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Chaoxide

Chaoxide

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Chaoxide
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  • give me 10 minutes good sir and i will show you the TRUE way to play demo, dont listen to false players for 90% play the BEST killer and only true unbeatable god of late game the WRONG way, but i shall guide you towards the true path of the demo!

  • The rank BP bonus should 100% be implemented, for there is essentially 0 reason to discourage Deranking for players, as well as 0 real desire to rank up outside of "wanting better games". This change would be very welcomed, however i do not believe the shards will happen even how small it is in comparison to outfits, it still encourages not buying killers/survivors so this is unlikely to ever happen and can be understood as to why for its the devs main source of pay really.

    So instead of shards i suggest a set number bonus for bloodpoints instead

    -> Gray: 0 Bloodpoint bonus

    -> Yellow: 30,000 Bloodpoint Bonus

    -> Green: 60,000 Bloodpoint Bonus

    -> Purple: 90,000 Bloodpoint Bonus

    -> Red: 120,000 Bloodpoint Bonus

    -> ONE: 150,000 Bloodpoint Bonus

    Each rank is of that of a daily bonus x2 of the previous one outside of Gray to which is the beginner area and should be encouraged as much as possible to rank out of. I gave "ONE" its own rank for its the top level and at this rank you will get the equivalent of a shrine offering for shards but without actually getting any said shards thus not encouraging lack of spending for cosmetics or characters.

    You do of course still get the set % bonus while in the ranks as well.





    The Luck changes i also like very much however i doubt all offerings will be removed, i would hope for at best the bonus bloodpoint offerings outside of the unique ones like Cakes, Streamers, Envelopes etc to be always at minimum to be Green for a 100% bonus in a category.



    Struggle i also think should just be holding a button rather then automatic, I get the original idea of the devs to "struggle" for your life, however all it does is break keys or buttons.

  • @twistedmonkey said:
    Chaoxide said:

    You know after all you replied your sort of proving my point which was to keep what little else we have intact or or as just that, holding m1 only without ever having to think or be aware anymore.

    My point was that there isnt any actual challenge to the game after you learn the basics there is a very small gap between the "great" players and the average players, the only real difference being is abusing exploits in the game.

    Making the game easier for newer players would NOT change this what so ever really, there is very little difficulty at all in the game having easier clarification for someone whos playing by themselves vs SWF wouldnt hinder this really it would still be about the same challenge thats ALREADY in the game but now making SOLO become closer to SWF in terms of gameplay.

  • @twistedmonkey said:
    ModernFable said:

    Yes it’s subjective, that’s why holding back balance changes for the sake of preserving a specific type of “immersion” is pointless.

    Maybe some people want an edge of their seat tense experience, while others want a generator repair simulator.

    I am viewing it as a problem in the sense it makes balance difficult. It’s here to stay, so might as well ways for it to coexist.

    You’re viewing as a disease that needs to be cut out.

    And what do you mean:

    “Do you think it is right to make those who play the game as it was intended the ones who get the short end of the stick”?

    I assume you’re referring to Solo players? If so then that brings us back to the first point of subjectivity. 

    SWF was planned before release as said on stream, but was delayed. So it was always intended.

    And Solos aren’t getting the short end of the stick. They’re receiving massive buffs.

    Unless you’re referring to the “immersion”, which we already established is subjective.

    Subjective hence multiple viewpoints on the subject.

    The balance changes need to be done right not like in the past with band aid fixes which is what has been happening.

    Right now after all the changes so far solo doesn't even come close to closing the gap on swf, that says to myself its not working by trying to change the game around one problem.

    I am not viewing swf as a disease that needs to be cut I am stating it as a problem, if you didn't view it as a problem yourself this whole this whole discussion wouldn't be needed.

    How is it subjective that solo would be disadvantaged by balancing the game around swf? Since you yourself stated they can never completely make solo the same unless they added voice chat then if they balanced the game around swf with anything but that solo would inherently be at a disadvantage, if they didnt completely balance it around swf then killers are disadvantaged.

    So that is two sets of players not being able to compete at a lvl due to one set of players, so this points to the overall solution of balancing swf to fit in with those two players sets.

    Yes SWF was always intended to be apart of the game that's not what I was saying, the use of comms was not intended and how much it could changed the game was highly underestimated by the devs, hence solo PLAY the game as it was intended.

    Everything in a game is subjective to what one wants out of it, the one thing about a game though is it needs some sort of challenge to keep you wanting to play, if they make it too easy on either side then that challenge gets lost which has already been happening and you start to just go through the motions making it more and more mundane over time, that may be ok for someone with up to 100 hours but is it for those of us with hundreds of hours?

    Ah the good old super challenging survivor aspect of dbd, the oh so difficult hold down one button or run around a area and drop a wooden board every so often. The embodiment of skill!!!!

