we have. This is far from a nerf.
Perhaps claiming "MfT dead" is dramatic but saying "this is far from a nerf" is quite a reach too
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BHVR aren't blocking the survivor tome route, your stubbornness is.
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@Chaosrider said:
Who cares? Theyre all killer challenges. Its much worse if they decide to block one role with the other role again.
No ? Oni is not a free character whereas nobody is forcing you to not touch the other role ever
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@saym said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573825#Comment_3573825
Is SBMM implemented? Are you serious about that? So why am I matching Prestige 100 survivors on Huntress, which I barely play? Why would a survivor who has played the game for 9000 hours be matched with a survivor who has played the game for 15 hours? Why are the other survivors crouching at the edge of the map after a 3 minute chase? What I really want to say is the normal functioning of MMR. Is it correct to say that you all think that the current chaotic match between beginner players and experienced players is the correct answer?
Yes, the current system is SBMM. It certainly has its flaws but the biggest issues are due to backfilling because of dodging and lack of enough players of similar skill. Therefore, adding a whole separate queue would just worsen all the problems.
And it's not because people don't want a ranked mode that they're happy and satisfied with the current matchmaking, we just don't want it to be worse.
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@saym said:
Many people always start with denial. That's a guess and we won't know until we test it. They need to try new things to make matchmaking better. Also, if you can't split the queue into two, MMR should work properly.
We don't need to test it to know players being split would mean longer and less accurate matchmaking because there's less players for the system to choose from.
Also I fail to see how adding a ranked mode would make matchmaking better in any way, SBMM is implemented so we are already ranked, it's just that our number is invisible.
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Between 10-15 minutes, I can't handle long games.
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I think we'd probably end up with worse matchmaking for everyone on top of longer queues because ranked would split the matchmaking pool in two
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573648#Comment_3573648
this is very true. I've accidentally missed a skill check on the 2nd phase purely due to drinking my coffee and completely forgetting about it :)
haha I feel that, I used to die a lot prior to the second phase rework because i apparently seriously lack rythm and couldn't hit space consistently enough
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573617#Comment_3573617
After searching, I apologize as I couldnt find the source. So by that logic its probably not bannable but it definitely should be.
I'm pretty sure a mod replied pretty recently on the forums to someone asking if that exact situation (killer bleeding out 4 survivors for no reason) was bannable, and they said that it wasn't. I believe the reasoning was that you can't prove that the killer doesn't have a reason to do this, the same way you can't prove a survivor isn't actually trying for the 4% or messed up the 2nd phase skillchecks on purpose.
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@Aven_Fallen said:
But what would be the reason then that those people who already lost a lot of games before MfT and think that MfT is now the reason they lose games... are still losing games?
But usually there are not really many big changes in Main Chapters. Would not expect really any Buffs or Nerfs, except for really minor things, when a new character is released.
Well they're already asking for adrenaline and woo nerf so obviously they'll just pick whatever is left as the most popular perks to cry about (probably SB & Lithe)
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I love when survivors or killers are playful without taunting, I don't mind taunting at all but it always makes me smile to nod at eachother above windows, have survivors come bring me gifts or stop the chase to pet Maurice or show me something.
I remember having lots of fun with a Wesker after I disappeared using plot twist behind a window while staring straight at him.
The event is really great for fun stuff like that, I went against 4 Feng Mins yesterday and it was one of the best game I had in a long time, we played normally (borderline sweaty) but everytime the void opened we went in it and fooled around until it closed.
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It's because otherwise people would bypass the DC penalty but turning off their internet. It sucks but there's not really much that can be done.
However, considering the servers have been kicking people left and right since the event started they should consider temporarily disabling the penalty.
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Making gens take longer significantly buffs every slowdown perk across the board, I can't imagine even experienced swf not struggling to complete the gens, even with the 32s from the secondary objective, against a killer with full slowdown.
For this to work we'd need a lot of changes for a lot of things, and I think the result would simply be longer games but not necessarily more entertaining ones.
I personally already struggled to adjust with longer games since the last time gens were made longer, I can't imagine having fun with games even longer. Yes chases would be longer, but that also means 3 survivors are staying a whole lot longer holding M1 on a gen.
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Yeah, without even talking about a buff medkits and their add-ons are just really boring.
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@Chaogod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572476#Comment_3572476
- Make terminus basekit: Because the game constantly gives survivors safety nets when THEY make mistakes? Got hit? Here is a speed boost AND a protection from a hit. On top of the fact that the killer is slowed down and stuck in an animation. Basically being punsihed for doing your objective.
- Insta-down thing: Again survivors get something added base kit each patch. Obviously BHVR isn't above giving random buffs. Either way they need motivation to go.
