Dehitay
Dehitay
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When you said bundle with SH, for a second I got pissed off thinking there was a bundle that included the actual Silent Hill game that I missed out on because I bought this dlc on its own. Then when I looked at what the bundle was, I realized it's just a mix of this dlc and all the unlicensed dlc.
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I think it might have been a countermeasure to people editting their gamefiles when DbD first came out and it was easy to do that, but that's outdated now. I've since heard people say that they don't want people being able to prestige and get straight back to lvl 50. If that's true, then I guess the primary reason is to unnecessarily handicap players.
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I think there just needs to be easier counterplay to camping. My suggestion is to make it to where after a killer hooks a survivor, they have 5 seconds to leave the area. After 5 seconds, any time the killer is in X meters of the hooked survivor and there is no other unhooked survivor in the area, then the killer gets a debuff. The debuff would make the killer's aura visibile to all survivors in the map and if a generator is completed while the debuff is active, the hooked survivor gets another 20 seconds added back to their hook progression.
This would make it obvious when the killer is camping needlessly so that players know to just do gens. If the killer continues to camp, then the gens will just be easy to complete and the hooked survivor will keep getting added time which will make it easier to rescue them at the end of the game if the killer just camps from the start. At the same time, the no other nearby unhooked survivors requirement for the debuff will mean that survivors can't abuse it by camping the hook themselves.
Since this pretty much uses Kindred's power, I would suggest changing the killer aura reveal on that perk to something like the hooked survivor gets 33% objective bloodpoints you gain working on gens while he's on the hook. If you're on the hook, you get 33% of the objective bloodpoints all other survivors get from working on gens while you're hooked.
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Wow, there actually is a huge balance problem with this killer and yet you somehow missed it and started complaining about things that are easy to deal with. Rites of Judgement can just be crouched over rather easily since you know exactly what the range is and exactly where they are. If you think that's bad, Hag must be an utter nightmare for you. His ranged attack is ridiculously easy to dodge and then on top of that, it gives you 5 seconds while he can't do anything to reposition yourself. Unless you're in a narrow straightpath or mindgamed into an animation, this ranged power is completely in the survivor's favor.
However, his cages negate Borrowed Time and Decisive Strike in certain cases which makes tunnelling a survivor out of the game far easier if you commit to it which can upset the balance quite a deal.
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This chapter really isn't the best one to come back on. The new map is aesthetically beautiful but it has crappy loops for survivors and way too much run around pathing for killers. Pyramid Head has some of the most clunky movement and animations when you play him which really makes it feel weird; and playing against him, his ability to tunnel is stronger than most killers but can be used against him if you're entire team plays it smart. But oh my god, the amount of sound bugs that got introduced in this patch is insane. Characters and generators are completely silent in certain trials. If you get a trial like that, it a nighmare for killer and you don't even have any way to end it fast.
I'd say give it a few weeks and see if they fix a lot of the problems before investing in this chapter. This is one of the ones I'd least recommend. I honestly thought they would do a lot better a job considering how much they hyped up their 4th aniversary.
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I'm all for making the basement easier to escape as long as we make everything it's attached to easier to down survivors around.
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Why are people mad about people who pretend to be veterans for recognition and benefits? Why are people mad about people who pretend to be handicap for extra rights? It doesn't affect you. Well, unless you have a sense of empathy like an actual human.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1364987#Comment_1364987
That's not how things work, when you queue with friends you are matched with the same people that are solo against the same killers, you are actively punishing people. Nerfing a killer or something is a false equivalence and a logical fallacy.
...There's a few ways to interpret this and all of them are faulty in some sense.
I seriously hope you're not suggesting that swf is just people playing solo now playing together. This would be so erroneous I don't think there would be any logic in talking to you.
Another possibility is that you're suggesting that the solo players that get matched up with swf groups would get punished for nerfs to swf which would be blatantly ignoring my previous posts which clearly outlined that you don't have to do that. There's no false equivalency or logical fallacy except those you're intentionally making by ignoring exactly what I've been saying.
