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BenZ0

BenZ0

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BenZ0
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  • Just as Opression with Overcharge

  • @GoshJosh said:

    It can be a very strong main building depending on RNG, but that's about all the map has going for it. Also keep in mind it's a very small map.

    Agree but this doesnt mean this has to exist, they fixed all these kind of windows on all other maps, why not on this? Remember Ironworks, Grim Pantry, Rancid Abbitor etc?

  • @SadLegion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362506#Comment_2362506

    Funny, today when i played this map it had Shack connected to a long wall jungle gym. Also on the other side of the map jungle gym connected to two safe pallet tiles from two sides. Ive never seen tiles this strong even on cowshed, also all tiles were pretty safe. Very balanced indeed

    Well I feel he is either trolling or has no clue of this game tbh

  • @Snowbawlzzz said:

    It's a second-story window, they get staggered. It's not that strong of a loop, you can handle it.

    Inb4 muh balanced landing that no one uses anymore

    I think you dont know which window I am talking about.

  • @zarr said:

    There are some good ideas for adjustments in here... and there have been good ideas for adjustments ever since Hex perks were first introduced. I think it is unrealistic to expect BHVR to actually drastically rework the (Hex) totem system, so I'd say we should rather hope that they take how they function currently and improve on that.

    In their current form, Hex perks are meant to be "high risk; high reward" elements, so the RNG nature of potentially losing them early on is part of their design. That said, BHVR has worked continually to hide them better, and on a fair few of the newer and reworked maps, totems are actually more than well-hidden enough. It could be possible to think about other means of making their impact more consistent, that is, to prevent survivors from cleansing them very early on: make Hex totems not light up until the first generator has been repaired, or at least only make a survivor see them as lit-up once that respective survivor is actually "cursed" by them; introduce more Haunted Ground-esque after-cleanse effects for existing or new Hex perks (and buff Haunted Grounds itself), to make it less of a no-brainer for survivors to cleanse any Hex on sight; enable killers to re-activate their Hex perks manually; ... but ultimately all of that would necessitate making Hex perks weaker in their impact potential, as otherwise they become "low risk; high reward" elements some of which would prove downright oppressive, as could be seen with the original Undying Ruin meta a few months ago.

    So given that Hex totems are hidden better and better with new maps and map reworks, I think the current approach is fine. There are obviously still some totem spawns on some maps that should be changed, but overall I don't think they are problematic in their design as a game element. However, there are absolutely problems with individual Hex perks. A fair few of them are not nearly "high reward" enough to even justify the risk of them being tied to totems to begin with. Remedying that issue is easy though, of course: just buff those individual perks.

    Huntress Lullaby, Retribution and Blood Favour are downright awful.

    Lullaby - Hitting skill checks even without the sound notification altogether is completely possible for any even only somewhat experienced player, as long as they pay attention. What is actually difficult without the notification however is hitting great skill checks. So make Huntress Lullaby distinguish between good and great skill checks, on top of the notification sound effect. One possible suggestion could be this: Hitting a good skill check under the effect of Lullaby regresses the generator by 1-5%, depending on the amount of tokens on the perk; hitting a great skill check under the effect of Lullaby progresses the generator by 1-5%, likewise scaling with the tokens. This is sort of a version of old Ruin, but it is worse than old Ruin because the killer needs 1 hook before it even does anything, and the regression is only at Ruin's original 5% once the perk has 5 tokens. Additionally, great skill checks actually grant a larger progression bonus for survivors than the base bonus once the perk is at 3 tokens or more, whereas original Ruin cancelled out the progression bonus entirely. And then original Ruin had an additional effect where a generator would not be able to receive progress for 3 seconds after a good skill check - that would not be the case with this Lullaby. On the flipside, this effect of Lullaby would also apply to healing actions.

