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Dehitay

Dehitay

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Dehitay
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  • @Dead_by_Gadfly said:

    It should be all or none. Except with party streamers like dehitay said

    Personally, I think bloodpoint offerings in general are ok to make public since they don't affect gameplay at all.

  • While I wouldn't really mind making all offerings secret, bloody party streamers is the one offering that would backfire on. I've never once seen anybody that sees a party streamer and goes "oh, I'm gonna ruin the game now that I get 100% more bloodpoints". Maybe those jerks exist, but that's like saying no more cookies when you donate blood because of those few jerks that eat cookies and then go around destroying everything in site. Maybe they exist, but I sure as hell haven't seen one before. But if they do exist, they're such a overwhelming rarity that designing anything around them would be illogical.

  • @Popcornchicken11 said:

    For survivor I have Ace and Bill and for killer I have Trapper, Wraith, Billy, Myers, Bubba, Doc, Oni, and Deathslinger

    Ace and Bill are also my P3 survivors. I have all the killers at P3, but only max prestiged two survivors since I mostly play Bill. Once I get all tier 3 perks on the killers, I'll probly start prestiging other survivors.

  • SWF groups need extra objectives that solo players don't. Something like the entity blocking off the exit gates for SWF players until a totem is cleansed for each member on the team and a chest is opened for every 2 people on the team.

    in SWF Comment by Dehitay
  • @thedarknesz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328438#Comment_1328438

    Yesterday I played about 20 games, of those 20 the game stopped in just 1 ... Do you think it's fair to have 1 punishment for 3 days for that? Damn 20 games I played and it was normal, only 1 game was bad ...
    

    @thedarknesz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328449#Comment_1328449

    Yesterday I played about 20 games, of those 20 the game stopped in just 1 ... Do you think it's fair to have 1 punishment for 3 days for that? Damn 20 games I played and it was normal, only 1 game was bad ...
    

    @thedarknesz said:

    ONE SOLUTION: if your next ban is 3 days, the game would have to detect for example: I played 20 normal games without any problems, and in the next game (21) an error occurred and the game closed! Because I played 20 regular matches this punishment should be less, not 3 days.
    
    It is different for me to get in and out of a game all the time, but when the person plays many games without any problems there is already another story!
    

    @thedarknesz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328500#Comment_1328500

    of 20 games that I played on day 1, the game stopped and I had to close it, even so I took a ban on all this. lol
    

    What the hell is this mess that practically screams out "Hey! I'm a bot!"?

    If you only got a single ban that ended in a 72 hour ban, that's definitely not intended. But based on the fact that you're responses suddenly go from normal to #########, I'm betting there's a lot more going on behind the scenes than you're letting on. The possibility that you honestly got a 72 hour ban from one accidental disconnect seems so ridiculously small at this point.

  • @Springey said:

    A Fnaf Chapter based on the novel series as making it based on the games wouldn't fit DbD.

    The novel series isn't that much different. The only thing it could really offer over the games is a solid survivor option.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328205#Comment_1328205

    I'm thinking they will announce the rewards a bit ahead of time, or release them and give X amount of weeks to get them. They may even stick around forever. If they are good, and I want them I could easily power level one survivor and the few killers I actually play full time.

    I get the feeling it won't be a one time reward. I feel as if it will be something to replace the old increased bloodweb item rarity that they took off last time. Maybe something like nodes are 5% cheaper for a character for each prestige level they have. But who knows what it will be or if they actually even will do anything.

  • Dang, I'm honestly surprised that even with new prestige rewards being hinted at, this many people still seem so sure about not prestiging their characters. As long as you don't mind the risk of it actually being something good, I guess not prestiging does save you bloodpoints and help get to tier 3 perks faster. But most people who have looked into everything about bloodwebs will tell you that prestige rewards have changed before and there's no garuntee that they won't change again. And now there's a very strong chance that they'll be changing soon. Sure, the bloody cosmetics are far from the best cosmetics for most characters, but even if you're not into those cosmetics or completion, you still have to take into consideration the possibility of prestige rewards changing again when considering whether or not to prestige.

  • Considering how this barely affected him before, I'm guessing it will barely make a difference.

  • That's pretty much what challenges are.

  • Yeah, this challenge is almost impossible at high skill levels by playing normally. I used the complete silence uncloak wraith and they still saw me every time. Pretty much had to start a farming game.

