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BenOfMilam

BenOfMilam

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BenOfMilam
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  • @batax90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693224#Comment_1693224

    I cant really see that kind of scenario happen. If your the last survivor you should try to find the hatch if the killer close the hatch the EGC start. If the killer bodyblock you in a corner and you still have some teamate up the survivor will finish the gen open the door and the EGC will start. Honestly i dont know how a survivor can be bodyblock in a corner whitout the EGC starting

    With two survivors left, the killer would slug one and then down the other. Then they carry the survivor to the corner and bodyblock. The EGC can never trigger, and the other survivor bleeds out.

  • I direly want to have Spencer Estate as a map and Jill Valentine or Leon Kennedy as a survivor. I'd be more interested in having the Garrador (the blind guy with claws that hunts with sound in RE4) or Lisa Trevor from the RE1 remake than Nemesis tho

  • constantly talking about how """"toxic"""" everything is... is pretty toxic imo

  • The range change is functionally meaningless afaik, but now Discordance 3 is finally better than Discordance 1. A good change so the perk makes sense.

  • @Rex3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693130#Comment_1693130

    You can smack them and leave them on the ground or hook them if they did this. They can only block a few times.

    He's talking about if you're playing as survivor, and the killer is AFK (no smacking and downing to be had). In this situation, two survivors team up to grief the other two survivors.

  • It gave a lot of people headaches. I honestly loved the Doctor's new chase music, but I can live without it if it causes people actual physical pain.

  • It looks like the first person arm animations are getting blended into the third person idle animations, for some reason

  • It makes sense that players shouldn't be allowed to abuse the gate opening mechanics to stall out the EGC, but 99%'ing the gates isn't exactly a major issue imho.

    Survivors would instead just pop the gate immediately, and they'd still have ample time to save anyone that gets down/hooked despite the EGC timer since the timer is actually very long. I've had killer games where I went from 2 hooks to 12 from the time the EGC started until it ended, and games as survivor where we got 3+ unhooks and got out.

    So imo, changing the gate mechanics so it regresses would mean that people just pop the gate. Since there's so much time in the EGC anyway, popping the gate vs 99%'ing the gate truthfully makes almost no difference in the out come of a match.

  • you good fam, I'm a rules-addict so I always remember useless stuff like that

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693130#Comment_1693130

    You have the freedom to find and jump into the hatch upon the 5th gen popping. Sue are unable to body block other survivors from using the hatch from what I understand.

    Only if you are the last survivor. You can see it after all gens are done, but you can't hop in w/o a key unless everyone is dead. So if the killer is AFK, two survivors can work together to keep the gates closed and trap the other two.

  • @batax90 said:

    The only side who can hold the game hostage is survivor and they need to be 2 or more for that to happen. I know the DC penalty are back but its only 5 minute and its not like you encounter that kind of toxicity everyday

    I'm not really thinking about me or my experiences, necessarily. I'm thinking more about the health of the game in general. Imagine the 1000's of players that have been in a similar situation and didn't want to get punished with the DC penalty, no bloodpoints, and item/add-on loss because they didn't want to put up with someone else's toxic playstyle.

    I'm a horribly stubborn person, so I know most people would just leave instead of fighting it out (which is why people do this, because they know you will leave and they'll get a free win).

  • @Uncharted said:

    I've experienced similar situations both as killer and survivor. Thankfully none of them lasted as long as yours. With that being said, I can already see an issue with your suggested change.

    Let's say I get matched with a two/three man SWF against an AFK Wraith. What's stopping them from splitting up on the exit gates and bodyblocking me from opening either of them just to grief and force a depip?

    What's stopping them from bodyblocking the gate and keeping you in the game indefinitely? That's another reason why there needs to be a force game end some way or another, and not necessarily the way I suggested it.

