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BenZ0

BenZ0

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BenZ0
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  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999766#Comment_2999766

    He's very unique. I generally play a lot of Hag and Artist, and he feels a bit similar in that he's more proactive than reactive.

    • Always be teleporting. You'll constantly be spotting people and popping out of lockers lets you do some hilarious ambushes.
    • Hit and run isn't too bad on him, as this will eventually proc Nightfall, which turns you into a real problem for a bit.
    • Remnants are most useful in small, strong loops (Cowtree, gyms etc.), but this is the high 'skill cap' part of his kit so I'm barely even scratching the surface on that.
    • If you know locker placements, chase someone towards them and pop out to ambush. It's...hilarious.
    • People love to get into lockers to wait out Nightfall, and until they learn that this is a really, really bad idea against him - have fun jumpscaring them XD.

    https://forum.deadbydaylight.com/en/discussion/comment/2999801#Comment_2999801

    'You're only as good as your last creation' or something. I'll admit that Artist made me very hopeful (I know that people don't love her, but she's one of my favorite killers, her only weak point is her lame addons) - she was just so well designed. Then Sadako made me go 'oh, well then'.

    https://forum.deadbydaylight.com/en/discussion/comment/2999791#Comment_2999791

    I'd...hate to admit it, but Cenobite needed some nerfs. Some of his addons were bonkers OP, and allowed for near constant chain hunts and almost guaranteed box denials. A few went a bit far, but he's still very solidly 'B' tier. I play him a fair bit, and he's strong - but difficult to play.

    https://forum.deadbydaylight.com/en/discussion/comment/2999807#Comment_2999807

    There are a few killers - Artist, Demo, Vanity Mirror Myers, probably more I'm forgetting - that are sufficiently fun that even if I lose, I have a good time. Dredge is one of these, and aside from the exploit, my only gripe is his appearance...which I don't love (see: Cucumber the Conquerer).

    I agree that sadako was more of a dissapointment, but its not like the devs had bad intentions, there where quiete a few ppl out there that said they dislike Killers beeing so overcomplicated nowadays, so they tried to switch it up and make a more simple killers with sadako, which isnt the worst choice ever. However it turned out that ppl do like more complicated Killers so ye lesson learned I would say.

  • @I_am_Negan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999887#Comment_2999887

    Yes you are right I'm blind I can't see my teams. They are those green yellowish looking blobs moving around? Right?

    No I don't DC I'll try to get what points I can get until the last gen is done then open the gates. I don't camp I play fair 12 hook program.

    Don't put words in my month I didn't say grieving or trolling I said it's lame I'm entitled to my own opinion.

    I took a break from this game, but really I should of also took a break from these forums too.

    Your first reply was "same could be said about camping". So you tried to compare those 2 which I tried to show you that you cannot really compare them. If you ddint meant to compare them then dont imply it. Anyway sry if it came across more rude then it should be.

  • @I_am_Negan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999856#Comment_2999856

    Because camping is lame

    If my teammates are doing gens I'll stay on hook to keep the bonehead killer company while my team gets an easy escape.

    If they are not doing ######### at 5 gens while the killer dances around me like their some special skilled player I will suicide on hook.

    You can't force players to stay in a losing match.

    I doubt you can see every single situation from the hook, sometimes ppl are not doing gens cuz they are busy with other #########. For example if the Killer is keep juggleing around with each survivor to keep everyone busy and away from the hook. I have seen too many situations where ppl suicide cuz they think the others where not doing anything meanwhile the team was ACTUALLY busy. Also only cuz you hit struggle doesnt make you lose your game, do you also dc instantly as Killer if 3 gens pop before your first hook? Learn to get a hold of yourself dude

    Also only cuz camping is lame to you doesnt mean it is griefing or trolling, it is still still a strategy even if you dont acknowledge that, you are not that special to define that I am sorry.

  • @I_am_Negan said:

    The same could be said about camping too.

    how can you compare those 2? The one thing is literally griefing your whole team and the other is a strategy to win your game? Dafuq

  • Why do we suddenly pretend that BHVR hasnt done fun and well designed Killers? I will never understand this whole negativity nit picking.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995767#Comment_2995767

    Why would you even ask a question if you don’t accept any answer but what you already determined to be the truth?