    Retribution - You never even know when, where and if a survivor cleansed a dull totem, and the Oblivious effect is lackluster to begin with. Both of these issues can be solved with a simple change: make it so that a survivor has their aura revealed to the killer whenever they cleanse a totem, with a Hex cleanse still revealing all auras (and making every survivor suffer from the Oblivious status effect as well), but a dull cleanse now revealing the aura of the survivor that cleansed. That way the killer knows a survivor is Oblivious, and they can also actually capitalize on them being Oblivious. Additionally, I think it would be interesting if the aura reveal and Oblivious status lasted equally as long, maybe 20-30 seconds for both, though that would admittedly be kinda ridiculous on some killers, particularly of course Nurse (to be fair, Nurse is still in need of adjustments anyway).

    Blood Favour - Remove the basic attack stipulation as well as the cooldown. These things are crippling to a lot of perks that aren't nearly good enough to even need them to begin with. Also, Blood Favour should block standing and dropped pallets, such that survivors can neither pull nor vault them. Increase the effect radius to the killer's terror radius, creating interesting synergies with Monitor & Abuse and other (underused) perks, abilities and add-ons. The time for which pallets are held could also be further increased, though the exact number is something to be experimented with. I don't think even 30 seconds would be too ridiculous. Again, these are Hex perks, they are meant to be high reward due to their high risk. But to balance that out a little, Blood Favour should not be able to proc while already active, putting a less punishing pseudo-cooldown on it. And hell, if BHVR is concerned about how difficult this would be to deal with for newer players, make it so that Blood Favour shows the auras of vault locations within that same range for the affected survivor, and/or of pallet locations outside of that range, such that the survivor knows where to go.

    Crowd Control and Third Seal have niche usage and some potential but are still in need of buffs too.

    Crowd Control in my opinion should block vault locations indefinitely for the respective survivor, for as long as the Hex is standing. To balance this out a little, only true fast vaults would block windows, not "medium" vaults.

    Third Seal needs to have the basic attack stipulation removed again, at the very least. I also feel like this could be one perk where an after-cleanse effect would actually be appropriate - namely, the Blindness status effect lasting another 60 seconds upon the Hex being cleansed (for all survivors, even those that had not been affected by it). I feel like that's important for the perk because it would allow the killer to have time to switch playstyles in that "transition" window without losing too much of the progress they had made playing in the Third Seal style (basically, they have time to pick up any slugged survivors and hook them before other survivors can see and heal them up).

    Thrill Of The Hunt is a special case: it's not a particularly strong perk but any buffs to it - similarly to Undying (and especially of course given the possiblity of using both) - have to be made with keeping in mind the strength of the Hex perks it is supporting. If nothing else it at least could have better secondary effects that don't make it harder to get rid of totems, but perhaps grant other benefits based on how many totems are standing, such as a 5% increase in pallet breaking and vault speeds for every totem.

    The other Hex perks are mostly in a good place, with some finishing touches left perhaps that I would like to see. I think Haunted Ground's second Hex totem should not be deactivated upon the first being cleansed, it should remain lit and have the same effect if cleansed, or at least another 30 seconds of Exposed. Devour Hope could perhaps actually be a Hex that only lights up once it is active, which makes it stronger as a perk itself but weakens the Undying synergy because if the dull totem tied to Devour would be cleansed before it becomes active, Undying will not keep it alive. I think Ruin could at least have a mini-after-cleanse effect, namely gens that are regressing due to Ruin should keep regressing even after Ruin is cleansed, until their regression is manually stopped of course. Whether this "residual" regressing would happen at Ruin's rate of half a charge per second or the base rate of a quarter of a charge per second is another question though. I think Undying should also reveal survivor auras around Hex perks, which would be a nice buff but also a slight nerf in the sense that survivors will more often know that Undying is in play. For NOED I would actually be interested in making this a base game mechanic for all killers. Remove the movement speed boost and reveal the Exposed status effect as soon as the last generator is repaired, if a dull totem is left standing for NOED to tie to. NOED has a healthy effect on the game in my opinion, it makes the endgame much more tense and dynamic where otherwise killers often have no real opportunity to still turn any tides but are basically forced to hardcamp any hook they can get to try and secure a kill. Plus it gives survivors more of an incentive to look out for dull totems, cleansing them throughout the game or at least making note of their positions more. Totems would just instantly become a more important base mechanic in general. That said, obviously this would be quite ridiculous for some of the killers that are already super strong and already have ample chances to even turn endgame scenarios around, namely Nurse and Spirit. There is a simple solution for that: make Lethal Blink hits and Haunting hits not count as basic hits, just like Blight's Lethal Rush hits for instance aren't. Nurse and Spirit are already more than strong enough without benefitting from the Exposed status effect on their abilities, if anything this is a welcome general nerf for these killers, while the other killers (and especially M1 killers) would benefit greatly from the base-kit NOED.