  • @Shymare_11 said:

    I agree that a half an hour match should not occur, punishing everyone shouldn’t be the case. I think instead, at the start of a match, a timer is set for 31 minutes (additional minute is to compensate for the 10-20 second period of looking around for each player). After the timer has ran out, the end game collapses occurs and the exit gates are powered. One, both parties get to keep their blood points, and two the survivors get a chance to escape while the killer has a chance to kill them all since all they need to do is patrol gates instead of seven generators that were left untouched. Neither side is penalized and can move on to a hopeful better game but also have the number of blood points possible drastically decreased.

    The problem with triggering EGC and powering the exit gates after 30 minutes, is that survivors can and will abuse this to their advantage. Playing against Nurse or Spirit? No problem man, just hide for 30 minutes and then pop the gate. That's more or less why I suggested NOT triggering EGC after 30 minutes.

    I'm a hobbyist game dev, so I understand that people will do boring things like rotate lockers for 30 minutes so they can get an easy win. It's in our nature.

  • We'll Make It has the magical property of ensuring you'll always go against Plague or an OSD killer every time without fail ;)

  • RIP my ultra long reply to this due to the forums messing up ;-;

    I'm pretty mad because I spent like an hour on it, but w/e

    edit: nvm, it fixed itself like a day later

  • @Maelstrom10 said:

    We all want bloodpoints yes? Do you find it difficult to amass the bloodpoints you need to fill your needs? If so, i have this comprehensive discussion and idea list/rework for you! Includes a little bit of dwelving into the emblem system, and a little bit of math to back my work up. I realise this is a very text heavy thread, but i want to urge discussion within the community surrounding the current grind in the game, find a way to make prestige ever better for everyone involved and allow newer players a easier way to unlock new perks, whilst fixing the categorys we already have.

    The survival bloodpoint category for survivors could use a little work, being very hard to fill (Expecially against certain killers, and due to the lack of actions that fill it) However i suggest three very good fixes imo that will make this category far more even with the killer equivalent = Sacrafice. on average a survivor gains less points then killer due to this, even if they survive a whole match.

    • Survivors should be granted 300 bp for being healed by another survivor, this could either be over time, like a regular heal only counting the charges healed, or it could be a sole 300 bp for being fully healed. either way this will promote group healing (healthy for the game, Literally even!) and fill a much needed category for survivor whilst matching the points gained from healing with a medkit/selfcare, expecially as being healed by another player is much more common
    • If the survivor escapes the killers grasp, they get double points (1000.) People who get a save whether flashlight or conventional stun should also be netted a pretty neat survival bonus of 300-500 points for saving a teammate, and perhaps in the process themselves..
    • We'll make it should also be given a universal buff of some kind. whether that being aura reading on the killer during the unhook for information, or swapping you to being the obsession (only if there is an obsession present) and giving the other survivor a small mini speed boost off hook in order to not be farmed. Something to make it more dynamic and worth being run, in order to not feel like wasting a full perk slot on solely leveling faster.

    Moving over to the killer side of things, Killers are in a pretty good place when it comes to earning bloodpoints during a match, but due to their renewable need for addon's to remain strong and viable, they are constantly chewing through them. survivors soon will as well, due to the item changes to a similar degree. My proposed change is to allow killers to break chests during a match, or be rewarded addons based on their preformance. This will help allieveate this problem, similar to how survivors can search chests and keep items, and addons with the ace in the hole perk. You might argue that wasting the killers precious time by forcing them to search for addons is trivial and uneccessary, and will either break the flow of the game or be an actual negative for the killer stopping them from doing whats neccessary to win.

    • I'd argue to differ. By allowing killers to break chests (with a stomp action similar to hatch) in a 1s channel, your denying the survivors items and buffing yourself without having to spend precious bp. Editing the coin offerings for killer to instead grant more chests and higher rarity addons from them, would both waste survivors time searching chests, and allow the killer more bonuses mid match, or possibly post game if the killer has full addon's. It gives the killer another task that isin't by all means required, but if done can be beneficial to the killer.
    • (Basement hooks should also grant bonus bp, in the sacrafice category. nough said, there a special hook and deserve to be treated as one.)

    For both sides... Bloodpoint offerings are really weird. i'm talking about the brown and yellow ones in particular

    You spend 3000 for a brown which gives you a 50% bonus and 4000 for a yellow which gives 75% bonus...

