Basement_Bubba420
Basement_Bubba420
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@Dustin said:
As much as I want to say yes - She's much taller than any of the notable enemies in the franchise.
Here's a random image
https://us.v-cdn.net/6030815/uploads/B1ML0YGTLNTH/image.png
How do you get her to fit through doors / windows? What would her power even be? Even in RE8 (Village) in the playable gamemode she's more of a brawler character. Also I would say I already know the image isn't fully accurate - But in regards to comparison it's pretty accurate demonstrating how bigger she is compared to Nemesis who is already quite big in DBD.
Even better than I imagined. Thank you Dustin.
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There is way too much white space. Around 40% of my screen is actually used for the forum. The rest is the white space between the edges of the screen and the middle informational part.
The white space problem extends to the individual posts themselves. Previously, posts were divided into two sections which were clearly distinguishable by background. The header had a darker background. The body had a lighter background. The "actual" background of the board itself was the "lightest" or "grayest". This new post format makes it hard to read and is a psyop making me think there is even more white space. It literally strains my eyes to read a post, there is not enough contrast between the different sections Header/Body/Background.
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@ByeByeQ said:
If the game is in such a good spot and BHVR continues to make good changes, where is the growth?
https://us.v-cdn.net/6030815/uploads/YDZE37YERV1R/image.png
We just had a huge chapter drop preceded by the biggest meta shift in DbD history, yet the game is stagnant.
Sorry to interrupt you all snorting rails of copium. Carry on.
go back six months and look at the growth between then and now. learning to read might help you in life.
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@Marigoria said:
Solo Q still struggling, more now than ever.
Yep, solo Q is still hell and seems to be worse than before although it's not drastically worse. I'd prefer if they buffed solo queue before buffing killers or they provided buffs at the same time (communication emojis/overhaul + gen delay increase should have been released simultaneously) but its coming eventually.
Also the nerf to DH removed a long used crutch by many players so it should be expected that survivors take some losses because of it. It was the worst perk in the game and honestly the worst perk ever made in the game. It should have never been released like it was and created a dependency. Thankfully the nerf was sufficient where its not the OP get out of jail free card it was b4 and there is an appropriate risk/reward around it.
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whats wrong with face camping i do it all the time
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@Adaez said:
Sadako Yamamura is by far the most powerful killer and I'm now going to explain why.
Before I explain I want to specify that I'm talking about the movie version of the character.The original novel version is many in different ways and her powers revolve around a smallpox virus that causes heart attacks.
Nensha: Nensha was an ability she inherited from her human mother (her dad is a water spirit/demon btw). Nensha has a wide variety of skills but is mostly used to burn images/thoughts into objects and people's minds. It normally is just used to let people see memories but she can also use it to instantly kill people by overloading their mind. She can also use it to create illusions and enter people's dreams. Any damage she deals in the dreams affect their real body.
Healing: She is able to heal other's wounds, let a crippled man walk, curse blindness and revive the dead.
Telepathy: Can read other people's minds and talk to them.
Telekinesis: Can lift massive objects with her mind and shake entire streets of large buildings.
Super strength: She can lift people with a single hand and easily tear a human apart.
Future sight: Sadako is able to see the future and look into the past.
Psychic aura: Her psychic powers are so powerful that any human standing near her will gain psychic powers. This is how Yoichi got powers btw.
Hair: She can control her hair like an appendage and grow it to cover buildings. this hair is strong enough to rip people and other ghosts apart and drain someone's energy/lifeforce.
Technology: She is able to completely control all electronics, using them to spread her curse or even explode.
Flight: She can fly/levitate and move at speeds faster than the eye can detect.
Mind control: She can control living people. She can give said controlled people super strength to kill others with ease. She can do this to multiple people at once including those with psychic powers.
DNA altering: She can alter someone's DNA. she once changed a man's DNA so his offspring will be identical to her.
Teleportation: She can teleport to anywhere on the planet instantly.
Invisibly: She can become invisible and can chose if a specific person can see her.
Water control: She can control massive amounts of water.