    I believe that Hex:Retribution is fine, you just need the right mindset to make this perk good. I also disagree with what you meant with the totem spawns get better by time with the map reworks. You have on Autoheaven for example which was at the Twins chapter reworked still totem spawns ontop of a hill in the open without any cover. Or also on just 1 tree in the open aswell for example. There are more spots like that which is just sad to see imo.

  • @TheClownIsKing said:

    I think all Hexes are fine except Blood Favour and Retribution.

    Blood Favour needs a serious buff. What? I don’t know. It’s a perk they need to be careful with because it could easily become overpowering.

    Retribution should always apply Oblivious to every survivor no matter whether a dull or Hex totem is cleansed, in conjunction with the 10 second aura reveal upon cleansing Hexes.

    Hex: Retribution is siriously underrated, Otz has shown often the true streangth of this perk

  • @Seraphor said:

    They're too much of a gamble when they can be completely negated by one single totem placement. With the levels of RNG in this game already, another all-or-nothing perk isn't the best addition.

    I think Hex perks would be vastly improved if they scaled with the number of totems remaining.

    Examples:

    NOED snapshots the uncleansed totems when the final gen is repaired, and gains that many tokens, 1 is consumed every time a survivor is put into the dying state, and it deactivates when out of tokens. It's a bit of a nerf to the killer at face value, but you're far more likely to get some use out of it with 1 or 2 tokens, instead of having it cleansed immediately.

    Ruin's regression speed is linked to the number of uncleansed totems, 50% regression for each totem. 1 totem = gens regress at 50% regression, 3 = 150%, 5 = 250%. It's a slight buff at 5 totems, but when only 1 totem remains, it can actually be a hindrance to the killer because gens would regress slower than if you could kick them.

    Devour Hope, the maximum number of tokens you can gain is limited by the number of uncleansed totems, but token requirements are reduced by one. Basically the haste effect is automatic, then you need 2 tokens to Expose, and 4 to Mori. (the 4% haste for 10s after hooking could actually be removed and made basekit to encourage not-camping)

    Haunted Ground could work as a totem protecting perk, if you run it with other hex perks. When a survivor cleanses a totem, they get exposed for 10 seconds plus another 10 for each uncleansed totem. So the first cleansed totem exposes for 50s, 2nd 40s, last one exposes for 10s. Obviously Haunted Ground on it's own would lose value as survivors just wouldn't cleanse anymore totems, but then again they wouldn't necessarily know if you have any other hex perks... so it's either a very good deterrent, or a cruel prank.

    Additionally, you could add in a kind of soft totem counter, by having all totems burning as Hex at the start of the game (if the killer has a Hex perk), and have it gradually fade with each totem cleansed, until the final totem is completely dull. This would make finding the first couple totems easier, while the final couple would be much harder to find.

    Actually this is a brilliant idea, I would love to see that! I really like that idea!

  • @ukenicky said:

    I think they need to fix survivor and totem spawns. Make lit hex totems spawn as far away from survivors as possible and or more in the center of the map or just, in general NOT right next to survivors wherever they spawn in. If they do that that would help a lot I think.

