BubbleBuster
BubbleBuster
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Comments
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I'd rather just buff it so it does not require stacks and just works from the get go instead of needing 5 hooks.
if ruin works without hooks why should harder skillchecks not work at the start of the game.
also your proposal + pentimento seems horrible to play against. I d rather buff the effect than change how hexes work
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3066295#Comment_3066295
They could probably tweak Red/Blue Glyphs to briefly show their location when a generator is completed. Kind of like how Purple Glyphs are revealed when you get a hook.
https://forum.deadbydaylight.com/en/discussion/comment/3066320#Comment_3066320
Yeah, I like the sound of that second idea too. I'd throw in Grunts of Pain suppression too, and it'd be a good tool to make a sneaky getaway.
true showing glyphs sounds kinda nice as long as there is a condition
also there could be perks that have a big payoff but take like 4 glyphs to activate
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@ReverseVelocity said:
That's honestly a pretty neat idea! I can imagine some neat perk ideas that could come from Glyphs.
I can imagine the White Glyph being able to give you an active ability when charged, and the animation for it would likely be REALLY cool. Perhaps the survivor could hold out the Mirror and channel it's energy and it'd shatter dramatically, blinding the killer if they were looking at it. It'd kinda be like a mix between a flashlight and a flashbang (except it'd look way cooler than both of them).
That's just one idea for the White Glyph though, it could vary in ability based on the perk you take.
honestly that was an idea i had.
not sure if it would be broken or not but it sounds fun having a flashbang that explodes and shoots glass towards the killer.
It could be like blast mine where it stuns and blinds the killer.
another idea would be that you throw it like a flashbang onto the ground, it shatters and you get haste + your scratchmarks + blood is hidden for x seconds
(also you could simply keep the mirror and escape for a grant total of 25k points)
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@rvzrvzrvz said:
https://forum.deadbydaylight.com/en/discussion/comment/3066216#Comment_3066216
Yeah I don't know why caps exist, if boldness was uncapped some players would never touch a gen I guess ? Personally I would like objectives uncapped for sure
people already do that
also if someone runs the killer for 50 minutes i think they deserve a lot more points than 8k/10k
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Dead Hard should never have existed. Some situations where Dead Hard is simply unfair:
- Killer does a mindgame to get enough distance to get a hit; survivor uses E and just deletes the mindgame
- Survivor messes up and underestimates the distance between them and a pallet/window; survivor hits E and that mistake is gone
No other perk in the game did that. Not a single one is a mistake eraser but Dead Hard.
Dead Hard also felt really frustrating to play against as you know you should have gotten that hit as a killer but someone pressed E and just completely removed your hard work or their mistake.
DS? has counterplay except in end game (slugging, not tunneling, waiting out the timer, simply eating it and then keep tunneling in some scenarios)
Unbreakable? on the same level as Dead Hard imo BUT there is rarely ever a situation where Unbreakable will win someone the game than Dead Hard + if you don't overuse slugging it should not be that problematic most of the time
Other Exhaustion perks? they give a head start but once their effect is used the chase will progress normally. Sure they turn dead zones safe, deny an easy first hit but even then, the chase that follows their use if just a normal chase
Mettle of Man? has a difficult condition to fullfill before granting an effect similar to dead hard
Borrowed Time? only kinda unfair in endgame near the exit gate but you could ve just hooked them further away + kill the guy that unhooked + if there are a lot of survivors alive to bodyblock you didnt deserve that kill in the first place as you are already losing
Dead Hard was a flawed design towards killers as it had no counterplay, eliminated good plays by killers or bad plays by survivors with the simple press of E. All other hit denying perks or good perks have conditions or situations to be useful.
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3065502#Comment_3065502
Then they did it to spite you specifically, it's a conspiracy. Myself, I love the change and glad I can earn more BP per match, too bad you cannot.