Bugs: She can create and control massive amounts of bugs including locust and cicadas.
Death vision: Looking in her eyes will instantly kill you. This has worked on other onryo and demons.
Duplication: Sadako is able to multiply herself to create an army of duplicates that can be in multiple places at once.
Weather manipulation: She can control the weather including a massive typhoon that affected all of Japan.
Size: She can change her size to as big as a building to as small as a finger.
Necromancy: She can turn the people she's killed into an army of minions.
Dimensional powers: Sadako created a dimension that she can pull people into. It's near impossible to escape from and she is all powerful there. She is able to create portals to this world through any technology and reflection. Her bugs can also form together into a portal. (The forest with the well is apart of this dimension btw).
Absorption and fusion: she is able to absorb other supernatural beings. in her crossover with the Grudge she meet Kayako, another onryo like her. She fused together with her to create Sadakaya. another time she met the demon king of the underworld. She then overpowered him with her hair and absorbed him, adding all of his power to her own.
Her Curse: Anyone that goes near her corpse or anything her Nensha has burned will get her curse. She can control and manipulate these people all she wants as shown above. it's impossible to remove. Giving someone a copy of her tape won't remove the curse, she will simply spare you.
Basically, she is more powerful than any other killer in the game.
So Behaviour,i'm not asking her to be the most powerful killer in the game,i'm asking so she can at least not be the weakest and the most prone to bullying from survivors.She is far too strong to be given a power this weak in Dead by Daylight,please buff her soon.
okay but can she prevent forest fires?
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yes this would be much more beneficial.
although metas would develop much faster if BHvR did this which seems to be something they don't want it will also help them identify perks that need a rework.
this way we can avoid the dead hard debacle that lasted 4 years which i find to be incredible that someone or people on the team was so resistant to changing this perk despite the clear popularity and utility of it.
dbd stats api = faster metas developing = faster responses and recognition of such metas.
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@n000b51 said:
Genuine idea from a called player 'Basement_Bubba420' rofl
"This is just unfun gameplay."
The funny part can be different for others... Where is your funny part in this game ?
"Instead, a stamina bar should be added so survivors can only sprint for a limited time (like 30 seconds) before having to slowly regain their stamina."
Exhaustion already exists (it's like the need to breathe after a run). Play some Rogue-like/Souls-like if you can't bear the Shift+W or if the lack of stamina feels too unrealistic for you...
"BHVR can counteract this by making the sprint faster and introducing more places to hide and changing the lightning on the maps."
They already have so many things to do/to fix before adding some new mechanics, particularily when these new stuffs will change so many others in game.
"At least then this will be a horror game."
Who said DbD is a horror game and why should it be a horror game ? Animations with some blood, proximity of a killer ?
This game is more a Hit & Run than a horror game...
BHVR said it was a asymmetrical horror game.
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Plankton with Spongebob and Patrick as survivors.
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the devs intentionally are obtuse with the data. they don't want you to have proof the game is imbalanced. that would be bad for optics.
if everyone found out that solo survival rates compared to swf survival rates had a difference of 10% no one would want to play solo anymore.
its largely swf that attributes to the survival rates anyway.
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no the report system is a placebo like in most games
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3122073#Comment_3122073
They basically said that if you're doing all the skilled stuff in the game that it would be reflected in your ability to escape/get kills
its a dumb definition its circular.
Whats is skill in DBD?
Kills/Escapes!
What are Kills/Escapes in DBD?
Skill!
This is from the lead lol
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yes
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3120489#Comment_3120489
Actually it's supposed to be SWF=Killer>Solo. SWF should never be better than the killer. SWF isn't nerfed. A lot of SWFs still manage to outplay killers like Onryo, Freddy, ect. Not all killers are equal to SWF and that's where the balance needs to be. SWF = Killer.
yes i agree that is the ideal. but its not and swf just has so many advantages that they aren't intended to have so as of today its swf>killer>solo
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3121409#Comment_3121409
I think the reason those stats are concealed (and not just these, but other stats particularly relevant to the survivor experience) is because they could create backlash. To their credit, however, BHVR tries to be somewhat transparent about overall player performance. It isn’t common for a game to release stats about playerbase, win/loss rates, etc., so it’s kind of nice that they share what they do.