The final possibility is that you're saying having swf in the game punishes solo players cause of the way swf players in general play, and making things harder on swf players would make things harder on these solo players. This would be the most logical argument for buffing killers and solo players while ignoring swf, but I personally don't believe this to be true. I mostly play survivor solo and there have been some games that I obviously got matched with an swf group and some games where I was obviously with solo players. The chances of escaping or pipping don't change too drastically and actually seem to be slightly higher with an swf group.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1364870#Comment_1364870
Right, but that's still punishing people for playing with their friends. The best and most fair way to fix this for everyone is to buff solos and killers to the level of SWF kill squads with coms. And the way you close that gap is by buffing solos to have more information without having to use perks, and then buffing killers to compensate for that.
Balancing the game is not "punishing people for playing with their friends". That's some bs people spit out cause they don't understand that you can't just have everything. Nerfing Legion wasn't "punishing people for playing Legion". Nerfing the Nurse wasn't "punishing people for playing Nurse". Nerfing Mettle of Man wasn't "punishing people for playing with MoM". Nerfing swf is just helping to balance the game. This whole "punishing people for playing with friends" bs is just entitled nonsense.
Sure you could buff solos and killers, but let's face reality. Nurse got nerfed. Spirit got nerfed. Billy is on the chopping block. Suggestions for totem counters, HUD icons displaying extra survivor statuses like being chased, and in game voice chat options are being ignored left, right, and center. Anybody who's got a grasp on reality realizes which route they're definitely not going.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1364544#Comment_1364544
Because its a fundamental game design problem. The problem with SWF is they have communication, you can't fix that. Its not quantifiable. How many perks is that communication worth? By my count, its about 13. So should they just not be allowed any perks? If so, what do you do about the other 9 free perks they get? You could make them move slower, or make gens take longer, but but what percentage. How do you calculate what you need to do to fix the problem? Also, anything you do to buff killers to deal with SWF hurts solos.
The best solution is to buff ALL survivors so that using discord is not a massive benefit over solo survivors, then buff killers to compensate. So much of the fundamental design of the game is based on information. Look at how many survivor perks do nothing but provide information about what other survivors are doing or seeing.
And if you go about "nerfing" SWF, then all it does is make people not want to play with their friends. The reality is, not every SWF group is a depip kill squad. When i play with my friends, they are terrible at this game and can't run the killer for more than 10 seconds. But i still play with them because it is fun.
I wouldn't suggest removing perks myself. Maybe disabling certain perks like OoO. I'm thinking stuff more along these lines:
- SWF groups can only bring one of each item type
- SWF can only use items/addons of a maximum rarity depending on how many members are in the group
- SWF groups have extra objectives they need to do after generators while solo players can just escape
- SWF groups get certain parts of their loadout randomized by the entity depending on how big the group is
- SWF members can't switch their loadout once they're in match lobby, only cosmetics. Loadouts must be set prior to loading into match lobby.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1364544#Comment_1364544
Did you play before SWF was a thing? Survivors were dodging lobbies all the time until they could get into one with their friends, increasing queue times for everyone. Believe me when I say that many would do this just to avoid the penalty.
I actually did play before SWF was a thing so I know full well that argument is just some bs that Peanits likes to spit out. That had a minor effect on queue times. Why don't you go ahead and throw out the how rare swf groups are statistic is as well. It's the other big "swf doesn't need to be worked on" argument that directly contradicts this one. The majority of people who wanted to play together before SWF was a thing played KYF. The amount of people who wanted to play together that dodged lobbies was small enough that it wasn't much a burden on queue times. Not to mention, that was back before they had the dedicated server lobbies they have now that would further make it less impactful on queue times. In addition, the amount of people who would keep doding instead of queueing up as SWF would be even smaller than what happened before SWF was introduced. This argument is so overwhelmingly flawed that I'm surprised anybody gives it any credibility. It's just a desperate last ditch effort of an excuse for not nerfing SWF.