:)
while it is nice that you can get more in 3 categories the problem remains the same:
- have fun trying to max out the survival category
- since this is a team game you'll rarely get max in every category
- if the killer is playing badly you'll escape with no BP aka you get punished BP wise for the opponents poor play
- doing solo gens gives ######### all bp despite it technically being the most important thing survivors can do
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@SekiSeki said:
It's not mandatory though, y'all getting too greedy. Appreciate you got something.
cringe
BP cap increase is like someone gifting you a key
now you have a key, but no lock to use it on, no chest to open, no door to shut
you own a key but it is useless
great, guess i was too greedy and should ve just not gotten anything
it is not greed if there are apparent flaws in a system to try and fix them
also how is it greedy wanting more points in a game were you need 1000hours+ in it to get all the perks on everyone (even after the update) with an ever increasing number of characters with soon an infinite dump of points called getting prestige lv 100
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i love this.
anything that other people can see that provide the promised and official "bragging rights" as mentioned in a dev stream
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@DaddyMyers_Mori said:
Is it only me or this is kinda useless for survivors?
I can get to max cap with killers like Legion easily, but it's quite an achievement to get over 20k as a survivor.
have fun maxing the survival category
also if you do 5 gens without the killer ever finding you or chasing you and survivor you get punished for that and only get up to 10k if you somehow do 5 gens all alone
because surviving and not interacting with the killer is not good enough
you should ve survived harder to get points
survivors need a rework for points because it is so stupid that doing your job, aka surviving, does not give any points. Most points are gained from helping survivors that failed to do their objective + getting chased aka actively being in danger of not surviving
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anything that speeds up buying stuff
dont forget to decrease the time it takes the entity to take nodes
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3064575#Comment_3064575
Which is exactly why it’s not a good idea. KI is an intricate part of a killer’s power and it’s not designed to be countered through perks. You counter those killers in other ways (dried cherry blossom is BS though).
Having a perk to counter it would be unfair to those killers and a useless effect against several others.
now that i think about it yea.
some add-ons like cherry blossom would be fine if they are countered but i just imagined legion using their ability but you just dont see the survivors near you.
looping an executioner with his trail around the loop and he cant use the KI to snipe you through walls
some killer's powers (like artist's birds or nemesis' vaccine) would not really greatly decrease their power but it would be awkward as hell defining on what it works and on what it does not
sounds cool on paper but in practice might make some killers completely unplayable/really worse off
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@jeremycarinio said:
https://forum.deadbydaylight.com/en/discussion/comment/3062618#Comment_3062618
or maybe just fix the damn game first. just a thought.
amazing argument
almost as if it has literally nothing at all to do with the topic
the topic: this part of the game needs work
your comment: the game has problems
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3065188#Comment_3065188
I wouldn't say strongly increase altruistic heals, but having there be a good boost there is a good direction to go. Also, it's only decreasing the boost you'd get from an Emergency Medkit; so, all medkits just flat heal you at base rates, no more.
Self-Care is currently in timeout for crimes of being ran too often over six years, so we'll have to revisit that one when it's learned its lesson.
lmao in timeout
also this looks like a good first change to see how it'll go. i am in favor of minor nerfs first as long as nerfs keep getting handed out until it is balanced
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3065174#Comment_3065174
That's not what common sense is, you just copy pasted some philosophical gibberish. If your facts or beliefs aren't accurate then it isn't common sense to begin with.
no it is a logical fallacy, that is a thing you should never use when you try to argue a point because they are not valid arguments :)
it is not gibberish but basics of discussing and argumenting any point with actual arguments.
facts are:
- plague and legion can use thana very well
- these 2 killers might cause problems while using thana because they can use it well
your point/arguments are:
- thana on legion and plague is a problem <- start of discussion, an opinion
- simply take away their ability to use a perk
- nerf their base kit ability or nerf add-ons/perks (literally my point, nerf thana if thana is the problem)
- legion's kill rate is skyrocketing <- where is the info from?
other people say (me included):
- nerf thana/rework it/do not buff it
- removing the ability to pick perks that synergize with killer powers will lead to every killer picking the same stuff much like survivor
- they need to work for it but less than others
- other killers can use other perks well as well and it is not a problem there <- this is also a logical fallacy
- restricting perks is unintuitive
- it is simply not a problem <- also an opinion
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3065168#Comment_3065168
"Compensate" may have been the wrong word to use- the point isn't to just "make up for" having nerfed away the healing speed, it's to rebalance medkits as a reliable self-heal that lacks in speed and can run out. In order to do that, you'd have to make sure you can heal more than once off the average medkit- therefore, increase charges.
ohhh i see.
imo that is a dangerous route to take just because that might just completely delete self-care (as if the devs did not already delete it)
so your idea and mine are these right?:
- make them reliable self-healing options by increasing charges but decreasing self-healing speeds
- strongly decrease self-healing speeds but also strongly increase altruistic healing speeds
I like both ideas, tbh I'd take any idea over current medkits.