    Mandy has confirmed it’s a bug and wasn’t intentional.

    to read and see other possible answers then this one. Only cuz I disagree with one single answer doesnt mean I disagree with everything. Stop exaggerating thanks.

  • @Grandpa_Crack_Pipe said:

    I still prefer it.

    We know your ears arent the best anymore gramps but we young ppl cant get the risk of getting tinnitus.

  • @GoodBoyKaru said:

    Confirmed bug. Probably because the music was an emergency change and the Dredge's build was being worked on for a while so it slipped the cracks.

    I highly doubt this was an "accident" cuz the chase music is way much quieter, it seems like they wanted to give it another try with a lower volume but imo it was never the volume that was the issue.

  • @TeabaggingGhostface said:

    He stole the entity's car alarm

    more like Sirenehead's head

  • @Hex_Ignored said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994813#Comment_2994813

    No, onryo is "fine" in the eyes of people who make post like this

    True forgot about that, onryo is a very fun and unique killer

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/327519/why-is-facecamping-with-the-cannibal-still-a-thing-why-are-devs-ignoring-it

    Switch to Killer, you'll be happier. The Devs haven't changed survivors forever and had only changed the survivor meta once in the last 4 years, with Circle of Healing.

    The game is far better on the Killer side than the survivor side. It has variety, they get useful perks every patch and they don't deal with face-camping and tunneling-off-hook-till dead.

    Trust me, when the developers do this meta switch up, every single survivor perk will be about as useful as Corrective Action.

    The only useful thing survivors will get when the developers nuke the survivor perks will be built in borrowed time.

    Oh boy you clearly havent played Killer enough. Also you seem to lack the ability to use other things then busted meta perks, I feel sorry for you.

  • Is that some kind of new trend? I mean this has been said against LITERALLY EVERY single new Killer the past year.

  • @Chocolate_Cosmos said:

    You mean the spicy bush hitbox?

    those where supposed to be bushes? I thought they would be dumbsters or something with that hitbox size.

  • @BadZilla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2990231#Comment_2990231

    I know that I should do that but in a chase I'm not used to it yet you to plan a lot especially in jungle gyms where you can't see properly

    Ye thats why I said this killer is way harder then "mid difficulty"

  • Seems like you fail to zone properly. You shouldnt use the ability the second you reach the loop, you have to use the ability where you idealy want your remnant, you can use your remnant as a bait for an easy hit for example place it abit further away from the loop so if the survivor walks through it which is fine in that case he had to take a wide angle and can not make it to the pallet afterwards.

    You also need to watch how and where you place the rement, facing at which side of the map, I see MANY MANY ppl still to this day zoning themselves to the edge of the map and break a pallet like that, you want that survivors are at the outside of the map while you are inside, like this they cannot run back into the map and reach other tiles that quickly.

    I find it quiete weird that dredge was put as an "medium difficulty" killer, he is imo hard. There are many mistakes you can do with this killer and it requires alot of planning, muscle memory and timing. Thats why i love my new baby <3

  • you mean the washingmaschine? Ah hell no the last one was so much better

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979458#Comment_2979458

    "Pre drop is strong only in comp because survivors are efficient on gens. Killers are forced to insta break pallets BECAUSE they have such little time because of the efficient gen repair of an entire team."

    Right, BECAUSE you don't have the time to try and play the loop since it's overly safe and isn't worth it.

    "If the Killer would have more time or a easier way to apply pressure they would have the time to play on a loop"

    YES, a smaller a map takes less time to traverse and more balanced loops means you can play the loop and get the hit earlier rather than just kicking it and getting nothing.

    "Also I see still to this day comp players misunderstanding how and when to properly break a pallet at what situation. You dont insta break every single pallet that is beeing prethrown."

    Comp players don't just insta break every single pre thrown pallets. That isn't what happens. Certain pallets are auto breaks, certain ones are not. It may seem like they auto break them all because like I said from the very beginning most loops are not mindgameable with the pallet thrown against good survivors and force a break. What's more likely, all the comp players are doing it wrong and you're the right one or the opposite?

    "Idk how you can read this and still say "its cuz of map size". A map size has nothing to do with the coordiation of a team and the ability to efficiently split on gens."