- Shorten the endgame significantly: Why did you even bring up this point only to say "lol i donno?"
- It's in every single meta build. Just because it hasn't been nerfed doesnt mean its fine. Spirit was OP as ######### for two years. Do you think that its fine because it was left alone? What kind of logic is that?
- "Endgame is survivor sided: What an awful comparason. There is a huge difference where you can easily make a comeback versus where it's incredibly rare to do anything unless you have a build for it specifically.
It's clear you dont play killer so it's fine. I play both and I get out about 85% of my games. I never played a side in a game where my hand was held harder on top if it requiring barely anything on you to learn about the game.
- Basekit BT & AFC exist because hard-tunneling and facecamping were literally easy mode and not how the game was intended to be played. Tbagging at the gates is annoying but literally doesn't change anything, survivors won already. You're asking for more kills to prevent taunting, it does not make sense one bit.
- "They need motivation to go": once again you're supposed to be the motivation to go and it's not BHVR's fault if you can't do it. They literally give you the option to open the gates and wait out EGC if you want to give up.
- Because it's a bad idea and you can't seem to fathom killers can also benefit from EGC
- Spirit was being complained about all the time. Killers only started complaining about adrenaline since recently as if it didn't exist before that.
- If survivors can easily come back against you but you can't never get anything done in EGC it's literally just a skill issue.
Finally, Ive got over 10x your number of hours in the game. Even if I was a survivor main (which I'm not btw) I would still have played killer more than you.
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Make terminus basekit: No, why should we reward killers because survivors completed their objectives ? Should we also give a gen speed buff to survivors everytime someone is hooked ?
Insta-down thing: Wouldn't stop survivors tbagging at the gates, they'd just leave before getting hit (as they already do against deathslinger, PH, twins...) literally just a free killer buff that wouldn't solve anything.
Shorten the endgame significantly: I highly doubt this would be a good idea. It would probably end up backfiring one way or another, especially for killers with endgame builds.
About "Except solos": and how exactly would that work ? not only punishing people for playing with friends is silly, but what about lobbies with 2 solos 1 duo ? 1 solo 1 trio ? 2 duos ?
"Nerf adrenaline": No idea what adrenaline has to do with taunting at the gates but the perk had existed since forever and has always and still is absolutely fine. Also suggesting to compensate the nerf with a basekit speed boost to all survivors in the current meta is certainly bold.
"Endgame is survivor sided": Yep, just like the game feels killer sided when 2 survivors are hooked and one is down. It's usually what it feels like when your opponent is winning. Is a comeback possible ? Yes, especially if you are ready for this situation (endgame build, unbreakable and whatnot). Is a comeback likely ? Not usually, but again that's normal considering you're losing
Finally "there's 0 urgency to go through the gates": Unless it's a bug there's supposed to be a killer who's trying to kill survivors and can literally just chase them right out the gates, which they can open if survivors are taking too long for their taste
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Even when devs answer questions they can't give specifics or timelines so it's always "It's on our list!", "We've seen feedback and it's on our radar" etc, which people aren't happy about
When changes are coming they make an announcement, so there's no need for them to reply to every complaint with "yeah we know". There's a bunch of stuff they've acknowledged and it doesn't stop people from complaining about it every day, so they might as well save their time.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571592#Comment_3571592
That's news to me. I have never noticed, that other killers can now use UW to get survivors into madness tier 3 (which is what good Doctor players mostly use it for). That's crazy.
Seriously though, UW is nothing but a strawman and a counter to WoO. The killer will find you anyway. UW just speeds up the process by a bit. And Blindness is the weakest status effect in the game. It is mostly useless because survivors don't need to see any auras. As long as they aren't using everyone's favorite crutch perk, that is. Seriously, how hard can it be to remember the nearest pallet or window, that you saw with WoO?
WoO is a crutch because it gives info you can have easily but UW isn't because it gives very important information the killer doesn't have ? what kind of logic is that lol ?
If UW is fine because "the killer will find you anyway" how is WoO not fine because survivors know the loops anyway ? Also because chases aren't about "if" the survivor will get caught but "how long" does it take we might as well start the game with them on the hook, you know, just to speed the process up a bit.
Tracking and finding survivors is literally half of the killer's job, and UW reduces it to opening a locker and basically denies any stealth, so yes it's a problem.
And a perk that does half your objective for free is definitely more of a crutch than one which lets you know where your teammates dropped pallets.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571692#Comment_3571692
Just look two post above yours, where I wrote a big piece about the killers POV of this problem.
In order to get this sorted out, you can't just take away more and more options from the killers, while ignoring the greater whole.
If we want 12 hook games, we need to tackle several points at ONCE, and not slight changes one after another.