If people waste time self healing for a hit I dealt thats good. If people that get unhooked get healed within 4 seconds by a med-kit thats fine by me too. As long as the effiency gets taken away from solo instant healing
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3065137#Comment_3065137
Common sense isn't based on touch, but sight.
"common sense"
according to the comments i am reading, everyone writing here is either dumb or insane
also here is a random totally unrelated logical fallacy:
Appeal to Common Sense
Description: Asserting that your conclusion or facts are just “common sense” when, in fact, they are not. We must argue as to why we believe something is common sense if there is any doubt that the belief is not common, rather than just asserting that it is. This is a more specific version of alleged certainty.
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@yobuddd said:
My idea is this: after 2 minutes of searching for a match, your bloodpoints at the top of the screen tick up by 2 per second until you find a lobby. Same thing if you’re in a lobby that needs more players.
This is no game-breaking amount, but helps to alleviate the tedious wait a bit. Also, it might give you juuust enough to get that one last bloodweb node before a match!
imo this should rather be a multiplier for points earned that match once you get it. else i see people abusing it to get passive BP by messing with their internet connection to block connection to the server but allowing you to be logged in. that might cause more trouble than it is worth
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I don't think it s a bad change per se but i don't know if you need to compensate med kits at all for nerfing them.
imo the steps that should be done 1 by 1 until medkits are balanced are these:
- remove the self-healing speed bonus on green medkits
- make healing speed increasing addons not work on self heals
- the botany knowledge nerf but only for self-heals
if it is still bad then yea i'd add speed penalties to self healing but increase charges of medkits/increase altruistic healing speeds with medkits.
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@Biscuits said:
For the people in here calling this a stupid idea. Would you rather they nerf Legion baseline, or adjust some of the addons or perks that are making his kill rate sky rocket right now.
Just curious
i d rather nerf thanatophobia lol
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no
this is called teamplay. punishing teamplay in a teamplay oriented game is not the way to go
also mad grit, agitation, starstruck and iron grasp exist
also as a killer if you play it right you can actually get free hits
also if an entire team is blocking the hook they are not doing gens
also even is you drop the survivor you got hits on survivors so now they have to heal + getting chased
also you can drop the survivor shortly after picking them up to hunt down the bodyblockers
also on some maps it is the hook placements fault and not because of bodyblocking
also "it makes no sense" does not make it a bad gameplay mechanic
also camping is unfun and should be punished more so that is imo not a good argument
:)
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@TeabaggingGhostface said:
Legion and plague no longer get thana, but swf is restricted to a maximum of 2 and survivors can only have 1 second chance perk
stop
with
the
"what about"-ism
it is not helpful
it does not debunk any argument
it itself is not an argument
it is a logical fallacy
swf has nothing to do with thana on those 2 killers
also to be on topic, imo thana should not have gotten buffed. increasing gen times already makes all gen slowdown and gen regression perks better by increasing values and numbers.
should simply not have gotten buffed. especially since forever legion and plague are now a thing :)
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imo what hillbilly needs is not another ability. He should just be "Chainsaw insta down, chainsaw go fast, chainsaw vroom", no real need to give more passive abilities.
What I would change:
- rework his overheat to only increase when missing or revving the chainsaw so good play by survivors is rewarded by hillbilly's chainsaw getting disabled but he still has his hypermobility without getting punished
- rework/buff all his garbage add-ons (Heavy Clutch, Off-Brand Motor Oil, Big Buckle, Mother's Helpers, Leafy Mash, Black Grease, Tuned Carburettor, Pighouse Gloves)
- increase turning rates while in sprint so you are not too add-on reliant
Hilbilly is still very good BUT he is waaaaay too hard to play.
I wouldn't give him more charge rate as i am still traumatized from instant-chainsaw hillbilly.