i think its pretty common for competitive games to do this. as mentioned before CSGO, LoL, Valorant, DotA2, AoE4, etc... all do this.
if they didnt make the transition to MMR and calling this a competitive game this wouldn't be an issue. however, since the transition they've been very quiet and even the stats they do release are obviously carefully curated. if the game was balanced well there wouldn't be any backlash but i suspect there is a large disparity in survivor rates between solo and SWF (duo/trio/quad which in total account for 50% of the games). likely the overall survival rates are inflated by people who play a lot and in squads. casual solo players i imagine have much lower survival rates than swfs and this includes the notion that swfs are overwhelming altruistic (i.e. if your a killer against a swf you can tunnel and they will be much more likely to throw the game). if swfs actually played to escape like solo did I expect the survival rate to be even higher like around 70-80% for the SWF.
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@Ayodam said:
They’re definitely not going to release that. I’d imagine the current kill rate to be around 65-70%.
Also they’ve said they are going to help solo queue. It’s just not a priority. IIRC, those specific changes were initially scheduled for this year but have been pushed to 2023-2024.
the thing is that they have all the stats themselves and could provide it to the playerbase with an API. of course they wont do this because that means extra work but I'm sure it would also expose major flaws in their game design which would be bad pr for them. they introduced mmr to make the game more competitive, but completely forgot that you cant just implement MMR and call the game competitive.
you actually have to design the game around this and implement mechanics to do this. LoL provides an API where players can monitor stats and see what builds are working, what comps are working, win rates, etc... because its a competitive game. CSGO does something similar.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3120489#Comment_3120489
You never can bring solo players to parity with swf, because communication is only one of the problems. Solo teammates are unreliable, and if you have an swf where people dont do gens you can stop playing with them, but you cant in solo queue.
Thats why i disagree, the game should be build around sepereate queues for solo and swf, with different balancing buffs.
yes, solo teammates are generally unreliable. however this unreliability can be made up very easily through communication.
a person who is mechanically and conceptually bad at the game can still hold W and run away from the killer, their teammates, and objectives. simply knowing where everyone is and whos working on what is a huge advantage even if they get downed in 20-30 seconds. now the killer is in a zone with no objectives, applying no pressure, the other survivors know the killer is on the other side of the map, and it will take at least another 20-30 seconds for the killer to reach them.
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@amazing_grace said:
You also have to remember that DbD is becoming an older game, and with an older game comes code that someone else might have written 5+ years ago that wasn't optimized to actually be a longevity game. It doesn't surprise me that they have random bugs pop up in the code because of how much content they push out.
It is funny when they release content that causes a killer to break even though they weren't touched, (awhile back I remember legion got broken from them fixing other killers), but I wouldn't give them too much grief for them having to kill switch features. They should be kept in check to make sure they don't delay fixing killswitched features, I think the nurse was kill switched for so long because they had to wait for the hotfix patch or something like that, but having them take features away for a week isn't terrible.
I have no problems with them kill switching features every patch as long as they have quick turn arounds and are fixed with the hotfixes that usually come out after midchapter patches or chapter patches. I feel like this last patch was also an exception because of the amount of things they changed. I'm actually surprised there wasn't anything more game breaking that happened. 40+ perks is a lot of room for error.
you're right about this. it wasn't created to be successful and they were taken by surprise. its why on release your bloodpoints were stored locally and you could edit the file to increase them...
the issue isn't the fact that killswitch exists its the fact that in the year its been out its used so often. one has to wonder what is going on behind the scenes over there that simple bugs (like the totem issue which could be resolved in about 15min MAX per map) make it to release.
also in regard to content, it really isn't much. lots of MTX for sure, and every 3-4 months its a new character or two with some perks along with some old characters/mechanics/maps breaking. doesn't make much sense to me. it took them 5 years to add colorblind mode, six years later we still dont have search functionality for perks or items. these are basic functions in most games even in 2016. its 2022 now.