  • @twistedmonkey said:
    ModernFable said:

    The game is not tense and never has been.

    Dead by Daylight is not a horror game. It’s a cooperative survival game where you do gens and run around pallets.

    Trying to keep the “immersion” in an online survival game like this is kind of a fruitless effort. Especially when Survivors in neon skirts and cowboy hats are teabagging supernatural Killers in santa and school girl outfits. And just because having more info on hand sounds less fun to you, doesn’t mean it does to others.

    I've stated multiple times that unless there’s voice coms, then SWF will still be greater than Solos. This is true, but there’s still a lot that can be down to reduce the gap. Even if they don’t have on the fly updates, these changes will reduce the ginormous difference.

    They track SWF for stats, however they do not have the code in place to make nerfs specifically for SWF lobbies.

    Moreover you’re specifically identifying SWF as a problem. Considering it’s not going anywhere and it would require creating new assets to change it directly, it seems more logical to simply buff Solos. The assets are already here and the changes could be applied much faster.

    Says who? You personally! The game being tense is subjective.

    It's a game where you choose how you play and what you get out off it, some players run around, some play stealthy others do gens and want to get out, there is not set rules on what someone feel a when playing it's a personal feeling hence for me personally i believe getting more info is bad for the game as it makes it less challenging.

    You did say they don't track who is swf and who is solo in your other post so what else may you be mistaken about? They may not have the tools right now to change the lobbies seperately but what's to say they aren't looking into it? No one ever thought dedicated servers would come after all.

    Of course I am identifying swf as a problem, you yourself identified the same problem or thia whole thread would be pointless, assets can be acquired easily but you are miaaing a fundamental flaw in buffing solo as since solo can never be comparable to swf in terms of info without changing swf they can not make killers strong enough v both as solo will always be disadvantaged.

    Do you think it is right to make those who play the game as it was intended the ones who get the short end of the stick? I don't so bringing the and fixing the actual problem into line is the most logical from that standpoint.

    "Who says they arent looking into it?, No one ever thought dedicated servers would come after all."

    I get your idea here that perhaps they are looking into future balance or ways to implement changes to swf, however you gotta understand that it took Behavior about 3 YEARS to announce dedicated servers which have been requested since DBD's release, and we still have about half a year until they even come out. So trying to say we should basically just wait is a absurd idea and doesnt help the game in the whole what so ever.

  • @twistedmonkey said:
    No the game has already been dumbed down enough due to SWF, so many notifications and aura reading perks for both sides.

    Why play a game, learn and get better when the devs will simply show us where to go and what's happening in every scenario.

    All these notifications should be removed once you reach rank 15 imo and you get out the learning zone. 

    "Dumbed down due to SWF" Thats the entire point of this post, it would bring the game closer to always feeling like a SWF or not much of a difference outside of player behavior, "dumbing" it down would make it far easier to balance the game in the future with changes like the ones suggested here implemented into the game.

  • @thesuicidefox said:

    @ad19970 said:

    @thesuicidefox said:

    NO

    Solo survivor is just fine. We don't need to give them anything. If you have 4 top tier solo survivors it can be way harder than most SWF groups.

    What they should do is limit perk usage of SWF groups such that there is only ever 1 instance of a perk allowed. This puts the focus of SWF on team builds, which is what they should be doing anyway. Letting them all run DS/Adren/DH/SC is what makes SWF so overwhelming. It'd break up the meta a bit.

    And before someone says something stupid because they don't actually read the post, this only applies to SWF groups. If you come into a game solo, even if the other 3 players are in a group, you have no limits. You can do whatever you want.

    I just don't think many people will be happy if they are forced to use less perks because they are playing with friends. Might really hurt the game.

    Literally nothing you do will make everyone happy so you just have to pick something and bite the bullet. Your choices are buff solo or nerf SWF. And since solo is in the perfect spot right now, it makes the most sense to nerf SWF.

    And if sharing bothers you that much then get in the habit of playing solo more often.

    "Play solo more often" Basically youre saying "If you have a problem with it dont play with your friends on a game you enjoy" cause thats gonna help the lifespan of the game.

    "Solos in the perfect spot" I dont know what game youve been playing for the past year but all solo is right now is people rushing to unhook people they dont know for a easy pip and easy bloodpoints.

  • Decent? Do you truly believe that being able to see a survivor who is in a locker with no other means but a very common sloppy butcher is just a decent buff? Being able to see a blood effect from a good 48+ meters away is just a decent buff? Please explain to me why you believe this is good for the game for im interested in your thought process. Perhaps if it was removed from Sloppy and added to like say Bloodhound whos only really used on Legion or other flex killers then it could work.