I'd do this "small" buff before buffing all the base stats and adding another mechanic similar to Oni
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@Onyx said:
I don't know how I feel about just 4ks, it could be a bit much still. A 3k would be enough or even be based on hooks. I'd say that 8 hooks is a good number.
eh, there is so many games where i get a 4k just because people hook bomb and just die or suicide on hook or leave someone to die or somehow have combined 20 hours because matchmaking works
4k is easier to get, like WAAAYYYY easier to get than merciless. In merciless you ironically need to be merciful so you get the chases, get the hooks, get the game time, use your power etc.etc
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TBH i just want glyphs and cankers to be little side objective in general so people can get more points.
Maybe make perks that work with glyphs? I just like glyphs and it is a shame that you cant find collect or do anything with them without a challenge...
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imo they should either change adept killer to "just" a 4k or 3k with hatch OR change survivor to also be tied to a double pip
make it fairer
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@BabyCameron10 said:
The change it received was completely pointless imo. Nobody is going to run it, maybe Jake’s doing their adept but that’s about it.
It is going to continue collecting dust
Heres what it would work against if it did counter Killer Instinct:
- Legion’s Feral Frenzy
- Night Shroud reveal
- Close to Demogorgon Portals
- Walking/Running over Rites of Judgement
- Victor’s shriek radius
- Using Nemesis Vaccine
- Attempting to solve Lament Configuration
- Close to Dire Crow
- Being Fully Condemned
- Being close to a locker when The Dredge is near
It’s probably not the Strongest change but it is a better change that is fitting with the perk.
There is no reason you should even get a de-buff by using a perk. I am sorry but the new change is useless.
i like this EXCEPT the solving the lament configuration as that would delete Cenobite's ability to teleport to the box
and when someone tries to open the box, he comes. That is a rule and a fact that should never be changed
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@Pyrosorc said:
The point of the changes to ruin were not to balance it, they were to stop people using it.
sadly that is exactly it
ruin was not nerfed, it was removed from people's perk loadout
wish they d put it to 150% regression and not give any negative side effect of killing someone...
a hex is there to be cleansed not to just deactivate when you are doing well
why punish a killer if they play well?
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@GravelordNito99 said:
The legacy P3 reward update is a huge improvement and a nice start.
I think I speak for everyone when I say that this new scratch effect is 100x better than the old one. I know you're likely sick of hearing me by now since I've discussed this a lot on the forums, but it's something some of us very much care about.
Despite this update being a huge improvement, the change has completely avoided the main issue. That being that the reward is personal, and thus not visible by anyone else. This means the current reward essentially defeats its own purpose. We cannot brag to ourselves.
Legacy rewards exist for the sole purpose of bragging rights and exclusivity. This was even confirmed in a recent dev stream where they promised the reward would provide us "bragging rights". This got people excited (including myself) and led us to grind a lot recently to make a final push for some more P3 in the hopes of getting this valuable reward.
In order to obtain this reward, we had to give up millions of bloodpoints, thousands of addons, many perks and even potentially old event items. The sacrifice people went through for this reward was enormous. This then is why the reward being personal is so disappointing. We worked so much for a reward nobody else can see, which equates to a pat on the back from ourselves. This is meaningless and self-defeating.
I think the community has often not helped on this issue in regards to feedback. While I and many others think a new legacy cosmetic would have been the most appropriate reward, we are very much aware that (for whatever reason) this is not possible. I, for one, have made peace with that and have no issue with it at all.
The way the community has not helped is that people are still continually asking for a new legacy skin when it has been stated it isn't happening. Those people are positing a frustrating distraction from the issue at hand - that is, what should be done instead.
What should be done instead has been discussed at length. You have already made a fantastic start by making the portraits look so much better. However, this issue of "bragging rights" should also be addressed. Many people (including myself) have made suggestions for what could be done about this.
It only needs to be something very small, but anything at all would be greatly appreciated. This could be a small addition to the prestige medals to signify the legacy P3 status, or some other small change that can be seen in the post-game lobby. That is it. That is all it would take to satisfy this unfulfilled promise.