    This equates to 8000 being the full category, with 4000 extra bp earnable* yes i said it, earnable mid match, and 6000 extra bringing the post bp caps effectively to 12000, and 14000 respectively.... and considering its for a single category there is a chance you might not even earn enough to fill the category and earn what you paid for the addon!

    My suggestion? give category boosting bloodpoint offerings a similar effect to distressing/prove thyself. make them earn the category faster, through more bp gained for the actions of that category. possibly even perks too!

    • If you use a green altruisim offering, get 100% more altruisim points for actions. this could even be applied further, to "gift the speed bonus" but not the actual bloodpoints, to other survivors and even the killers matching category. this makes it easier to essentially "earn back" what you paid for the offering and a lil extra, making leveling just that bit easier.
    • Perks should also all have passive bonuses like distressing and prove thyself. only applying in match, for example bbq and chilli should buff the sacrafice category gains by 50%, and lithe should buff boldness by 50%. its subtle, but its there, and allows people to organise entire builds around maxing a category easily.

    The bloodpoint cap should also be raised. now i know the devs don't want infinite bloodpoints piling up. that would make it to easy, to effectively get/earn a new killer or survivor, and buy their teachables immediately/make the killer able to be played with all perks immediately. this is fine, and to a degree i understand it. the bad part about this, is it leads killers and survivors both, to saving dailys and archives, and stockpiling iridecent shards, so that on the day of release they can use all of these things on top of each other, plus max bp to get WAY above the cap. This effectively makes the cap useless to a degree.

    • my suggestion is to make the cap larger, solely to make it easier to do so for everyone, rather than having to go around convoluted hurdles. by doing so your also stopping people from wasting bp as easily by maxing at the cap. Making the cap 1.5 -2 mill bp would help make this problem a lil easier, yet also give people enough wiggle room to spend bp on both their survivors and killers.

    My final change proposed, and i don't think there should be a single arguement against it is this : for Lower tier bloodpoint offerings (brown and yellow) to stop appearing in prestiged bloodwebs. Instead, the game will detect if one spawns, and replace it with a higher tier offering of the same type ie survival for survival bp, etc. The green bp offerings would become replaced with bloody party streamers, at p3 prestige. This automatically nets a HUGE bloodpoint buff to everyone all round, as suddenly there becomes a worthy reason to prestige, whilst also similtaneously buffing everyone elses bp gain.

    • an example of this is p1 bloodweb would have brown bp offerings become yellow, and yellow ones become green (or atleast have a high chance to be when spawned) And at p2 have a moderate chance for the green bp offerings to be Cakes/puddings. p3 would have cakes/puddings become streamers, and for lower tier bp items to also become cakes/puddings. If your leveling your p3 micheal, your going to get a lot of streamers and puddings rather than just piling up on wreaths.
    • side effect of this change is that it buffs everyones bp gain passively. by gaining many more streamers and cakes/puddings in high prestige bloodwebs, your not just helping yourself, your helping everyone else.
    • other side effect is that high prestige bloodwebs similtaneously become more expensive, leveling out the change somewhat.

    All these changes will help make the game far easier to level up killers/survivors and make them viable to play. Seeing as its just a currency that artifically stops the player from obtaining high level perks early, and has no economic impact on the game other than easing playability, and making it better for newer players to jump in and level charecters i feel these are good and solid changes to the game. Not all of them need be added, hell even just the very first and last ones should be enough to tip the scales. But if even one of these is altered for the better i believe it will make for a healthier and more fun game. one where things aren't locked behind levels so much, and where prestiging charecters is useful for you and everyone else.


    "Survival BP category"

    It's definitely really hard to get point in this category, and more actions should give you points for it. Getting points for being healed encourages people to stop and get healed, which imo is a healthy band-aid for the game's current breakneck pacing. Also, I'm sure you meant "We're Gonna Live Forever" and not "We'll Make It." Two very different perks. WGLF needs some kind of primary bonus that compliments it's BP bonus for unhooks and protection hooks. Something like seeing the killer's aura while they're carrying a survivor or for a few seconds after they got a hook, to make it into an "inverse BBQ."