  • @Boss said:

    @ModernFable said:
    Boss said:

    @ModernFable said:

    Boss said:

    I like to increase fog as Wraith, i can truly get some surprises, even though i b-line it.
    

    The fog is an interesting mechanic, but it can be adjusted separately.

    I prefer to give the fog Offerings actual meaning for me to use.

    I understand that, but why do you want Offerings in the first place?

    Why do you like them?

    I like gaining more control over the match.

    Like with that Sloppy blood fountain wraith exclusive perk am i right?

  • The entirety of the bloodweb system is just a incredibly long grinding system which becomes more and more of a grind the higher level you upgrade the survivor in the blood web. Having this grind doesnt do anything really outside of forced gameplay to get the "cool" additions of the bloodweb, or to get every perk which is a ridiculous amount for you must snatch every perk AND its rank up equivalents as you "progress" through the web. The bloodweb is just the grinding wheel and this is how:

    15 x 3 = 45 Separate Perks which are Survivor Exclusive before finding their teachable thus either A.) Forcing the survivor to grind every other survivor to 40 in order to access every perk, or B.) Buy every or many teachable's through the weekly shrine which is also a grind in itself through the leveling system with no way to even shorten this process by any means.
    With 1 survivor having access to every perk which would take 100,000,000 BP easily(with a EXTREME LOWBALL) in it self you then must now upgrade this survivor now to level 177 or to level 50 and then upgrading that said survivor 127 more times in the extremely large level 50 blood web tree which would take 30,000,000BP almost in itself.
    This means bare MINIMUM you must invest 130,000,000BP+ Within the survivor class with EXTREME LOWBALL in order to have just ONE survivor have access to every perk in the game to which about only 60-80%(high balling) are even used and also without prestige levels taking place for this survivor or any survivor. If you include prestige levels you must now upgrade again 100 more times to finally get a truly full maximum potential survivor. Which would add another 3,000,000 or so each prestige making the grand total to have a max level survivor prestige 3 with maximum build potential WITHOUT ALSO INCLUDING WANTING TO GO FOR GOOD ADD ON'S-> 133,000,000BP+ With again extreme LOWball.

    That number is just a absolutely outrageous number in itself counting on average you win every single game and get about 20,000BP per game you need-> 6,650 bare minimum games played to fully access one survivor this is the equivalent with saying roughly each game taking 10 minutes WITHOUT que timers also playing into effect for easily another 5 but ill say 2 minutes of wait time-> 79,800 Minutes in full immerse game play winning every single game for that oh so "big" 20k blood point score(roughly one line on a level 50 web) which equals 1,330 Hours of FULL IMMERSE Game-play. Again this is with EXTREME low ball.

    The Bloodweb needs to be fixed and cutting out many of the white offerings and changing many of the bp offerings to just be 25-50-75-100% as well as removing low end mist offerings, hooks, shrouds etc would help decrease this timer by a extreme amount for as is most offerings give you in actuality a extremely low bonus output from using them in terms of blood points and the others are just a hindrance on game balance or frame rate most of the time and are thus NOT NEEDED. They serve almost no point outside of filler to increase the grinding span needed to reach maximum potential as a player.

    Also as a final point and a pretty big one at that, these numbers are not even including the other HALF of the game from the killers side which is just slightly lower then the survivors in terms of maximum numbers. This grinding system is just absurd and is just a negativity on the core of the game.

  • I like these changes to a certain extent however there are quite a few things i HIGHLY disagree with.

    *40%: Although i can understand why you gave the killers the 40% buff to their kick speed, it is in actuality impossible to implement this for killers would break things at a ridiculous speed, thus causing pallets to be almost entirely obsolete and making the game entirely in the killers favor to a outrageous degree, especially if you were to include brutal strength into the mix they would kick gens in like half a second same with pallets, it would be impossible to loop them if they also were to add bamboozle into the mix.This can not happen.

    • Benevolence: Again i can see why you would wish this to be a thing, but however this would dramatically encourage people to just allow their fellow survivors to die, i do believe the point system for this tree should be changed and moved slightly to light-bringer the actual objective of the game but not in this way. My recommendation would be to have-> Unhooks = 250, Safe Hooks = 1,000, Heal = 500. This would be a little lower then the numbers now but still fairly spread out and doesn't encourage sandbagging like the current in game system does.
      *** Lightbringer**: Instead of adding 1,000 BP for doing the objective while someones hooked, i believe that just 500 more to the objective itself would work far better and not solely be more beneficial when a team mate is dying and thus encouraging the survivor to not go and save their fellow survivor.

    • Blood Web: Several things i do not agree with here, 1 being that it caps at 40 i believe 50 is perfectly fine and is a much rounder number, and with the decrease in perks needing to be accessed with some being level 3 off the back this wouldnt do much lowering the number anyway. As well as some other offerings being changed.