Of course, things like this take time to implement, so we absolutely would not expect this to come with next week's 6.1.0 update. However, simply knowing this is being implemented further down the line would work wonders with satisfying those who care about this deeply. I know I for one care very much for this sort of thing. Think whatever you like of us, but the fact we care about it is just how things are.
It would be greatly appreciated by many of us if you were to listen to this feedback. If you look through my previous posts, you could even see my own suggestions for this post-game legacy indicator if you're looking for inspiration.
Thanks for an otherwise excellent update - addressing this issue would put a cherry on top for sure!
Kind regards,
Nito
very well put together, this is exactly my issue with them
anything that someone else can see, even a small checkmark next to my name would be better than personal portraits
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yikes
makes sabotaging harder because breaking the hook right in front of the killer and normally being out of range would just damage you :)
punishes teamplay because a team that tries to help someone that got caught by the killer now gets punished for trying to help :)
bodyblocking is not an issue, never was, never has been; it has plenty of counterplay and even some advantages such as injuring the entire team, downing another survivor, giving you free hits and still hooking the survivor on your should; completely not an issue because both sides get a bonus :)
creating new issues is a reason not to do something; look at Circle of Healing and tell me this perk isnt the reason hit and run died and created problems for a lot of killers :)
why are you the one to decide how protection hits work and that they shouldnt exist? it might be weird thematically but like... look at the healing animation, why can people self-unhook, look at some skins, why are some killers even doing the entities bidding? a lot of things dont make sense but that is just how the game is; sometimes things dont need to make sense to be valid :)
people getting damaged around you makes mad grit useless because there s no reason for anyone to take hits which is the entire point of the perk: to get hits on other survivors while carrying a survivor :)
agitation is used for distance + for getting surprise hits on survivors so now it is only used for distance which you'll never need since nobody is bodyblocking unless sabotaging but that barely if ever happens :)
iron grasp is for distance + for making bodyblocking worth less wiggle time; now since nobody is bodyblocking you'll almost never need the distance unless sabotaging but that barely if ever happens :)
it is not random nonsense
i see no valid arguments here. this looks more like a rant because you had bad experiences with bodyblocking, not like an actual good suggestion to make the game better
I am out
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3063667#Comment_3063667
I prefer "Prestige Toll", taxes can actually serve a function while tolls are all about blocking your progress until you pay up.
Prestige Tax implies that the BP will be used for other means, such as universal healthcare, running the government, fueling the economy etc.
Prestige Toll is fitting because you can't progress without paying.
please remove all tolls and taxes from prestiging as healthcare does not exist in the fog, the government in there is corrupt anyways and the economy is already expensive as is. no need for an additional 20k for literally nothing
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it was quite eloquent because your idea is of starstruck:
- makes sabotaging harder
- punishes teamplay
- does not fix any issues
- might create new issues
- will not change game balance and is just a change to make a change
- will ruin getting protection hits
- mad grit will become useless
- same with agitation and iron grasp
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i love a gen being completed 20m away from me with clear line of sight and i cant see if the survivor ran to the right behind the wall or to the left behind the mountain :)
also yes I dont get why aura reading gets obstructed by perks/survivors ######### up/gen completion
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no
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most of the hacks used in this game simply should not be possible by any standart. stuff like teleporting, insane speeds, infinite anything. spawning stuff in etc. should all have server side checks. Sure that might cause problems like rubber banding but we already have that + hacking so i dont see the issue
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@Adjatha said:
If you're prestige 0 and you're playing against people who are prestige 100, they objectively have spent way more time playing the game than you.
Even if they're not great at the game, they have a monumental advantage over the newer player. And you SHOULD complain if you get matched up against people with thousands of hours in the game. Keeping the disparity secret doesn't mean the problem vanishes. It just obscures the reason behind the imbalance.
but that also might mean they are terrible at the game.
just because people play a lot doesn't mean they are good
personally i dont have a problem with it showing and i like it tbh, makes the lobby look nicer
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literally this
also as soon as the next character releases, that character can't have that portrait meaning if you have evryone p3 (like me on killer) it s gonna look absolutely hideous
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no
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3063065#Comment_3063065
“we were very clear initially that this was not going to be something cosmetic”
This is my only criticism. You were clear and did state this point a few times on this forum. Outside of that I did not see this mentioned elsewhere. So if you aren’t a forum regular you most likely wasn’t privy to this information. If it was clearly mentioned elsewhere I’ll take that back but considering I follow most media to do with this game closely and don’t recall any mention.