    Reread what you just typed. "and the ability to efficiently split on gens". When a map is very large and they split on gens it puts them too far away from one another to be able to bounce back and forth split pressuring them. I feel like you're holding up a puppy and being like yeah it's barking, there's definitely a tail wagging and it's really furry but this just doesn't seem like a puppy to me. Everyone else is screaming dude it's a puppy!. idk man.

    "Again not saying map size is no issue at all but it is definatly not the only issue and only solution that would fix the game."

    I never said it was the only issue or that it was the only solution that would fix the game. It's simply the biggest issue and the easier fix than doing tons of other things to try and fix the same problem in a longer roundabout way.

    "You can use the argument of "the community disagrees with you here" as much as you want, the opinion of the majority doesnt make an argument right or true."

    That isn't what I said either, you're misconstruing the statement. The statement of almost everyone else disagreeing with you isn't proof of you being wrong. The entire point of that is to illustrate that you should at least take that to question and reevaluate your stance and the possibility that you could just in fact be wrong. This was brought up because "Atleast thats how I view it and will view it always."

    If a person is genuinely seeking truth on something they would go into their research and discussions with an open mind, not with a mind set that they will always be right on this topic and their mind will never be changed. For example, there's not a single thing that I think is true that I am not open to having my mind changed on and that I could potentially be wrong on. That isn't what you presented here though.

    Only cuz I disagree with you doesnt make me not open minded lol. I appreciate you answering everything so precise, dont get me wrong. How I wrote before its just we got different views, you think its the best solution to do it cuz it is the easiest, yes that is true but its not the way to always take the easiest solution when there are a ton of better ways to deal with it.

  • I love BT and DS and use these perks myself, no issues with them.

    However UB is busted and needs a nerf, it is way too much of an game changer without any requirements or trade off.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979160#Comment_2979160

    "Well that is just us having different views, I dont see smaller maps as the solution (It is 1 solution but the most boring one). I like having bigger maps."

    Bigger maps get abused with hold W game play which IS one of the most boring parts of the game. I think the majority of people would agree with this.

    "You can have bigger maps that are balanced if you do it right."

    Not a single one has been done "right". Even if it was balanced correctly, simply through sheer map size it would be bad design as you would again have hold W game play.

    "However you can have even matches that are "unwinnable" on certain Killers even on Coal tower."

    I agree, never said this wasn't the case. All I said was that Coal Tower was the ideal map size. Even Coal Tower could still use some changes, it's just one of the closest to balanced maps we've got.

    "The map size has nothing to do with matches where survivors play very effeciant on gens AND loops."

    The entire reason you can't pressure them when they play efficiently on gens and loops IS because of the map size and loop strength.

    "Loops are not that unbalanced as you claim them to be, I dont know where you are getting this really but loops are nowadays rather okey with some exceptions like coldwind or the game."

    The majority of the veteran community would disagree with you as well as it seems most people on the forums. There's a reason most comp meta is pre throwing pallets, it's because most the loops aren't reasonably mind gameable once the pallets thrown and force a pallet break if the survivors are actually good.

    "Especailly the lower end of Killers STILL will have a very hard time at Coal tower with the perfect version of the map, the problem of dbd isnt just map design."

    Right, because some loops there are still too strong.

    "It is one problem out of many however Maps are rather okeyish and not as broken as you are trying to say. Atleast thats how I view it and will view it always."

    If most people disagree with you do think there's a chance you could be wrong?

    Pre drop is strong only in comp because survivors are efficient on gens. Killers are forced to insta break pallets BECAUSE they have such little time because of the efficient gen repair of an entire team. If the Killer would have more time or a easier way to apply pressure they would have the time to play on a loop. Also I see still to this day comp players misunderstanding how and when to properly break a pallet at what situation. You dont insta break every single pallet that is beeing prethrown.

    Idk how you can read this and still say "its cuz of map size". A map size has nothing to do with the coordiation of a team and the ability to efficiently split on gens. You can blame it there on gen spawns but thats it.

    Again not saying map size is no issue at all but it is definatly not the only issue and only solution that would fix the game.