    "Killers can break chests to gain add-ons + killer coin offerings"

    I like the idea of this. My favorite thing to do as survivor is to bring Plunderer's + Ace in the Hole to farm items without spending BP, and it would be neat to do the same thing as killer. Imagine kicking open a chest as Trapper and pulling out a Honing Stone, or a Fragrant Tuft of Hair as Myers. The only problem is that some add-ons completely change how a killer functions, or only make sense at the start of the trial. What happens when Myers picks up a Scratched Mirror? Or if Plague picks up an apple? Or Pig picks up the one Reverse Bear Trap add-on when she's carrying 5 (or the one that adds a Jigsaw Box)? The obvious solution is to simply hard code certain add-ons to just never appear. But there's literally 100's of add-ons over a dozen killers so... yeah.

    "Bloodpoint Offerings"

    I agree that the cheaper offerings are usually a waste and you're forced to buy them if you want to get to better items on the bloodweb. But I think they should remain as post-game multipliers, and the numbers should just be bigger. I would also rather not have all perks have an obligatory BP bonus. There's too many perks to go back over each and every single one and add something to them. Instead, the baseline BP acquisition rate needs to be a little bit higher since there's so much content to unlock now.

    With addition of the new killer and survivor, it'll take about 41 million BP to unlock every perk in the game. In my experience running BBQ on killer, bloodpoints are earned at a rate of 1 million per 10 hours. 1 million is about enough to prestige a character. Meaning that it takes over 400 hours to earn all unlockable perks, and over 1,250 hours to unlock all P3 cosmetics. No one would complain if this time was shortened a little bit, or even halved. Keep in mind this is with DOUBLED bloodpoints, so this could also easily be 800 hours for all perks and 2,500 hours for all P3 cosmetics.

    "Make the cap larger"

    I don't see a problem with immediately being able to P3 and get all perks on a killer as soon as they come out if you have the points saved up, especially if we're talking about players that have 2,000+ hours anyway and don't have anything else to use BP on.

    "Higher tier BP offerings at high prestige ranks"

    This comes with the massive downside of making P3 bloodwebs VERY expensive. Trying to get a few Dead Rabbits or Oak Hafts? Too bad, you have to spend 5k BP on this Bloody Party Streamer first. I would personally hate that a lot. I don't want to have to dump huge amounts of points into my bloodweb just reach some low level add-ons. I agree though that brown BP offerings really shouldn't appear in P3 bloodwebs. Makes more sense to replace them with brown add-ons/items instead.

    My thoughts:

    Brown BP offerings should automatically be burnt if you don't burn an offering, OR offerings should behave like add-ons and stay equipped between multiple matches if you have multiple offerings of the same type. This could be annoying if you accidentally burn consecutive map offerings or moris, however.

    Sometimes DbD feels like a trading card game. You have to have the right perks and add-ons to win, and it can be very frustrating if you have to spend obscene amounts of time to unlock what you need for your build or your combo (as well as spend irl money on DLC so that can even unlock them in the first place). I have lots of killers at level 40 and 50 that I don't play bc they don't have BBQ or they don't have Whispers. The grind needs to be lessened, so players don't have to feel like they are losing because they didn't grind enough or didn't buy enough "perk packs." 'cus lets be real here, the Clown DLC is more like the Pop Goes the Weasel DLC at this point, and the Hag DLC was the Hex: Ruin DLC for a loooong time. Not complaining about DLCs btw, this is just a thing that happens as games of this nature get older and can be exacerbated by not touching-up rewards systems over time. The BP system is in need of a tune-up, for sure.

    All in all, the rewards system in this game is starting to get a little dated, I agree. There honestly doesn't need to be too many major changes or alterations, just permanently doubling BP gains would fix it, imo. Diablo had grind issues in the past, so Blizzard pumped the numbers and everyone loved it. I don't see why Behavior can't do the same thing and please some fans in the process.

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