    • Kindred: I highly disagree with this just due to the fact of it making many other perks unneeded or extremely under powered, Bond,After Care, and Empathy especially being extremely weaker with this change, i understand the desire for it could help with communications like with survive with friends but i just cant see it being overall good in the long run. The red glow could help however.
  • The entire system for "matchmaking" has always been flawed for Dead By Daylight at its core.
    Survive with friends makes this system even more fundamentally flawed due to the fact that I a consistent "Rank" 1-4 Player(it in all honesty just depends on how much time i bother to play during that particular month) can continuously play with friends "ranked"(loose term) anywhere from 5-8, 9-12, 13-15, 16+ and then face "lower end killers "(we use the word lower when technically they would be a higher rank ironically which is a weird thing in its entirety) with no consequences what so ever. There is no "balance" in this sense for matchmaking which certain people are trying to say there is when there is oh so clearly not. You can "rig" the system in this sense rather easily to which will make getting this "hard" to get rank of rank 1 rather easy to get too.

    This is without even mentioning the other easy exploits of this extremely flawed system to which most players should be able to figure out either with 1.) Google, or 2.) Just playing the game for a couple days.

    As a survivor: All you need to do to pip to earn that oh so "HARD" to get rank 1-4 is to do several options,
    1.) Sandbag teammates by just rushing unhooks and getting your altruism medal up rather easily and then just press down a button for about 20's and BAM 1 pip(might need to let the killer wack you at the exit gate however)
    2.) Gen Rush with SWF but also just let the killer chase you for several seconds and just abuse the pallet system to which most of the time there is no hardcore counter too outside of Nurse or pre set up by other killers.
    3.) Abuse SWF and exploit the system and use a new friend for a easier time "ranking" up.

    Also side notes: Survivors acquire more points for "ranking" up by just rushing unhooks on other survivors and running away from the killer and abusing the pallets, this might screw over your team but however with how DBD is right now theres almost NO CONSEQUENCE for this type of play style so this is by far the easiest way to earn that oh so HARD rank 1.

    As a Killer: Note-This is by far the HARDER of the 2 to get pips on but the EASIEST to get 2 pips on.
    1.) Tunnel a survivor to guarantee a death and just then not allowing gens to completely finish for about 5 minutes, this usually results in 1 pip rather easily although you might need to hit a couple other survivors.

    2.) "Camp" aka "Patrol" around a hooked survivor and wait for them to try and exploit this flawed system which rewards you for screwing their teammates over with 1,500 BP and then just either get a easy hit or possible 2 hook.

    3.) 3 Gen this is by far the most time consuming of the 3 options im presenting but also rather effective, you as the killer pick your 3 gen area, run some defensive perks and then just for 20+ minutes chase survivors around these 3 gens and eventually get your pip for free with little actual effort in chasing survivors at all.

    The "Ranked" system for dbd is just fundamentally wrong in almost every way, this only somewhat performs balance for EXTREMELY NEW players who as mentioned by the original poster should have a separate system of their own like many other games do for newer players.

    Getting to Rank 1 is almost entirely based off of how much time the player wishes to invest that month into the game and as long as you somewhat have a grasp on the ranking system to which most players should be able to have a small understanding of by about rank 15 (WHICH YOU CAN NOT DERANK FROM THUS SORTING OUT THE NEWER PLAYERS FROM THOSE WITH SOMEWHAT EXPERIENCE) and then easily get 1 pip per game thus grinding to rank 1 as long as they do not get consistently instant killed to which shouldn't happen unless they have very unfortunate luck.

    Getting rid of this system and just having a smaller system for newer players would fundamentally improve the speed of matchmaking, help solve connection problems by being able to find more players with your preferred connection, greatly decrease the full effect of "bullying", decrease toxicity in the aspect of screwing people over or tunneling etc, and again in easier to understand wording "It would make finding games FAR easier".

    This ranked system as is provides no reward in its entirety for a glorified grinding spree, Makes match making take forever, Hinders which players you can connect thus resulting in poor connection lobbies in order to address the "ranked" issue to which the only real difference in "skill' half the time is perks. And is just a negative impact on the game in its entirety. Removing this system does far greater good then bad, If they were to provide some reward it would be somewhat understandable and accepting to have people just grind the game to get to said rank, however as is you get absolutely nothing from higher end games outside of longer que times and poor connection issues, and toxic game play for Bloodpoints.

    The Ranked System is just a grinding system to which takes longer to work the more time you spend grinding on it. It SHOULD go. If they wish to bring it back with some rewards and major updates that'd be one thing but as is its just a complete and utter hindrance on the game and should be taken out until the issues are addressed and fixed.

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