    Agree

  • @ThiccBudhha said:

    Eh, hex perks are weird. Generally I feel they are overpowered when left alone. But obviously the risk that you lose one 10 seconds into a game could make them even more useless than Lethal Pursuer after those initial 8 seconds or so. High risk, high reward, I suppose?

    I use them a lot. So I guess I feel the power is worth the potential that they get cleansed.

    Did you try out Hex:croud control? I would like to hear some feedback abuot that perk, I am playing around with the thought to use it on Oni.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2354641#Comment_2354641

    Coop destroys you in mid game.

    It is most efficient to split up and do 3 gens solo at the start and then have one survivor on a gen solo and 2 survivors on another gen to halve the repair time and then move to help the solo guy.

    Exactly you are right but you can protect the last 2 gens very easily.

  • Sry but I just tell it at a very objective way, decent survivors will maybe miss just 1 or 2 skill checks in this entire game, its not that hard to cleanse lullaby and also the addon choice is just not good.

  • @Emeal said:

    Hex Totems are a gamble, and you have Undying Perk for those early game finds.

    Had enough games where still both got cleansed in under a min^^ but I agree, they are a gamble.

  • Fun, that means cool chases and mindgames and fun interactions with the survivors, that means back and forth gameplay or trying to avoide flashlight saves etc.

    Sometimes also 12 hooks.

  • I agree with that argument on Blood warden or No way out but not on Noed since these both perks atleast require you to do something to obtain such a powerfull effect. Also it is not satisfying for me to escape from noed, most of the games I just have to let the person die who gets downed by Noed and run out or I could try to find the totem which is most likely not possible since the Killer will hook close to it if the can or defend the totem. I could also try to do a risky save but this will be most likely also a stupid decision unless the killer ######### up hard.

    All of these interactions are just not fun or interesting and therefore I would disagree with you sry about that.

  • The gen speed is fine, especially coop repair is bad now. You should be happy if they work all together on a gen since just 1 gen will pop.

    The problem is when survivors spread and everyone does 1 gen, in the time you chase 1 survivors 3 gens will pop and there is nothing you can do about.

  • Go back to 8 knifes per hit but now survivors have to do a 0,5 sec animation per knife hit to "mend" themselves from the damage in order to get rid of it.

    And reduce his lullaby.

  • its crap

  • It was Darkness Among us but I also really enjoyed Oni's chapter, sanctum of wrath is a beautiful map, yui is a pretty cool survivors, especially her p3 and Oni is my main so well ofc I simp for him.

  • I agree but one thing, Dead dawg saloon is big? #########

  • nope it feels awfull, half of the Killers cant even use their ability there and there are so many dumb ways that makes the map increadible unfair and unfun even for survivors.

    I could camp at the middle of the main hallway while the exit gate was open at the back and the survivors on the left side of the map couldnt pass me or open the gate at the main hallway, so they where forced to wait for the end game collapse or run into me... and this is just 1 of many issues with this map.

    I wish they could just delete this map and let it in custom only for ppl who want to play on it with friends, but not in public...

  • I have some cocepts, would be long if I would post them detailed but here are the rough ideas of them.

    The Demon:

    Able to fly at the sky and attack from there with a mighty sky slam, you need to charge the attack from the sky which is visable and makes a loud sound to indicate that he is about to attack from the sky. You will dash down at the area you look at and land with a big slam that deals 1 health state damage, has a long cooldown if you miss. You can destroy pallets and walls with it too. Once he used the slam and is on the ground he can fly after 20 seconds again. The initation of the flying is a short 3sec animation.

    On indoor maps he is ofc still able to fly but not that high, he will be just under the roof of these maps.

    The demon is building up his rage slowly by time, in the air way faster and a slam from the sky will also charge the power (50% with a succesfull hit or 25% on a near miss). Once he filled his rage he can now active his true Demon form, he will grow 2 extra wings, so he has 4 in total and is glowing and enraged, screaming and howling wildly. He can now fly way faster (The basic fly speed is 100% movementspeed, with the rage mode it is 160%) and his sky slam ability has a reduced cooldown like unrelenting. He can use the Sky slam now on the ground too as a Demogorgon Shred basicly. He can see blood glowing in that mode too. The rage mode lasts 120 sec, it does get canceled when hes getting stunned.