Something like this:
1) all survivors share the first 4 hook stages. No matter what, the killer needs to 4 hook stages before the survivors individual hook stages get tackled. So while tunneling a weak link could work, it would usually not be the way to success anymore.
2) splitting up on gens needs some kind of basekit slowdown, at least for the first 3 gens. Maybe similarly, all gens share a healthpool at the start of the game, and once 1 gen worth of progress are removed, one of this gens pops and the other block for a while. Ganging up on the first 3 gens would be more beneficial then tackeling them slowly one after the other, giving the killer the opportunity to interrupt a gen getting done, but still allowing for slower single gen work. After the first three gens are done, the last gens can be done normally.
3) give killer old BBQ 25%BP bonus for each survivor hooked, but only increase the counter so long as no survivor has died yet, ie all 4 are still in the game.
4) give the killer a mini BBQ basekit, showing them the auras of yet unhooked survivors, so that they can increase their counter, not tunneling only one survivor out.
This is by no means perfect, but its some sort of start or idea, how to work this problem out. Not by slapping patch after patch on and making the live for everyone involved misserable, but trying to see WHY this behaviour is so prevalent and HOW it can be fixed.
Yes I agree, as I said I don't think tunneling should be "fixed" by punishing killers who do it, but rather the devs should make other options viable, either through buffs / rewards for spreading hooks or through a rework of the whole thing like you're suggesting.
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As much I despise tunneling, you can't blame killers for using the most effective strategy. We should however absolutely nag BHVR until they do something about it so other more "acceptable" playstyles become just as viable, which wouldn't have to come in the form of a punishment for tunneling.
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I don't know about the add-ons and offerings but you should contact support if you've lost cosmetics: https://support.deadbydaylight.com/hc/en-us/requests/new
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I wish there was an icon or something to let others know that I downed myself on purpose.
I stopped using plot twist because I only play in solo q and either:
- Survivors are doing good and plot twist is pretty useless
- Survivors need to reset so I use plot twist but my teammates waste time coming to heal me instead of healing eachother
- There's a snowball situation happening and the last survivor standing brings the killer straight to me in a panic so we all die
The perk is good and fun but is a pain if you're not on comms with your teammates
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@IamFran said:
The Doctor is an easy mode killer then, I guess. Because his power let him do the same thing but everywhere.
¯\_(ツ)_/¯
Yes, UW does the same thing as the doctor's static blast (with half the cooldown and the effect lingers and moves with the killer).
It's as if a perk and an killer's kit aren't supposed to give you the same value.
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I think losing pips is an outdated mechanic and should be removed (for both sides obviously), but I fail to see what it has to do with "killer bots".
There aren't enough in-game actions and rewards to gain a good amount of pips & BPs for 4 survivors (even less so when they're not organised), it's nothing new, it should be changed and it has little to do with how killers play.
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I didn't notice but if that's the case I hope it's just until they make it an official change.
While it was gone I had less lobby dodging and obviously messed up matchmaking.
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Can confirm... I didn't play survivor the whole time vaults were bugged but now I don't have a choice because of the event tome..
I guess vaults joined the "victims of spaghetti code" club and will get broken one way or an other every other patch from now on
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Perk variety is nowhere near as bad as pre 6.1 meta and even the following gen kick meta for killers
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Demogorgon as killer, Jake & Yui as survivor
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No one ever wins.
I've seen literally everything at this point, from killers claiming pallet stunning is toxic to survivors crying because they weren't given hatch.
You'll never please everyone so there's no point trying. Case in point you think a survivor doing a gen near you is rude while nodding is fine because you're "the killer after all". In an alternate universe that Kate is the one complaining about the interaction on the forums.
Anyways what I'm saying is do what you want, stop caring about in-game taunts and report people who insult you in post game chat / message (and turn those off if it gets to you or happens often).
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@CountOfTheFog said:
But if the Pentimento hex is cleansed first then the whole thing was for nothing?
You can lit multiple totems, the more are lit the more you get effects (gens / heal / recovery / exit gates / block totems), if a pentimento totem is cleansed you only lose one effect, so for example if you have 3 and one is cleansed, you will still have the gen & heal slowdown. Survivors need to cleanse all the totems you have activated to get rid of all the effects (so even if they do it you will have slowed them down by making them cleanse everything).
If you have one pentimento and it's cleansed, you can still activate it on other totems
Hope I'm making sense ^^
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This is the kind of perk that sounds bad on paper but is a actually good. It's pretty niche but quite strong if used properly.
The strongest effects are the first ones (gen & heal slowdown) so you usually get a lot of value even if you don't get the 5 totems (especially against solos)
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569954#Comment_3569954
That’s only visible to survivors.
I don’t think the scenario in the OP is an issue though.