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@Orion said:
No. Nerfing SWF will not work, you need to buff solos and then either buff killers or nerf survivors on the whole.
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/162605/idea-for-swf-groups-in-favor-of-the-killer
This will not work.
The only way to fix SWF, is to buff solos with more information. Make it so all survivors see the aura of all other survivors all the time, make kindred a baseline perk. Give a totem counter etc. Then you buff killers to compensate.
I can't believe how many people buy into this utter nonsense of "nerfing the overpowered system won't work". That's one of the most direct paths towards balance and saying it won't work is utterly ridiculous. The real issue comes from the fact that most suggested nerfs would end up affecting solo players as well as swf players. However, you can definitely nerf swf themselves in order to help balance the game and very well should.
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The survivor queues are pretty short unless you're playing swf.
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Chucky wouldn't be as interesting without being a doll. His height would actually prove interesting as long as he's tall enough to not be constantly blinded by grass. Hag is really short as well though she's listed as a medium height killer.
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The mori synergy really doesn't have anything to do with addon vs offering. This is all about how mori is coded. It doesn't actually have a hook counter. It works off of sacrifice progression.
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A similar thread was also posted in the bug report subforum that suggests the bug might be caused if you switch killers during the match lobby. Which is annoying cause that's the one way you can avoid exploit users from taking perks to counter the killer they know you're playing when they shouldn't know.
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This happens to me also. But it's been more than just a cosmetic issue. If this happens while using BBQ, I don't get the extra post game bloodpoints I should be getting cause it thinks I don't have BBQ when calculating end game rewards.
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I think they already fixed auto-aliasing with a previous patch. This is probly just about stretched resolution but they phrased it like that.
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I'd suggest P3'ing all your killers when you've played long enough to get enough bloodpoints. But if you want to know which ones to prestige purely for the cosmetics, I would suggest the licensed killers specifically because they have limited cosmetics. Freddy and Bubba I believe are the ones with no other cosmetic options.
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I got a message like this saying I got 50,000 bloodpoints, but it was pointed out my bloodpoints hadn't actually gone up.
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@Cheers said:
This will be it's own rarity, probably cost 12500 Auric Cells
This seems more like the kind of thing you get free with the purchase of one family size bag of Doritos.
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oh crap, it's dropping today? I messed up and used all my bloodpoints thinking it was coming next week.
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What do you mean by hot take? That's just going to be an opinion that differs from the majority of other players rather than anything I would consider hot.
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Both that Huntress and Hag would be easy to play around to get the unhook. And if they're wasting their time after hooking, that actually makes it easier on survivors who don't hook bomb like they shouldn't be doing in the first place.
50 ft is actually enough distance from Bubba to get an unhook and get away. I assume you mean a bit closer. There's not really much you can do against him to get the unhook if he's hard camping. Once you figure out what he's doing, just do gens as fast as possible and ignore the hook unless you have reason to believe he's left. It's an annoying playstyle, but those people can only go up in rank if you let them and once you get higher, you won't get them since that tactic only leads to depips against good sruvivors.
Freddy patrolling the hook isn't going to be that much different than any killer patrolling the hook. Work on gens if you know what he's doing. But that distance is enough to get an unhook which should really only be done right before the hooked survivor is about to go into the next stage. If he's using his time near the hook, abuse it as much as possible which means you have about 20 seconds free before you need to worry about the hook stage progressing. This tactic is good against hook bombing, but bad against gen rushing.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1349937#Comment_1349937
So as I suspected. You make a statement about the "whinny" people setting a standard for why BHVR is doing this, but you don't provide any examples to make you think that. Got it.
No I do not have proof that the Silent Hill nurse skin is in the game as a cash grab, but guess what? I never made those statements. I never even brought up Silent Hill. YOU did.
Nice try changing the narrative now though.
Wow, I'm almost impressed at how you can so blatantly miss the point where I clearly spelled it out for you and then end with a statement of such hypocrisy. I clearly explained that I never said that whiney people were setting a standard, but that if whiney people set a standard then that did indeed make things less important. And I clearly explained that in the very post that you quoted but are so stuck hearing only what you want to hear that you can't even read it properly.