    Basicly it is a Killer where you need to look at the sky and dodge his slam, it is like a Demogorgon Shred but from the sky so you can definatly dodge it and use pallets right after he landed.

    The Pharao:

    A undead mummy able to swing his cloth wrapped around him to its target simiular like Huntress projectiles. If you hit a survivor with it you can slowly wrap it around the survivor, now you both are connected with the cloth. The more the survivor moves the more he will get wrapped around with the cloth just like the mummy is. The cloth goes through the wall like deathslinger and it will not hinder you, it is just visable to make it clear that you are keep getting wrapped around slowly. Once the survivor is wrapped enough the mummy can activate his special ability on the survivor. A coffin will come out of the ground and trap the survivor on the place, now the survivor is in a different dimension, it is basicly like Freddy's dreamworld, you are still on the same map but it looks very different with other colors, very dark and gloomy, its the realm of the dead. The survivor has to find 3 glyphs around the map to free himself, he is getting chased by wandering souls scattered around the map (NPC Killers like the Zombies that also move slowly). There are alot of souls in this realm (Around 20) so the survivor is constantly beeing chased by slow souls that want to keep him at this realm and kill him/she.

    Meanwhile in the "real" world the Coffin is just at the place where the survivor got cought and a other survivor can free him immidiatly after a quick unlock animation so the survivor can climb out of the coffin. So basicly either the survivor trapped in the realm of dead can free himself or someone else can help him, both ways work.

    Second Ability of the mummy. While someone is in the realm of the dead the mummy can make unwrapp his entire body, he can now embrace his true power. His flesh is glowing red and he moans loudly and very creepy. He can walk through walls and obstacles (is abit slowed while he is inside a obstacle) and his M1 attack can also hit through obstacles.

    Thats it, let me know what you think^^

  • I want Oni's old chase music back :C

  • @Clowning said:

    Is it better than Pop+Ruin? Of course not.

    Does incapacitating two/three survivors as I down one force my brain to produce happy juice? Hell yeah.

    Tbh I really dont like Pop+Ruin and these perks cancel each other out which is just not really that smart.

  • @GodDamn_Angela said:

    If you are taking the time to find gens to kick, and then you spend 60 seconds to down someone (You say 30, but any half decent Survivor isn't going down in 30 seconds) at least one Gen you kicked, if Survivors are actually working it, is most likely going to be completed.

    There's also Gens that are being worked that you never kicked. The longer you take to make sure all gens that are being worked are kicked the less time you actually have to get value out of Eruption.

    I just don't see the time spent kicking Gens really being worth it a lot of the time. Some games you can spend the time doing it, but most you can't because it does nothing to stop the Gen from getting complete.

    I'm not saying its bad, I just don't think it's very good.

    Ofc it is hard to explain exactly how everything will turn out, and I am not here to do that. I was just sharing my thoughts since i used this combination the past weeks and it works out very well on me. This is a just a encouragement to try it out, its not like you are gonna lose games because of it, just try it out and you will see what I mean.

    Edit: Also I am not saying you should give up chases only to kick gens, you have often moments when you can kick a gen atleast one and this can be already enough for this perk to provide enough for you.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331073#Comment_2331073

    You are actually right, I didn’t read the wall of text because I can read the perk description and know it’s trash. I can write a wall of text about monsterous shrine and that doesn’t make it good.

    Imagine comparing that with monstrous shrine lol okey thicc head andy

  • @SilentPill said:

    Killers barely have time to kick gens with pop sometimes, let alone multiple gens in a row to make the perk effective. This might be good at low ranks.

    I assume you didnt read my post so lemme try to clear it up quick for you. Erruption gives you the time you NEED to pop gens, it is there that survivors cant finish gens infront of you or when you are about to reach a gen you want to pop.