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The game should be built around SWF. This is the primary balance problem in the game.
Bring solo players to parity with SWF, then buff killers. Until then, solo is hell. SWF>Killer>Solo.
Unfortunately it looks like BHVR got this backwards and buffed killers first and nerfed survivors. So while SWF got nerfed, so did solo.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3119938#Comment_3119938
LoL also has quite a larger team then DbD does
It's also a much bigger game with 160 champions and goes through major changes for itemizations and meta. There are numerous different modes as well.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3120072#Comment_3120072
Hint it happens every patch here is a hint for you a game like this no matter how much internal testing they do for bug etc before a patch when it drops there is bound to be some as they might have 10 people testing compared to 30k when it drops and even the ptb won't pick up every bug as people use that to test the new killer etc and miss things like where a totem might spawn, you have consoles playing it who can't test the ptb, some people try it for a day then stop.
So my point still stands i knew a game even though there was over a 100 of us testing it for weeks and no problems when it launched no one could launch into a match, every time they add something new to the game the code will change so one thing might bug something else out in the game hence the need for a kill switch so if it makes it to like they can killswitch it and not have one side suffer for weeks.
It has nothing to do with the devs incompetence its just how things work in games like this and even other games things will be put on hold till they can fix a problem if its game breaking enough, so if the devs want to keep people like you happy they could go to a couple patches a year or keep the amount there doing and killswitch any major bugs till fixed.
they only killswitch major bugs. this happens constantly.
how do totems spawn in locations that are uninteractable? did someone at bhvr spawn into a map with every single totem location spawned and then just teleport to them with different characters and see if they work correctly? y'know, a common development methodology like a checklist?
how did this occur on multiple maps? what is their process like?
bugs happen. big bugs happening every. single. release. if LoL broke something to the point were the devs banned it for a few weeks or a month every single patch it wouldn't be nearly as successful.
this isnt about minor bugs. its about the development process being so fuddled that it happens. every. single. release.
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@Crowman said:
If you DBD is anymore buggy than other live service games out there, than you really haven't been paying attention. When you have multiple people updating the same code base, bugs are bound to happen. It's simply not possible to track every change that happens before a release.
Never said it was possible. The frequency and severity of bugs is the issue.
What is your point? What other live service games have constant issues like this one?
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/339743/bhvr-killswitch-incompetence
It's almost as if the devs are humans.... not AI's.... so odd!
What is your point? People make mistakes sure. That's normal.
People making mistakes consistently across every release where things that weren't even changed are now broken is not.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/339743/bhvr-killswitch-incompetence
Would you rather them not killswitch things and leave the problem alone while they try to fix it, think how many clown killers you would of seen if they didn't killswitch him and then survivors coming in here and posting its not fair and a exploit to play him, being able to killswitch a problem means players on both sides can't abuse it while they fix it and if they killswitch something each patch great it means they know its a major bug and are stopping people from abusing it.
No. That's a stupid mischaracterization of my post. Can you repeat to me what I said the problem is? Hint, it's not killswitching.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3120032#Comment_3120032
I can't find a list of things that have been historically kill switched in the game, what are these "numerous add-ons" and "lots of things" you're talking about other than the four you mentioned?
In fact, here's two more for the list:
- Matchmaking incentives are actually on the official Kill Switch Master List, so they do count.
- Haddonfield was kill switched while they were doing the rework on it.
That's everything I can think of off-hand, what am I forgetting?
Dead Dawg Saloon. Totem issue.
Yam Estate. Totem issue.
Memorial Institute. Totem issue.
The Game. Totem issue.
Nurse. stun lock yourself.
Feng Min Goddess of War outfit. Crashes.
These are just a couple within the last few months. Keep in mind the kill switch has been out for less than a year.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3119976#Comment_3119976
Right, and I'm saying that I really don't think it does happen that often. It's mostly map offerings being killswitched as a precaution, at least as far as I've noticed. Heck, nothing's killswitched right now unless you count the matchmaking incentives, and those are a new mechanic, makes sense there'd be some bugs to iron out.