That Silent Hill statement was so obviously a parallel to serve as an example of why it's ridiculous to demand evidence of something that hasn't happened and yet you somehow missed it. At this point, I can't determine if you just lack the intellect to see such an obvious parallel or if you're so desperate to find something you can actually counter that you'll take an obvious parallel of what you did and pretend it's an actual thing I wanted even though I made it so clearly obvious that I consider such a line of thinking ridiculous.
And that last statement is just one of the most blatant forms of hypocrisy you could have spit out considering how both your last 2 responses to me are desperate attempts to change a narrative that I've made completely clear.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1349472#Comment_1349472
Please show me where you have ANY evidence that someone whined and that's why BHVR took a stand? That is such a reaching statement.
I'll be waiting.
PS. The only whinny people I see are the ones who are literally saying "I don't care for this .... but Im gonna say something anyway."
It's ridiculous to demand evidence of something that hasn't happened yet. We have no clue whether BHVR is doing this as a honest step forward or a pandering stunt. Do you have any evidence that BHVR is putting the Silent Hill nurse skin in the game just as a cash grab to take advantage of her sexy body? Of course not! It's something that may not even happen.
My post was obviously in response to your statement that only doing something to pander doesn't make it any less important or exciting. Stop trying to pretend I said anything else cause you can't defend your erroneous statement and need to resort to a strawman argument to rebut against.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1349321#Comment_1349321
I think you assume too much. I play other Asymmetrical games which have 0 representation. So I am not sure which games you are referring to.
No one demanded anything. There are a lot of LGBTQI people who already play this game, so it's not like BHVR is trying to keep us here. We support the game before and after the announcement. It is still a great thing that they are making their stance known, since when is that bad?
Your "They are only doing it because __insert opinion__ " Doesn't make it any less important or exciting for others. Especially when it virtually doesn't affect your gameplay.
No, it does something very significant. It enforces the standard that if you whine enough, you get what you want. If BHVR makes people of LGBT backgrounds with actual personalities other than "Hey, I'm different for this one reason that they defines my entire existence" then it will be all right. But if they make LGBT character purely for the sake of being LGBT in personality or as a mere afterthought, it's just catering to whiners.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1338207#Comment_1338207
Do you use it with Botany? If so, how good is it? Does it feel like the good old SC?
My 4th slot which is where I put Botony if I'm using is a rotating slot that changes depending on challenges, dailies, or whatever. I do actually like using Botany a lot not just for self healing but also because it makes healing others faster. However, the seconds it saves tends to be rather inconsequential. The one that matters so much that time spent healing is irrelevant is whether or not I'm injured when the killer finds me. And Self-Care is the only one to garuntee that you have a way of healing yourself. It's awesome when other survivors are smart enough to heal you. Medkits are cool but limited. Inner Strength is nifty but barely saves any time over self care and is limited in its use. If you want to rely on luck or limited use heals, that's up to you, but I'm going to rely on the most reliable way of getting healed when nothing else heals me.
@Theetis said:
Self Care:
- takes 32 seconds flat
- in order to heal you forfeit performing any other actions
- it is affected by a lot of commonly run perks and addons; sloppy butcher, thanatophobia, dying light, mangled addons
- whenever you get injured, you have to do it all over again
- you're not working towards any objective whatsoever
- synergizes with Botany Knowledge and Medkits, which only encourages a healing oriented build, rather than diversity
Inner Strength:
- takes 14 seconds to cleanse a totem, and 8 seconds to heal, not including travel time
- can be activated preemptively in order to use later
- the survivor is free to do whatever they want: works on gens, loop the killer or anything else they please, all that with a heal available at all times
- no commonly used perks or addons affect totem cleansing nor locker healing
- you're working towards the second objective, which is cleansing totems. It also helps you prevent NOED.