  • @Itslat3ncy said:

    IMO it is the worse map in dbd. Way to big, and way to hard to navigate. I get why RE fans would love it, but for dbd fans it is just another indoor map that people will dread to play on.

    Atleast Lerys and Hawkins are decent playable even for oni and blight but RPD is definatly unplayable.

  • It looks cool agree, especially those red glowing goo stuff everywhere but the map plays awful, definatly my most hated map by FAR.

  • If they would be just for cosmetic then sure, imagine a daddy Trapper with a kitten on his shoulder oof

  • Not just that, most of the Killers can barely use their powers there, it is a nightmare as Oni and Blight especially...

  • @CapricornZeus3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318633#Comment_2318633

    Well those cosmetics are only as special as you make them, they could mean nothing to one person, but if you think it shows your progress and how far you've come, then they're there to grind for

    Yep exactly thats why I dont get it how ppl act like you need to do them and they "need" a change, prestiging is fine how it is, if you dont value it that much then dont compain about it...

  • @ChurchofPig said:

    Honestly and I want to know what these "positive results" the devs were seeing are. I play on Switch which is a platform they said they were really looking at, played customs all last night. 10-12 matches maybe? Maybe more? All but 3 matches someone crashed. This map never should have been re-enabled to live servers until it was ACTUALLY fixed.

    Well I am not really talking about the performence issues about the map, I meant the general structure and design of it. Having alot of long hallways which makes it difficult to navigate is very unfun and boring. This type of map doesnt fit in dbd.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/261783/can-ppl-stop-crying-over-prestige-#########

    Thing is, prestiging in other games doesnt really affect your gameplay too much as it mostly relies on skill. In DBD, perks and addons matter quite a lot.

    Adding on to that fact that leveling and unlocking things in other games has a relative fun factor to it, taking often as much, if not less time to gain everything back(since you're better etc). Where in DBD, it will take you MORE time, leveling isnt fun at all(it takes a LOT of time just to clear 1 bloodweb, where in other games its pretty much an insta-select) and the way you gain points is so grindy that the entire community is begging BHVR to increase the BP you can save up(as you're forced to spend it, note that other games dont really have a point limit). Another fact of the matter I can add, is that prestiging to lvl 3 isnt really that much compared to unlocking all the perks. It can easily take 15 million BP to unlock all the perks in the game(AFTER you've reached lvl 50, making the total for p0 all perks 17 million and p3 all perks 21 million), it takes a "mere" 5 million BP to be able to prestige to p3. It takes you 3 times as long to unlock everything than it takes you to prestige to lvl 3, where in other prestiges, you pretty much have 90% of the unlockables available, if not more.

    So yes, prestiging should have a notable effect on your bloodwebs. The better bloodwebs do not give you a significant advantage, other than being able to get higher tier addons more often, which you currently wont notice.

    A good example: I have 200 grey addons(not total, just 1 type of addon) that I will never use, since I have 60 yellow addons of the exact same type. Having better bloodwebs wouldnt make that grey addon better, but it would give me less grey addons.

    The other option they could do, is give p3 killers a sacrificial place where they can dump their useless addons and offerings into bp. Basically anything to reduce the grind would make prestige meaningful.

    Back when DBD released, prestiging was comparable to other games with their prestige, as you were able to unlock nearly 100% of the content of that character by the time you hit lvl 50. Now? You barely unlock 25% of the content before you can prestige. So yes, if you were to prestige and reset your entire 17 million BP grind back to 0, there should be something pretty good in exchange for that.

    Having duo mags and extended mags or silencers on Cod guns is a huge advantage and you lose all of them once you prestige, also you lose most of your guns aswell, you are back a the 5 basic class kits there.

  • @KSzerker said:

    Whole point of prestige is to give no-lifers something to do, not sure why people who can be bothered to waste millions of BP for a skin they probably never use should also be given some advantage over others.