    You can use the argument of "the community disagrees with you here" as much as you want, the opinion of the majority doesnt make an argument right or true.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978782#Comment_2978782

    "Its the general game design that survivors are 4 ppl and meanwhile you try to chase down a survivor that others are free to do so what they want and therefore it can snowball out very easily."

    You're describing a map design issue again without knowing it. The entire reason you can't pressure 4 survivors enough simultaneously as you're talking about is literally because of map size and loop strength. If maps were smaller and loops not as unbalanced you could pressure 4 survivors at once if you were skilled enough.

    "Unless you want to say that maps should literally be smaller then wreckers yard and if so then I heavily disagree, small maps are increadably unfun and not healthy for dbd."

    I don't think that. Wreckers yard is a good sized map relative to its design. It's also important to note that not all map sizes are created equal. A good example is Badham. Depending which variant they're nearly the same size as Wreckers but much more unbalanced because of tile strength and map layout. I'd say the ideal sized map in general would be Coal Tower though. Coal Tower is a good sized map that you can pressure and should be more of a template for other maps.

    "My main point I am trying to make is that Killers need some kind of extra mechanic to reward or help applying pressure."

    Smaller maps in general and more balanced tiles allows them to apply pressure as you're talking about.

    Well that is just us having different views, I dont see smaller maps as the solution (It is 1 solution but the most boring one). I like having bigger maps. You can have bigger maps that are balanced if you do it right. However you can have even matches that are "unwinnable" on certain Killers even on Coal tower. The map size has nothing to do with matches where survivors play very effeciant on gens AND loops. Loops are not that unbalanced as you claim them to be, I dont know where you are getting this really but loops are nowadays rather okey with some exceptions like coldwind or the game. Especailly the lower end of Killers STILL will have a very hard time at Coal tower with the perfect version of the map, the problem of dbd isnt just map design. It is one problem out of many however Maps are rather okeyish and not as broken as you are trying to say. Atleast thats how I view it and will view it always.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/325958/lemme-try-to-get-some-attention-to-the-real-problem-of-killer-in-dbd

    Disagree with most of your statements, if you play the game since 2016... you'd see the biggest game change was the playstyle that's being used. Classic looping was good back in the years, now everyone is minimizing the interaction between both sides to zero.

    I don't believe you'd have to tunnel or camp to win, even more that also involves no interaction, no chase, not even hide'n'seek but nothing.

    Its not like I am the only one who thinks that way, truetalent for example also keeps saying this (Not that I watch him really but I know that he uses this as an argument often aswell).

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977589#Comment_2977589

    "a big map also benefits you as the Killer since survivors need also to run more distance to reach a hook."

    No. The amount of time they waste running on a big map is way less time then you lose.

    "I agree that loops in general got bigger and saver but this isnt the main or the biggest issue imo."

    What you describe as the games main issue is you describing map design.

    I dont know why you say that I am applying to map design. Its the general game design that survivors are 4 ppl and meanwhile you try to chase down a survivor that others are free to do so what they want and therefore it can snowball out very easily. Unless you want to say that maps should literally be smaller then wreckers yard and if so then I heavily disagree, small maps are increadably unfun and not healthy for dbd.

    My main point I am trying to make is that Killers need some kind of extra mechanic to reward or help applying pressure. Best example for injuring survivors. VHS also has a mechanic to reward the Killer with injuring survivors where they can build up a meter. Dbd needs exactly or something simiular like this.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977513#Comment_2977513

    I have no idea why this dude goes out of his way to try and rephrase that map design is the issue. I guess he wanted to feel unique, like he came up with something never before addressed.

    You have a survivor slugged and you just stalked someone as Ghostface and now run for that survivor to slug to gain more pressure, now that survivor just runs straight and holds w without ANY loop or tile. You stil need around 20-30sec to reach and down him and in the meantime someone else just picks up that other survivor. That is not a map design issue dont know why ppl like you make it that easy to blame such a complicated issue with just 1 single thing.

    Yes map design IS an issue but its not the only issue. There are ton of other issues that all add up. But I think its anyway in vain trying to explain this to ppl like you.

  • @ad19970 said:

    I mean this "dynamic" you are talking about is kind of dependent on the things you've listed. Especially map design and gen speed.