It's just, like, normal amounts of multiplayer bugs wrt the killswitch specifically. DBD has more than its fair share of bugs in general, but most of them are pretty minor- the killswitch-worthy ones haven't really been all that extremely common.
Numerous addons have been killswitched like that OOO bug that would cause people to disconnect when used with other perks.
Clown got killswitched.
Midwich (the map not just the offering) got killswitched.
CoH got killswitched.
Lots of things other than map offerings get killswitched. This happens all the time.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3119938#Comment_3119938
The point still stands- it happens in other games and having abusable bugs disabled is better than not having them disabled.
I also don't think there have been that many things disabled. Hasn't it mostly been maps and/or their offerings? Obviously Nurse was disabled for a while, and Clown + CoH were disabled briefly, but outside of that I really don't think it's been that much.
Who is saying it isn't happening in other games? Why does that matter in this context?
It happens every patch and it takes weeks or months to fix. That's the issue.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3119912#Comment_3119912
I see things disabled with pretty noticeable frequency in Fortnite, to pick one example, and I seem to recall that League of Legends disabled things pretty commonly back when I played that.
It's not every game, obviously - single player games have no need to disable things at all, for one - but things get disabled in other games too. Things being disabled is a good thing, it means the egregious bugs aren't going to be abused.
I played LoL for years. Disabling things was very rare and often lasted less than a week. Here it can last more than a month.
No idea about Fortnite.
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What games do you play that disable something every patch?
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it would be nice but you should have a free hit anyway. try to aim towards the unhooker and as far away from the hooked survivor as possible while still getting the hit. auto aim should take care of the rest.
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ask bhvr to add bloodpoint mtx and get a job
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3116344#Comment_3116344
Bhvr used to work on alot of Movie games, like Scooby doo, disney, pixar
they also worked on warhammer and even halo
Yes. I even mentioned Eternal Crusade which was a cool idea that was poorly executed.
They were a contracting company for 20 years or so. Their first IP was Naughty Bear which was a fun game marred by technical issues.
Even their ports are subpar because of all the technical issues.
Notice a pattern here?
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3116404#Comment_3116404
Sigh. You ain't worth it. Have your negativity.
Good answer.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3116398#Comment_3116398
Again...So they, a development company, should not develop anything?
Do you think contract work doesn't involve development? Are you that dense?
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3116344#Comment_3116344
So they should give up?
its clear they can only handle contracting work.
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they have a great track record with other games.
deathgarden failed immediately out of launch, they were sued into oblivion for their west world clone, their contracting work for ports has been lauded as poorly implemented and technically poor, eternal crusade was shutdown after 5 years of open development, and dbd breaks every patch.
it would be foolish not to pursue other endeavors at this point
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for the last six years the devs have managed to screw up everything they've implemented. is this really a surprise?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3028779#Comment_3028779
The grind overall is reduced. And while it will take a bit longer to prestige characters now, the overall grind of getting all Perks on a Character is reduced a lot. And presting a character 3 times to get their Perks on Tier 3 on all other Characters is way easier than doing Bloodwebs on all of those characters to get the respective Perk.
And I would not call it "punish". I mean, in the end, it does not matter anymore, since the Bonus-BPs will be removed. But it is a bad incentive when you say "Here, go for different Survivors and you will get more BPs" and then you go "Oh well, you did not go for different Survivors? Ah, no worries, here have your double BPs!".
Yes, they reduced the grind overall by 75%.
Except people who were actually grinding were using BBQ which gave double points as long as someone didn't disconnect. So this just nerfs people actually trying to grind and the reduction is only 50%. Why don't they state that it's really only a 50% grind reduction (who grinds without BBQ)?
It's almost like we can never take a step forward in this game without taking a step back.
It's why they took 5 years to add colorblind mode and then promptly lied to their playerbase after the outrage and negative media coverage.
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@anarchy753 said:
I don't get why this wasn't just announced in the first place.
It's the same nonsense as why we spent 4 years with crap add on descriptions full of vague terms like "slightly" and "moderately."