    Exactly

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2319201#Comment_2319201

    Sure you get something out of it but the reward isn't good enough.

    It's like working hard at a job then only getting paid 25 cents. The reward you get does not equal the hard work you put into it. All you get for prestiging is bloody clothes and that's it. All that hard work for a 1 cosmetic that is arguably outclassed by the other paid cosmetics. There is no harm in adding better rewards for prestiging.

    Well a reward like money is a set value and universal for everyone. A reward like a cosmetic is always a subjective thing, imo I love the the cosmetics and they are totally worth that time and effort. It is just 2 different views you know. Since you see it as "too hard work for too less of a reward" it ofc means that these skins are not worth the effort therefore dont prestige then, noone forces you, if you really want it then do it, noone is stopping you from that :).

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2319173#Comment_2319173

    I know there is no disadvantage. But what I am saying is that you could put better rewards for people who prestige their characters without it disadvantaging the people who don't want to prestige.

    It still gives the player choice and freedom while it rewards the hardwork of people who take time to prestige.

    Well I dont see your point bro,

    "It still gives the player choice and freedom while it rewards the hardwork of people who take time to prestige."

    It is the bloody clothes you get there,

    I dont know why you act like you get nothing out of it. I personally play since Oni release oni with his P3 because I love his base outfit and the blood just fits so well, same goes to Deathslinger and Blight, there prestiges are by far the best but most of the otherst still look very good though.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317154#Comment_2317154

    Considering how starved the devs are for new perks that aren't half ass copies of existing ones. I hope none of them read this lol

    Bruh the devs do sometimes dumb ######### but most of the new perks are all awsome, fun and very creative, its not their fault if you are not smart enough to see that and use them.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2319113#Comment_2319113

    But you can take steps in order make it so that not prestiging puts you at a disadvantage.

    Maybe in the blood web there is a chance to have special clothing or charms you can spend bloodpoints on other then blooded clothing. This would put no one at a disadvantage since cosmetics and charms don't have any gameplay benefits other then darker toned clothing and even then you can prevent dark clothes from appearing in the blood web. This is a good incentive with people still having the choice to prestige or not.

    what disadvantage? You just need to level this character and get everything back, its just more time you need.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2319097#Comment_2319097

    Same for you, do not click on complain discussions posts.

    I do but it got literally thrown at my face in Twitter cuz someone liked it :)

  • @Northener1907 said:

    Can you stop cry about the issues people are discussing please?

    Then dont click on that threat lol

  • @JimboMason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318582#Comment_2318582

    Agreed, its not that we want it to give us an advantage, its just that its so useless that we would like something out of it

    I think p3 just looks amazing and is totally worth.

  • @fogdonkey said:

    Let's just remove Prestige completely. Those who already have the skins can keep them like some sort of legacy skin. Problem solved.

    Thats the point, what problem? There is no problem, either you want to get the skins and do it or not.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318704#Comment_2318704

    I almost never use cosmetics from the Store, so for me it still has that special meaning.

    Same also some characters just have amazing basic skins like Oni, Kate, Yui or Blight

  • Buffing Clown from trash to bad is not a big difference imo.

  • @Mr_K said:

    No one thinks of the player that has all perks on a P0 killer/survivor when they bring up this topic. Give prestige extra bonuses would alienate those players who believed prestige was just a cosmetic thing.

    Well I think I am not allowed to send Twitter links here, but anyway. Saw recently a guy who made a big post about the "problems" of dbd and he mentioned at Prestiges to be one... so that made me do this topic here.

    However I agree, it would be very frustrating for ppl like that.

  • @Mister_xD said:

    i wouldnt mind some boni for prestiging.

    though i absolutely dont expect them to be anything big, i think the best way for this is to keep prestige optional instead of making it mandatory.

    Agree, I think prestige skins are that "valueble" BECAUSE you dont have to do it, it is a unecessary extra effort you put into to obtain them just because you choose to do it. That makes them so special, that would get completly destroyed if prestiges will give you extra rewards or advantages.

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