- synergizes with perks like Quick & Quiet, Head On, encouraging diversity; this combo offers stealth, survivability and chase/utillity potential, as well as Detective's Hunch, which gives the survivor immense amounts of information
Sorry, but Nancy is just more efficient at taking care of herself than Claudette.
When you include travel time, it ironically ends up being almost the same amount of time. Inner Strength also forces you to forfeit performing any other actions. Inner Stength is pretty brutally countered by killer instinct if you going for counters not to mention Iron Maiden which shows up on Huntresses. When you get injured with Inner Stength you obviously have to do it all over again as well. I'll admit inner strength actually does work towards an objective and that's where it shines over Self Care. Who in the hell thinks that synergy and specific builds are actually a bad thing?
While half of your Inner Strength points are true, half aren't. The survivor is clearly not free to do whatever else they want to use Inner Strength. There's 3 perks that counter hex cleansing and two that counters locker healing. Haunted Grounds shows up quite regulary expecially on Spirit, Iron Maiden shows up on a number of Huntresses, Thrill of the Hunt is used in totem builds, Stridor shows up on a number of killer especially Nurse, and let's not forget killer instinct which is basekit for Legion. And I don't even know how to respond to the fact that you're boasting the synergies of Inner Strength while implying the synergies of Self Care are a fault.
But you've clearly neglected to mention the biggest faults with Inner Strength. First, you actually have to find a totem which will take so much time that when you add it to the cleanse time, locker finding time, and locker hiding time, it goes way beyond the time it takes to self care which you can do anywhere without any setup. Second, you're dependent on other players not finding totems before you which would completely ruin your use of Inner Strength. The third problem isn't that big of a problem, but it is important to mention that Inner Strength actually encourages not doing totems once you have your Inner Strength primed otherwise it would be a waste of a future use of the perk.
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I thought it couldn't spawn there because it was too close to the always present generator right below it.
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It's gonna be Borrowed Time for survivors, but for killers it will vary from killer to killer. Monitor & Abuse is practically a must for Myers but basically useless on Huntress. The only perk I use on all killers is BBQ & Chili, and that's not because of how strong it is in game. Loads of perks are stronger. I use it for the bloodpoint bonus.
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Wow, for a perk that sucks so bad, it's one hell of a coincidence that in solo play when I'm using it, I have a significantly higher escape rate than on solo games when I'm playing a character that doesn't have it. Almost as if people who say self-care sucks have no clue what they're talking about and just feel like whining cause of a few instances of somebody self healing when they shouldn't be.
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The fact that No Mither doesn't given bonus bloodpoints yet is something I've always found weird.
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What other pvp game where teamwork is highly important just allows you to quit?
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1336271#Comment_1336271
You have yet to provide any rational reason for a Killer to not down the easy target other than "its not fun" for the Survivor. Why should a Killer play to make the game easier for their opponents? The onus is on the Survivors to get better at the game and make themselves a less desirable target as possible for the Killer by learning how to loop for longer and running the proper perks to aid in that endeavor. It is not the responsibility of the Killer to make sure you have fun or an easy time during a match.
You trying to insult me by declaring I am a "standard reddit/forum user" only shows that you have nothing intelligent to say.
@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1336336#Comment_1336336
It isn't easier to go after the unhooker, it is easier to go after the unhooked. All the Killer has to do is run up to the Survivor, count to 15 and down them. It isn't difficult to counter BT at all, especially since most Survivors try and bait a hit out of the Killer for the speed boost. Also, for the most part, if the group that the Killer is facing is altruistic, like they usually are, chasing the unhooked would be the smarter choice since their teammates would usually follow the Killer and try and body block and take hits for their teammate. So more time wasted for the Survivors.
Sorry for the jab at your spelling, I didn't realize you were a different person quoting me from the last one who tried to insult my intelligence by comparing me to a reddit user.