We play complex games, we LIKE knowing complex interactions, we LIKE exact values.
they think we're too stupid to understand the mechanics and that will over complicate the game and make people quit.
thats why they don't tell us until people bring out the pitchforks
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@deKlaw_04 said:
I have 22 survivors at at least prestige 1. I have nea at level 1. If the update were to happen now she would have already 69 perks.
So why dont they just do both and be done with it?
EDIT: Also, with the tierless system you could have all perks on Nea and be done with the grind.
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@Mr_K said:
I did some calculations awhile back and reducing the perk tiers to 1 would buy you nearly 2 years (7 chapters) before getting back to the levels of grind we have today.
You need to look at the bigger picture and not just for one character. If you P3 a character, that character's three perks are now on all other characters. That means you don't have to spend bp directly on other characters when a new chapter comes out, just the new character.
For example, the next chapter alone will cost me 7 million BP just to get the three teachable perks on my other killers. That's not including getting all perks on the new killer. To P3 a character it takes 4.5 million to reach P3-1 and 6 million to reach P3-50. But with the new system, you would have every tier 3 perk before reaching P0-20 if all other characters are P3. That's where the grind reduction comes in.
With the new system every chapter will have the same level of grind as the previous. Yes the amount will increase from the perspective of a new player but that is true for the current system and tier 1 only system.
Thanks for your comment. I fixed some of my math.
It seems that this change reduces the growth of the grind per new killer but forces players to grind all killers instead of just killers they want to play. I.E. if I only play Bubba with the tierless system I would have to grind SIGNIFICANTLY LESS than the prestige system, but if I play ALL killers equally then the grind is significantly higher.
Would you agree?
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@MikaelaWantsYourBoon said:
Removing tiers will not fix anything. New chapters will make grind problem again. But new prestige system is solving all grind issues. Now all you have to do p3 new characters. Their perks will open on all everyone.
P3 Level 15 all characters and your all characters will have all perks.
Okay but you need 4.8 mil for P3, just to unlock character specific perks.
If perk tiers are removed you can unlock ALL PERKS for TWO killers.
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@Mr_K said:
I did some calculations awhile back and reducing the perk tiers to 1 would buy you nearly 2 years (7 chapters) before getting back to the levels of grind we have today.
You need to look at the bigger picture and not just for one character. If you P3 a character, that character's three perks are now on all other characters. That means you don't have to spend bp directly on other characters when a new chapter comes out, just the new character.
For example, the next chapter alone will cost me 7 million BP just to get the three teachable perks on my other killers. That's not including getting all perks on the new killer. To P3 a character it takes 4.5 million to reach P3-1 and 6 million to reach P3-50. But with the new system, you would have every tier 3 perk before reaching P0-20 if all other characters are P3. That's where the grind reduction comes in.
With the new system every chapter will have the same level of grind as the previous. Yes the amount will increase from the perspective of a new player but that is true for the current system and tier 1 only system.
I don't understand.
For killers the next chapter will include three new perks. Assuming perk tiers are reduced to 1, that's 27*3*5000 (using 5k as the cost of the perks) that's only 405,000 BP to acquire the new three perks across all characters.
To unlock all the perks on the new character is around 2 million (they start with their perks).
If you need to hit P3 thats 4.8 million to unlock the perks across all characters. In this case you need to unlock 282 perks (all perks and all tiers) on the new character.
At P3 you've unlocked 180 perks. That means theres 102 perks left. At 50k BP per level 50 web with 2 perks per web thats 50k * 102/2 = 2.55 million to unlock all the rest of the perks.
So now with the prestige system you need 4.8 mil + 2.55 mil = 7.33 mil.
How did you get 7 million w/o perk tiers?
EDIT: I AM WRONG!!!
Regarding removing perk tiers:
It's 27*3*75000 (i.e. 1.5 blood webs). Total cost is 6 mill.
The prestige system makes the grind have a large upfront cost, much larger than removing perk tiers, but caps the required BP per new character at 4.8 mil.
Removing perk tiers causes the BP cost per character to grow linearly.