    If we had more maps with a fair share of mindgameable pallet loops and smaller sizes, the game's balance would be in a much better state. There is a reason why M1 killers are often among the weakest, as they don't really have ways to deal with the defenses that survivors have against them, and the rest of their kit doesn't make up for the lack of anti-loop. It's a real shame BHVR simply always failed to understand how map design impacts the game's balance for so long, a lot of maps that got a visual rework really would have needed some balance changes as well. It seems to be getting better though based on the newest map and the Haddonfield rework.

    Of course gen speed is also a factor. If it took longer for survivors to complete their objective, then maps wouldn't need to be too small, and they could have more safe pallets, because now the killer also has more time to deal with survivors at safer loops, and they have more time to pressure gens.

    Which is why I am hoping we get some form of slowdown built into the game's base kit with the perk update, especially since slowdown perks seem to be getting nerfed.

    However, if the game did get more balanced, like having more balanced maps, or survivors not being able to complete their objectives as fast, tunneling and camping would have to be thrown out of the window at the same time, or going against killer would become unbearable at times. Probably also one of the problems with simply making all maps much more balanced, because somewhere during that process, tunneling and camping would have had to been nerfed a lot as well.

    Besides older maps like red forest I am wondering what not mindgamable loops you mean? Most maps have rather fair loops in terms of mindgames (Not size itsself). There are some exceptions like coldwind farm sure but the majority of maps are actually rather fine and I rarely have trouble about that.

    Also no the m1 killers are so weak because the competition of the higher killers like nurse, blight and spirit is SO much higher. If those Killers are getting toned down and the m1 killers are getting some kind of way or tool to deal with pressure better the difference wouldnt be that high.

  • @MilManson said:

    I can tell you don’t play high MMR then.

    The stuff you mention is what low MMR survivors do. 🤔

    I wonder how ppl like you think MMR is the perfect system that predicts and matches everyone perfectly without any issues or mistakes? Will never understand MMR fanboys

  • @MilManson said:

    Ok m8.

    Surely can’t be anything to do with maps when double blink nurses get wrecked by comp survivors on stuff like cornfields and macmillians.

    *sarcasm off.

    Map design is the issue followed by dead hard and second chances, you spend thirty seconds in a chase you’re about to down them and two gens are almost done at this point you swing and then dead hard and the survivor is back to another loop, two gens pop and a third is on its way and you’re still on the first hook.

    You can’t break chase and go for someone else super early in the game when you need that first initial hook.

    Midwich is a better sized map, good luck doing well as a killer at high MMR on artists maps on anything other than double blink nurse but even then she needs four blinks to reach past the middle of the map.

    Another good example is an M1 killer on Mothers Dwelling, it takes you like a minute an a half to walk from one end of the map to the other so the survivors can rush the middle generator and then force you to run to each side and at that point they’ve got you at their mercy.

    If you play like that no wonder you struggle, you should go check the gen spawns in the early game and stick at that area, if you come to that situation. Epsecially on bigger maps. 3 gen is a common yet effective strategy to keep the game to your favor, and the mothers dwelling gen is horrible to defend unless you are a nurse. You actually want the gen to be popped, smart survivors leave the main gen on purpose and do it as the last one cuz that gen is basicly impossible to reach unless you throw the game.

  • @[Deleted User] said:

    Most maps are tuned around super low level play. Clown's power is great at forcing pallets down early. It's just not impactful in the grand scheme of things if survivors are being remotely optimal on their only objective. You'll never get through an impactful amount of pallets before the gens are done unless survivors are greeding pallets and taking pointless hits.

    The only thing that holds the game together is the artificially lowered skill ceiling in public matches via the lack of QoL in solo queue and terrible matchmaking that forces good survivors to play with relatively bad ones on a consistent basis

    that is true

  • @Blueberry said:

    "cant apply enough pressure on the entire TEAM so they have nothing else to do then gens obviously."

    AKA map design. This issue is map design.

    The reason why for most killers it's literally impossible to generate enough pressure to slow gens down is because most maps are way too big and loops are way too safe.

    Like 90% of the games maps could use just a flat 25% reduction in size for starters.