What are y'all talking about? If a survivor unhooks a different survivor right in front of the killer's face, it's almost always easier to go for the unhooker. You get one free hook when they first start unhooking which interrupts them and they have to start again. Your animation will wear off right after they finish unhooking and then you have the down. If you wait for the unhook and then go after the unhooked survivor that has BT, then you have to hit them twice while they're running instead of hitting the unhooker twice while they're standing still.
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It's definitely against the rules to intentionally disconnect for any scenario and disconnecting just so another survivor can get the hatch is clearly an exploit. Ignore all these people spouting nonsense about how this is just a disconnect so you should just let the automated system handle it. This is using one thing that's against the rules to do yet another thing that's against the rules. If you have any evidence of them clearly intentionally disconnecting for the purpose of letting somebody get the hatch, then report it and give BHVR that evidence. There's a difference between pushing somebody and pushing somebody into a fire; and there's a difference between intentionally disconnecting and intentionally disconnecting to give somebody the hatch. One is a single violation of the rules and one is a violation the rules to violate yet another rule.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1333298#Comment_1333298
That's for leveling up from level 99 to 100 lmao.
Maybe pay more attention to what's happening on the screen.
You don't go from level 99 to 100. You go from level 99 to 1. Maybe pay more attention to what's happening on the screen.
I'll try to make this simple for you since you can't read anything complicated, but going from level 99 to level 1 isn't a level up. It's actually the exact opposite by a factor of 98. Actually, now that I think about it, the strictest interpretation of player levels when you consider them to be so seperate from devotion would mean you're actually losing around 25,000 iridescent shards at this point. In turn that means rather than 300 shards, you're gaining about 25,000 for going up in devotion.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1333282#Comment_1333282
NOONE get shards for devotion increase. Nothing.
That's funny because I get shards every single time I gain devotion. 300 of them I believe.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1333269#Comment_1333269
Just stop with this gymnastics. Accept you were wrong and there is no devotion rewards and move on. It's really simple.
So let me get this straight. You've never once gotten any iridescent shards when your devotion level went up?
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1333173#Comment_1333173
https://forum.deadbydaylight.com/en/discussion/comment/1333166#Comment_1333166
That literally did not answer anything. All u did was explain what devotion was, which everyone knows. So how about instead of belittling peopleand acting like you know anything, actually at the least of answer the question of WHAT rewards. And no, just because it's used in the system to "make getting shards more consistent" does not mean it's a reward.
Anyway I forgot on what stream it was on but I remember them talking about how they might have some ideas for ththe future to add devotion rewards just like how they will eventually add prestige rewards
If you truly and honestly believe that devotion is this whole different scale outside of player level, then yeah, in that twisted interpretation, it doesn't give any rewards. But let's be real. It's like complaining why wasn't there anything special kind of annual pay at your company when the year when from '99 to '00. All you got was a regular year's pay.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1333189#Comment_1333189
And that's why they're not scary, they're off-putting. Living dolls aren't scary.
If that's true, Child's Play would be one of the least frightening horror films in history. Hell, it wouldn't even be a horror film.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1333172#Comment_1333172
I mean cartoonish in the sense that it looks like an evil teddy bear with fingers and toes.
DbD's graphics might be cartoonish, but the Trapper doesn't look like something you'd expect from a horror film based on Toy Story.
Well, that's like saying that the Spirit looks Japanese-ish. That's the whole point! The animatronics are supposed to be something that used to be adored by children and got twisted into something evil. Why not just be even more blunt and say that it looks like an animatronic. It would be ridiculous to say that the Trapper doesn't seem like he belongs in DbD because it looks like something that got mutilated in a mine.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1333166#Comment_1333166
I'm not going to read this wall of someone who thinks that devotion gives you shard when facts stand that it gives 0 shards and punishes you with a level reset.
Not surprising. That's probly how you became so ignorant in the first place. Ignorance is the result of not taking in information.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1333138#Comment_1333138
Off-putting doesn't mean "scary". A misaligned floor tile is off-putting. A mannequin can be off-putting.
Honestly, the image is so cartoonish that I didn't know ######### I was looking at. It looked like the holes were just melted spots, and because it looks like a doll I went with plastic.