Oops my bad I thought it was visible by everyone. In any case yeah I don't think blastmine is an issue.
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You can see a flashbang placed on top of gens with blastmine activated
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I think it's probably due to the servers struggling since the beginning of the event ? Ping sucks so hit validation sucks, hopefully it gets better when the servers go back to normal
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Saying "DBD has one if not the most toxic and generally speaking worst community someone can think off" because people tryhard and say "gg ez" in end game chat is quite endearing ngl. Preserve your innocent soul and don't play any multiplayer FPS game ever please.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567718#Comment_3567718
It's amusing RN as I introduced a friend to DBD, and I took Botany Knowledge and Self Care for them to help them if they struggled with the whole find a teammate thing.
I watched them play a few games and realised.... noone is running Sloppy Butcher... because everyone runs MFT and Resilience, Sloppy Butcher rarely makes an appearance.
Between the better team healing and the ability to reasonably heal themselves... its actually not as bad as one would think after the first few days of after the healing nerf when EVERYONE had Sloppy.
Yes, it went healing nerf => sloppy builds + MFT meta => survivors stop healing => sloppy builds become somewhat irrelevant again
And honestly I think even if sloppy is becoming rare-ish again and MFT will get nerfed sooner or later, survivors won't go back to healing unless some big change happen again, having to play like that made them realize they actually win quicker if they spend the time they would healing on gens instead. Unless killer buffs are made to chase and/or slowdown there's not really a reason to go back to constant healing again, even without MFT & sloppy in play.
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I believe if they're claimed in twitch already it'll be fine, but i'm not 100% sure
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@SimpleTora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566335#Comment_3566335
I agree, people get so mad when the devs DON'T add things for "fun" then when they do people complain that it doesn't give them a competitive advantage over the otherside. Like if you want to play a game PURELY for the fact that you want to WIN then go play a competitive game I will never understand why they come to a casual game like DBD then complain something about DBD just mushes peoples brains into paste and render any sort of thinking obsolete.
"BUT LOSING ISN'T FUN ONLY WINNING IS" that's quite literally a phycological issue that stems from a deeper issue, if you CAN'T have fun in both victory AND defeat then that stems from a more personal real life issue that you need to deal
Exactly, the number of people complaining that "the event is bad and the devs are lazy" is silly. If the event had an effect on the balance of the game they would be the first ones complaining but because they make the choice to ignore everything that doesn't help them win they claim it's useless. Honestly it just sounds to me like anything that doesn't give them a significant advantage is "unfun and boring".
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Healing is not worth it anymore so survivors are staying injured and therefore running away asap is the best course of action
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567063#Comment_3567063
How much did shipping cost for you? It was free for me (shipping to germany) but tbf my total was like 180 usd, thats probably why they didnt charge me a shipping fee
I don't remember exactly but it was close to three times the cost of my order (I think it was 70-80€ for 20€ worth of stuff). I'm in EU (France) but it was at least a couple years ago so maybe it's not accurate anymore
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I wanted to get a couple of small things but shipping costs promptly put me in my place lol
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FOMO in the shop brings more money, FOMO anywhere else would just be more work in exchange of nothing but complaints from players
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It didn't work on my phone but worked fine on computer, I don't know if it's a usual issue for drops though
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@pandorayr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561478#Comment_3561478
We don't want unattainable survivors and Made For This is large to blame.
You can't have "MFT is bad because it makes survivors unattainable" and "MFT is bad because it rewards failure".
Either survivors aren't supposed to be unattainable so MFT is fine, or survivors aren't supposed to stay healthy the whole game so MFT doesn't reward failure.
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@pandorayr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561290#Comment_3561290
"Potentially you could have MFT trigger every time the survivor is injured for a max of 60 seconds and it still be usable."
These is terrible for killers 4.4 or less speed.
Honestly "MFT rewards failure" is such a weird take unless you think survivors should be able to not get caught at all if they're good enough.
Like, survivors will get hit no matter how much better they are than the killer as long as they don't drop chase. Getting hit is not a failure.
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Honestly I prefer having the same design on 1 wooden, 1 cover and 1 3D format over 3 times the same design on the same format but with different colours.
However, I agree the charms should be split at least somewhat equally between the featured characters
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FOMO and time limited cosmetics sucks, but like, we don't need cosmetics to play, and all things considered we're getting a lot of them for free through the rift & event tomes when a lot of games won't give us anything at all.
Also, the premium BP is one of the best out there, if you complete it you'll be able to get the next one for free so you only need to buy it once to get every single premium track ever.
I agree their "market system" has gotten worse recently and I stopped buying cosmetics when I became unhappy with how they were doing things, but honestly it could be worse (pretty sure DBD Mobile is gacha based since NetEase acquired it for example)