    The game should realistically have like 90% of loops mind gameable if the killer is good enough when the pallet is thrown. Currently like 80% of the games loops are just flat out safe once the pallets thrown and you're just forced to break unless the survivors plays really, really bad.

    Map size isnt an issue, a big map also benefits you as the Killer since survivors need also to run more distance to reach a hook. On a map like wreckers yard any survivor at any spot can go for the save at any moment, however on red forest a survivor hooked at the shack (not basement) cant be saved from someone at the other side unless the person immidiatly strat running after the hook.

    I agree that loops in general got bigger and saver but this isnt the main or the biggest issue imo.

  • Old Legion, Hawkins and Old Spirit

    RIP

  • @Zozzy said:

    Wouldn't be shocked.

    I have another stealth nerf for you that you may not have noticed. Gens now fully block survivor auras. You use to be able to see a survivors aura through the gap in the middle of the gen with bbq, but now it is just solid red.

    For a company that sends someone onto the forums to state that they "do not do stealth nerfs" they sure do many of them.

    the aura block isnt new aswell and ye I know about this, rip bbq

  • cuz Clown is op and needs some counterplay with dead hard

  • agree, save the best is fine as it is, would even say its one of the most balanced perks.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973410#Comment_2973410

    i dont know about that. one of the most common i see used by streamer

    Maybe I am just unlucky but I play fairly alot again the past few weeks, havent seen one single save the best so far.

  • @Obelt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971736#Comment_2971736

    devs announced they were changing over 40 highly used perks so not random at all

    save the best for last is far away from frequently used

  • Kinda random lol

    I dont think so they would do anything to that perk, doesnt really seem to be an issue at all.

  • @Dead_Harder said:

    We gotta stop acting like tunneling is this big crime.

    B-B-B-But it is against the rules....

  • @Hex_Ignored said:

    What's the point of a dating sim without dredge? I get that it is the newest addition but it is by far the most attractive being they have put into this game since forever

    I see you are also a man of culture. I am still waiting for the dredge body pillow.

  • @ThatOneDemoPlayer said:

    The aim-assist or aim-dressing or whatever the devs named this thing. I've had entire games lost because I missed a hit because to this stupid mechanic that forced me to hit a rock instead of the Survivor

    Oh yes, honestly I havent got it in a while but since i mentioned it I probably challanged RNjesus now and will get it soon enough again.

  • @Brimp said:

    When people called coh "useless" because it got nerfed to 75% heal speed then 50% and said the same thing.

    tbf the majority of the community has a very 1 sided brain when it comes dbd. If a perk is not top tier over the top meta then its trash and a meme perk. Its crazy how few ppl are willing to open up their mind and think in a more versetile way, its honestly very sad to see. Thats why I loved scott jund, hes one of the 5 open minded ppl in this game.

  • tbf its not their problem if you are not properly utelizing your Killer.

    Victor can detect with Killer instinct around him, it goes also through floors, you could easily switch back and forth and search like that. Also victor cant see scratch marks, you probably missed a lot of opportunities to probably see some if you would be in charlotte.

    But the first tip is the most important one, learn to use that detection, it will make your life 10 times easier.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967698#Comment_2967698

    Not to be a dick but it really does seem like a worse bbq.

    We can argue about that, but it is not a meme perk, only cuz a perk is not on the top 10 doesnt mean its useless.

  • Are we talking about the same hangmans trick? If it would be the old version yes but I dont know what you mean with "it adds nothing". Not saying its top tier meta carry perk but it is by far not a meme perk. Just as BBQ it gives you a ton of information after a down, it gives almost more information as BBQ cuz it has no "range" in that sense. However information perks are indeed less better then they used to be, but calling it a meme perk is an exaggeration.

    I would like to see a rework to monstrouse shrine finally, this perk is indeed useless. It needs a whole new rework, I personally cant think of an good "basement" perk.

    Also next to dead hard unbreakable is the ONLY meta perk that needs definatly a nerf. It is way too far of a game changer without any build up or requirement. (Just dont slug isnt an argument so you can save that for yourself) UB should need some kind of way where you can "earn" it so then you can pick yourself up, I would suggest after you completed 1 heal action, either yourself or to others, isnt too hard but also requires you to play in a certain way without beeing too carefree.