Cartoonish? You mean the way that absolutely everything in DbD looks like? It's going to be rather difficult to downplay FNAF's horror imagery as not good enough for DbD when they're in the same situation.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1333118#Comment_1333118
Nope. Devotion gives you zero shards. It's the levels which gives you shards. In fact, devotion is a punishement because it resets your level to 1 with less shards.
Oh, I understand now. You don't realize why devotion exists to begin with. Actually, you don't seem to understand how the level system itself works either so let me start with that. As levels increase, both the shard rewards and the xp required to read the next level increase. The shards per xp do differ slightly at different milestones but stay in a very small range. And it doesn't give you more shards per xp as level increases, it jumps both up and down at different milestones. Actually, the very last milestone before a reset is less shards per xp compared to the milestone before it. There is no "punishment" for reaching the next devotion level; that's just a figment of your imagination.
If instead of resetting, the shard rewards and xp required to level just kept increasing, then eventually it would take ridiculously large amounts of xp to get to the next level with massive shards being rewarded as a result. If the shards per xp invested actually increased as things went up, players might enjoy this. But since they stay relatively the same, most intelligent people are going to want more consistent progress rather than wildly spaced out progress. BHVR knew that and designed the player level to reset once levels reached 100 because that's intelligent design. The result was adding another variable that measured the results so you could have a hundred's place to help you measure your levels gained. Devotion is nothing more than the hundred's place on your player level. BHVR just assumed that players would be smart enough to figure that much out on their own so they didn't explicitly state it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1333098#Comment_1333098
Looks like an old plastic doll. Not scary. FNAF isn't scary, it relies on jump scares and off-putting imagery.
You literally just said that FNAF relies on off putting imagery while stating that the imagery isn't scary. Also, what the hell kind of plastic dolls have you been looking at? Everything about that implies fabric and metal. If anything looks like a plastic doll, Oni looks like an action figure.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1333105#Comment_1333105
Remind me, the rewards are....?
Iridescent shards. It takes a large amount of ignorance to look at the only thing that gives you iridescent shards (a currency that's nearly as good as auric cells which you pay real cash for) and think "Waaah, no rewards. I want more!"
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I'm amazed at how many people ignorantly claim we don't get any devotion rewards when it's so blatantly obvious that we do.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1331678#Comment_1331678
The bunny mascot is from silent hill and has always been regarded as a freaky character. The elephant suit is also once again more creepy than flat out horror.
https://us.v-cdn.net/6030815/uploads/2DFLDD97HT7P/ff.png
Theres literally nothing scary about him
That would be a valid point if you didn't cherry pick the most friendly looking picture you could find in a short amount of time to prove your point. Not to mention that anybody who knows anything about FNaF knows that Springtrap is going to be the most likely choice for a killer, not Freddy. And this is the very first picture you find if you google image Springtrap:
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@Karl_Childers said:
Killer vs 4 solos is killer sided. Should solos therefore get an action speed buff? People need to start acknowledging that some level of SWF participation is actually required for balance.
Weird, even though it's killer sided I've managed to reach over a 50% escape rate as solo survivor and I still suck at looping. Also, ######### do you mean by last sentence? The absolutely easiest way to balance the game would be to make 0 SWF participation. If you only have to balance around solo, then balancing becomes a hell of a lot easier. SWF is only in to make players happier; definitely not for balance.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1332532#Comment_1332532
The problem is if you see any offering and it isn’t blood points there aren’t many other things besides maps and moris for killers or the shroud which was secret anyways.
https://forum.deadbydaylight.com/en/discussion/comment/1332518#Comment_1332518
Maybe just BPS although I would prefer all secret for uniformity
I'm pretty sure maps aren't secret offerings. The only secret offerings I can remember are shrouds and moris. Other than secret offerings and bloodpoint offerings there's all the different kinds of map offerings, chalk offerings, salt offerings, coin offerings, reagent offerings, oak offerings, and ward offerings.