I.E. 4.8mil vs 75000 * x where x is the number of characters.
This means that at 64 characters, the cost to unlock the new perks in the tierless system would be equivalent to the prestige system.
If you factor in the cost to unlock all perks on the new character it would be around 2 new characters before the prestige system costs less for new characters.
FORMULA: (27+x)*75000+50000*(31+3x)/2 + 1800000
What I think this means is that unlocking all perks will be easier if you've already done the grind, but if you just want to focus on a few specific killers you'll have to pay the price and grind everyone else up instead of focusing on a specific killer.
SOLUTION:
KEEP IT SIMPLE STUPID
JUST REMOVE UNLOCKING PERKS FROM THE STUPID BLOOD WEB ALL TOGETHER.
YOU BOUGHT THE CHARACTER YOU GET THE PERKS.
NO MORE STUPID PERK TIERS. PERKS ARE AN INTEGRAL PART OF THE GAME.
There I fixed the problem.
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I really like how half the stuff they talked about adding was stuff they talked about adding last year.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2957405#Comment_2957405
"My issue is it only helps some players."
So, for you, let me repeat "Boohoo, it doesn't benefit me, therefore I don't want it"
"I'M GLAD IT HELPS OTHERS GRINDS. AS IT DOES NOTHING FOR ME OR THE OTHERS WHO HAVE NO NEED TO PRESTIGE CHARACTERS THEY DON'T PLAY I'D THINK YOU COULD UNDERSTAND MY FRUSTRATION."
Take a reading comprehension course. His suggestion is that they rework their current planned changes so it's not all about prestige.
It's a stupid change anyway.
It takes 5mil BP to get to P3.
It takes around 1 mil to get to level 40 and unlock the perks.
Another 3-4 mil to get the perks on any specific character.
How much does this reduce the grind versus removing all perk tiers and/or letting people get 4 perks at level 50?
For several months of thought and effort this is a lame change.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2957380#Comment_2957380
Exactly what I said. "Boohoo it doesn't benefit me, therefore others shouldn't have it"
There's plenty of changes made constantly to the game that I don't give a rat's ass about, but you don't see me complaining about it. Not everything has to be about you and your petty needs.
Stupid take. Literally not what he's saying. Can you read?
"My issue is it only helps some players. Which to me is a bad system. I'm glad it helps others grinds. As it does nothing for me or the others who have no need to prestige characters they don't play I'd think you could understand my frustration."
"My issue is it only helps some players. Which to me is a bad system. I'm glad it helps others grinds. As it does nothing for me or the others who have no need to prestige characters they don't play I'd think you could understand my frustration."
"My issue is it only helps some players. Which to me is a bad system. I'm glad it helps others grinds. As it does nothing for me or the others who have no need to prestige characters they don't play I'd think you could understand my frustration."
I copied and pasted it three times for you smooth brain to read.
His suggestion is that the revisit the changes so that it helps more people. Not to discard any changes in totality.
Amazing how toxic you are.
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@calem said:
Um, that's not how it works.
Think of it being the exact same as it is now. Except, when you prestige, all your characters unlock the teachable perks automatically if they don't have it. Forever.
And if you already have perks unlocked on those characters for other characters you HAVEN'T prestiged, they still keep them, provided you wait until the rework where you KEEP everything upon prestiging.
So its around 5 million BP per character to get all their perks at T3 for everyone else.
Where as before it was 1.3 million BP to unlock the perks, and depending on how many perks you don't have unlocked could be another 3-4 million to unlock the perks you want.
How much exactly does this reduce the grind?
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So its around 5 million BP per character to get all their perks at T3 for everyone else.
Where as before it was 1.3 million BP to unlock the perks, and depending on how many perks you don't have unlocked could be another 3-4 million to unlock the perks you want.
How much exactly does this reduce the grind?
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yeah lots of people dc against nurse.
kinda like how if u stare at a survivor on first hook for about 20 seconds as bubba theres a 60% chance they'll just immediately kill themselves.
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bhvr sells the game to a competent team
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another day another bug