  • @Hes1hp said:

    Is it really prestige now? Because what's the drawback? There are only benefits. I personally associate prestige with a drawback, grind and dedication of players. But after the patch it seems to be more grind if you don't prestige.

    Exactly that, especially older generation players know prestige as a reset for extra grind mechanic, not as an progression mechanic.

  • @Mat_Sella said:

    Prestige does not equal resetting progress.

    Prestige only means you've reached the next rank of progression.

    You can also view it as that I agree, however the majority of games who uses that system always used it as an reset of your progression, now at the newer times of games prestige is beeing slowly used and changed to a "further" progression as you mention here. However we still have a huge bunch of games that still use the old concept, and therefore it would be easier to just call it something else or similar since it is not the same anymore.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961417#Comment_2961417

    I think you're overestimating how much people know about specific CoD mechanics, in general. I doubt any of my gamer friends could tell me what CoD's Prestige mechanic does, or even give me a unified single answer on what Prestige is in a video game, because it's pretty dependant on playing that genre of game.

    But that's not really the point. Rather, I'd like to highlight that taking things from other games is absolutely valid, but when you do that, you will inevitably change it. For a lot of games, sure, Prestige is hitting the level cap, going over it, and losing progress. But I don't think it's fair to say it must work like that.

    The core of it is still there- you hit the level cap and you keep going. That's the achievement, the losing progress thing is just to emphasise that you're "starting over", it's still a prestige without that.

    Ye you are right, it depends on the person aswell.

    However I am going here with a simple way you know. Go google prestige and you will see everywhere that it is known and states as a reset system of your progress. In the end its not really a huge deal but I never really made it up as one tbh, I just wanted to point this out.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961402#Comment_2961402

    This is absolutely a complaint, especially given your little analogy at the end and comparing it to cod.

    Ranks were renamed from ranks because they aren't what ranked you, prestige is whatever the developers wants it to mean, whether that's resetting, like even now prestige on CoD is literally earning challenges and then your prestige goes up, no resetting required.

    Hm guess we have different ways to view a complaint, I have heared that cold war changed the prestige system, I dont play cold war myself so I am not too familiar with the exact changes. However then my argument would apply the same way there, a big change to something already known should be renamed which has been done to many other things.

    Just as you mentioned that the ranking is not ranking anymore so it renamed, the prestige is not prestiging anymore, you are now simply surpassing your level cap, so why not renaming it. Dont really see a big issue here.

    If you google for example now prestige meaning you will read the exact thing what I wrote you. It is KNOWN and always referred to to RESET your progress. Prestige even went through a evelution for singleplayer games as new game +.

    Same thing here, many ppl know the term new game + as that what we know it... as playing the game again from 0 but you keep some extras from the previous game. If a game would use that term but changes the general concept, ppl will be confused since its not a new game + anymore.

  • @jesterkind said:

    I don't think resetting the progress is the important part of the Prestige concept. Personally, I'd say the bragging rights is about hitting the level cap and going over it, which is still maintained with the updates.

    Ye well but again why is it then called like the exact mechanic and also now still works like this exact mechanic like one of the biggest game genres implemented. There is nothing wrong with using ideas of different games, especially something as big and known as prestige. Changing the actual mechanic will just be unecessary confusion. Ask a friend of you that never played dbd and (obviously this person should also be a gamer) tell him dbd has prestige, he will most likely think of the exact same thing of what Call of duty has.

  • @Seanzu said:

    Why does it even matter what it's called, it feels like some people just have to find a reason to complain no matter how pointless it is.

    They also renamed the ranks to grades, what harm would this now do? Not requesting for a whole new game here, some dev goes in the gamefiles and types in a different name. It isnt also really a complain, it seems you are here abit sensetive.

  • @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2960755#Comment_2960755

    Like really, with the oblivious effect being so op, how can they let that be unleashed on every killer. They basically made all killers stealth killers at this point. A lot of killers don't even need a perk, they have built in add-ons that make them stealthy.

    Jokes aside, whenever I face a Nemi with tinkerer, his feet are so loud lol. I can hear him coming from a mile away.

    bruh the same thing with demo xD

    in Legion Comment by BenZ0
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