We should have just been told what it was from the beginning when we were told during the anniversary stream that a reward would be given.
this
and also many people (such as myself) thought that maybe it would change the prestige counter so that people in the after-game lobby could see that i got to p3 before the changes.
Now i have a personal, although less ######### than before, reward that nobody will see unless I turn into s streamer/youtuber + that will look absolutely ugly as soon as a new character releases that won't have that effect.
also again, this looks like a classic "if we aren't mentioning it that doesn't mean we didn't acknowledge it"-moment
@Mandy said:
Not a mod but I can answer this one...first of all, we do not just take feedback from the forums, we also have a lot of other platforms where we take feedback. This feedback is also discussed intently - I took part in the long meetings presenting this feedback, as that's my job.
When we go through the feedback from the PTB we're also very aware that there's a small number of people playing the actual PTB and please bare in mind that there's also no matchmaking on the PTB so all skill levels are together, which can sometimes skew peoples perceptions of things. So whilst we do clearly listen to feedback - the changes that we made from the PTB emphasises that point nicely....not all feedback can or will be implemented, as our Designers have to make the decision about what is best for the game overall.
Prestige icon feedback - we were very clear initially that this was not going to be something cosmetic, most people correctly figured out it would be something to do with the portraits based from that. The proposed portrait wasn't generally received positively so changes were made to it. We were always clear that this wasn't going to be a Legacy 2.0 outfit, nor was that ever the intention.
DS stun timer - the arguments have not been ignored, we've had some pretty lengthy discussions about them internally. This update was always going to be controversial due to the perks that we were changing, so we expected all of this. The fact that DS is used and the reasons why it was used were discussed. And we made the decision to go Live with the stun timer as it is, with the view that these things we can change in future if we find it's necessary.
We want to shake up the perks that people play with, keeping them the same strength would not accomplish that.
It's completely disingenuous to say we don't listen to feedback, when we clearly do - when we clearly have made changes based on that feedback. Of course we cannot possibly please everyone with the changes we make, as pretty much everyone has a differing of opinion. But I think we've shown time and time again that we do listen to feedback and it's not just from one place either.
for example DS stun timer
just literally mention it, mention that you thought about it but that you decided against it for now but will adjust it if need be in the future. the community cares about this stuff. just saying that it has been seen, has been thought about, has been decided against is better than radio silence. Community members that i have seen feel frustrated as issues have been "ignored". You didn't ignore them though but just decide to be silent for a reason I don't know. To people not privy to the meetings at BHVR, which is almost all of the playerbase, it looks like either you are fine with the changes completely or that you have ignored the feedback.
Please just mention it, talk about it, just less silence. Silence is the main thing that makes this frustrating.
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if they would ve given me a checkmark next to my name in the after-game lobby, I would ve liked that more than the current rewards.
also when new characters release you will not have the p3 reward on them so it'll look ugly if all other characters have the p3 reward
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@Feather said:
I dont think it would be bad change, but i would prefer to rework how hexes work.
Hexes always stand only for couple of seconds because survivours spawn near them. I made post about that. Basically give new corrupt intervention effect on all totems (Block until down / time passed).
And Lullaby could be buffed by removing 2 tokens to have full effect (make it silent on 3)
should just change spawn rules so totems are legally not allowed to spawn next to survivors
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I like the idea. It might make Thrill + Lullaby a good combo but it sounds absolutely horrible to play against when facing doctor. Eh, whatever some characters can use perks better than others. Also this would make 1 out of 3 of Huntress' perks not suck and be the worst character according to teachables.
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@FeryGEN said:
This is an asymmetric game, and therefore what is a perfect match is a rather loose concept. There are too many afk players in the game, if you get caught against them, will it be a perfect match and fair to those who played the match against live killers. If you get caught against a newbie because of poor matchmaking, is that fair to those who get caught against a good killer?
that is a matchmaking problem though, not a scoring problem.
If you played well you should get rewarded for playing well. If you played badly you should get rewarded badly.
also on average everyone is going to have good matches and bad matches so it is fair statistically. I don't know what that last part is it makes no sense to me.
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Just gonna say here that Pig gets 500 BP for her ambush dash attack which is barely if ever useful while Spirit gets 600 per phase hit + 50BP per second she uses her ability...
Plague gets 300 BP for hitting someone with corrupt purge
Trapper does not get the 500 points of grabbing someone out of a trap if he instead decides to hit them while they are in the trap (STBFL is in shambles)
Nurse gets 250 BP for a blink hit...
Shape gets 500 BP for leveling up evil within but 0 for one hit downing survivors
Doctor has 10 scoring events and is basically guarenteed to max out deviousness even with 0 kills.
Huntress stops getting BP after hitting too many hatchets...
Legion has no scoring event for getting the 5th hit
Nemesis gets so much BP for using tentacle strike badly that you max it out before being able to kill 1 survivor
IMO scoring events for both survivors and killers should get an overhaul.
Why do survivors not get any BP for playing too well? Why do some killers get no BP in some categories for playing too well? why do some killers max out deviousness within the first 5 minutes while others struggle to fill it with the 2500 BP you get for killing all 4 survivors?
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@Laluzi said:
Yeah, survivors' scores are awful if they don't get to interact with the killer. Which is understandable from one end, because in a normal game if means you didn't take aggro and let the rest of your team suffer instead of saving them or healing them, but on the other, it means you're punished for the killer being bad or straight-up not trying.
You could probably fix this by giving some end-of-game score events akin to the killer's No One Escaped - like give a player a big wodge of points for never being hooked, another for never being hit, and maybe a group-wide reward if nobody was hooked that patches the total lack of Benevolent points the whole team has. Pips will still be low, but pips are an outdated and faulty system anyway.
i love this
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Survivors should get rewarded more for doing their objectives (gens give 1250 bp when doing them solo... like what?)
imo survivors should get rewarded more for stealth as well. not interacting with the killer but still doing stuff is kinda a good way to survive. Has to be balanced though or urban evasion blendettes will camp in corners, do nothing and get 20k points lol.
the solution i came up with:
- silent actions: doing a gen without getting chased away from it, saving someone from hook without you or the unhooked person getting chased, healing someone without getting found etc.
- perfect escape: similar to the killer getting 2500 points for killing everyone, you get a fat boost if you left the game while no survivor died, is on hook or in the dying state
- more BP for existing acions (solo gens give nearly nothing, hiding from the killer in their terror radius gives nothing, healing yourself or others gives you 300BP...)
- risky actions should get awarded more (completing a gen while the killer is near, breaking a hex while the killer is right next to you etc.)
Just more scoring events. Playing well and in a way were the killer doesnt even have a chance to properly chase people should be rewarded.
This will also expose underlying flaws in the game (all survivors spawning in different corners = 3 gens will get done within 80 seconds and there is nothing you can do about it) which in turn will force the devs to balance the game better.
As someone that started playing killer a lot because survivor barely gets and BP (i leveled all my survivors with BP i got from killer game lol) I love this. Skilled play should be rewarded not punished.
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/3062715#Comment_3062715
Nice try.
The shards do not coincide with Devotion number and instead correlate to level. If devotion number just vanished it would not effect shards... ergo, you are wrong.
https://forum.deadbydaylight.com/en/discussion/comment/3062693#Comment_3062693
Does not even need to be that high, a +1% per devotion number would be better than nothing (current system).
I'd take anything i can get XD
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3062641#Comment_3062641
I think I agree wrt Vow of Silence needing more oomph - the idea that would distinguish it from Shadowstep is that Shadowstep is purely visual information masking, while Vow of Silence would be audio masking. It'd have benefits for looping within the boon, but also (and more likely - primarily) would be used to augment Circle of Healing to provide blanket old Iron Will + Bite the Bullet to the area. Because it'd be tied to a boon and limited in area, I believe that providing the 100%'s would be justified (for healing, too potentially!)
As much as I agree with pebble, I don't think theyd be able to (or should) carve out an exception for it. Folks would just need to not throw pebbles (or flashbangs, which also set off a loud noise notification when used at a distance) within the boon radius.
That was my thought as well! It's such a wild effect that it would no doubt become extremely confusing in coordinated hands. In addition to the base description, I think it might also need to:
* Have an expiration condition (the unhooked survivor is healed, or after some long duration like 80 seconds)
* Reveal your aura to the killer for 6/5/4 seconds when you go down
* Give the unhooked survivor some kind of additional escape mechanism when Confession activates (MoM deep wound-less endurance?), as they just got hit while injured in chase and the killer could potentially insist on continuing that chase - at which point you now have two people down. The killer should probably feel inclined to drop chase and go try to pick up the Confession target by design, which would be hard to incentivize.
* This perk could potentially serve as another form of anti-tunnel assurance. In cases where both survivors escape from the unhooking area, top off, and return to business - it could be very funny and unexpected as the survivors will likely be spit up.
It'd shine the most in planned cases where a SWF is ready to quickly pick up the Confession-user after they go down, away and in a safe area. In solo queue it could be a huge liability. Nevertheless, it might be fun to work with the concept and find a way that it'd be worth including - if only for how bizarre it'd be.
https://forum.deadbydaylight.com/en/discussion/comment/3062167#Comment_3062167
I've heard the same and I'd leave it up to the devs to decide how & what to present if they did delve into these kinds of themes. I also agree that the perk name would probably be too much, though I think it's kind of punchy and fitting.
As far as power level - that's about where I was aiming (Head On); the activation condition in this case is necessary to keep the perk from being the easiest form of on-demand stunning available, especially because it could be utilized for saves in new ways if the killer moves past a window on the way to the hook.
pebble is sacred so pebble should work
also it would be kinda weird if a perk meant to help you and your team + that takes time to set up has a downside of disabling other items/perks. TBH I'd just do it like Shadowste, if shadowstep hides the scratchmarks of pebble then this boon should do the same.
also I really like the synergy between vow of silence and CoH, didn't even think about that, but yea I'd like it if it actually hid most sounds and shadowstep hides visual cues.
Thoughts on Vow of Silence also masking Footstep sounds?
Confession has the chance to be a good perk, a horrible perk or a meta perk for swf (much like kinship). Would have to be tested on a PTB to see just how abusable it can get
the last one is gonna be used by bully squads much like head on but idm, it looks fun, has a condition you need to fullfill and is not too strong
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@Somna said:
https://forum.deadbydaylight.com/en/discussion/comment/3059335#Comment_3059335
That's unrealistic. Variables only go so high before it's seriously not worth the effort.
a 32-bit number (thats 4 bytes) can be as large as 2,147,483,647...
that is literally close to unreachable. nobody is gonna get 2 billion bp and even then they could say "the cap is 2 billion" and literally nobody would complain
there is always a cap but this cap is near unreachable
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3061252#Comment_3061252
He can't miss 40 knives, he'd only have 4 left, at which point he won't be able to down you anymore
Ji-Woon Hak (Korean: 학지운) or "The Trickster" is one of 28 Killers currently featured in Dead by Daylight . He was introduced as the Killer of CHAPTER 19: All-Kill, a Chapter DLC released on 30 March of 2021. The Trickster is a ranged Killer, able to quickly unleash a flurry of blades by using his power, Showstopper. His personal Perks, Starstruck, Hex: Crowd Control, and No Way Out, allow him to quickly down would-be rescuers and block areas of the environment to his advantage. Difficulty Ratinghttps://deadbydaylight.fandom.com/wiki/Trick_Pouch
https://deadbydaylight.fandom.com/wiki/Bloody_Boa
44 + 4 + 8 = max amount of 56 blades, he needs to hit 12 to down someone, 6 for each health state
56 - 12 = 44
he can miss 44 blades :)
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- yes, Renewal gives you the broken status so the killer can know that you have Renewal and now he needs to think about what to do. Do they risk the DS? do they risk Renewal into Soul Guard? just a nice change
- yes, just yes. the perk needs buffs
- yes, Deliverance, a much stronger perk, gets charged by safe unhooks so why not Renewal too.
- imo renewal should charge by completing a healing action not actually % based on how much you healed. Sometimes you find a self-caring survivor and offer to heal them and they accept but their health bar is half charged already. now you have a half charged Renewal. Great! so yes "for the people" should work (or just make it safe unhook based)