  • @Rydog said:

    All you people questioning this idea, think about how stupid it looks, from a casual player's perspective, that you can fulfill the central goal of the game and still rank down. Like, pretend you don't know anything about this game, and that it is being explained to you for the first time. Think about how backwards that would sound.

    I swear, people are incapable of stepping outside of the context of their own experience to fairly evaluate the flaws or merits of something.

    So you think it's stupid to not require people who don't know anything about this game to get to know things about the game and play well in order to rank up? Btw, I can think about people who don't know anything about the game and have it explained to them the first time cause this happens ALL THE TIME. You get somebody new to start playing and then you explain it to them. Then they understand it cause they don't refuse to accept reality (or at least that's true of my friends). If you don't play well, you don't rank up. Very simple concept.

  • I'm also quite curious why I keep seeing some threads about No ED pop up every now and then.

  • Getting the hatch is actually going to be the most common form of escape that allows you to depip. I don't know why you would even be surprised by that.

  • @MelodramaticWraith said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321648#Comment_1321648

    The Passing is from L4D2. I think you meant "The Sacrifice" . Last gen breaks and one of the survivors has to restart it and sacrifice himself. Canonically its Bill.

    I think Tank is the most known zombie from L4D, but I can't see him breaking pallets in other killers speed in Dbd. That would be ridiciulous. It would be hard to make him work in Dbd.

    It would be kind of funny if he just started yeeting pallets at survivors.

  • I had a conversation like this in a different thread before. Somebody mentioned the jockey's powers would coincidently also suit Chucky from Child's Play.

    But with legendary skins coming out, it would be cool if they could get a crapload of legendary skins from the L4D franchise. The other 7 survivor skins as legendaries for Bill. A hunter skin for Demogorgon. Smoker skin for Deathslinger. Charger for Hillbilly or Oni. Spitter for Plague. Witch for Spirit. Boomer for Clown.

  • Pretty hypocritical coming from the guy who said "Self Care is one of the strongest killer perks".

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321141#Comment_1321141

    Lol, it isn't 'necessary'. I do heal the people, stop strawmanning. I'm arguing with someone who likes to strawman, hilarious.

    Self care became inefficient after the nerf because 32 seconds wasted on healing is almost half a gens worth of time wasted on healing. It has so many negatives, I can't even begin to tell you, since you're obviously too narrow minded and arrogant to understand it, but hey, I got plenty of time to kill, so I might as well TRY.

    I mean, just look at your statement 'spoken by those noobs I smashed the crap out of this morning'. They were NOOBS, they were probably learning how to play without SC, and you just insult them? They weren't good without it, but so what? It doesn't make them 'noobs'. Give it enough time and they'll surely surpass you in skill. People who don't bother healing generally improve in chases by being one hit KO, so they learn to chase injured, which hones their skill a LOT to which they become good to the point that they can extend a chase long enough without it effortlessly.

    Resilience and Spine chill combo is great when you're injured, and some of the best chasing perks for survivors in the game.

    Another would be Dead hard, Dead Hard allows you to essentially take an extra hit, but the killer does recover faster, but the distance generally helps, it can sometimes be used to extend a loop, like the Shack to REALLY greed the pallets.

    Sprint burst itself is so efficient when you don't heal, with SB, you turn deadzones into safe zones, and you can make it to any pallet. And if a survivor is smart, they won't get downed in a zone with safe pallets and windows. It's like a better Dead hard in that sense.

    Lithe and BL and hit or miss, if you're in a spot for them, they'll provide insane value, with Lithe giving a TON of distance as the killer has to walk around the window or vault, and BL forces the killer to drop down so your teammates (if they hide) can pressure the gens.

    You know, if you think SC is 'necessary' and seem to think it's efficient, maybe it's time you start considering if you're the 'noob' here, not the people who have the balls to try to hone their skill.

    I mean I used SC for a few months after the exhaustion nerf, the second I took it off, I saw the difference, it was HUGE. And at the same time, my chasing skill drastically increased, making me much better than I was when I used SC. As a result, I became a stronger player overall, and when injured, my chasing was around the same as my chasing when I had 2 hits in me back then. Not to slander other SC players, I'm sure there's some gods out there who can run for 5 gens with or without SC.

    Anyways, SC is only viable with Botany or with a medkit, without it, you're wasting time. Back to Resilience, Resilience makes a gen take 72.8 seconds. Now, that's only 7.2 seconds less right? But, half a gen also then takes 36.4 seconds. Which is 4.4 more seconds than you actually healing. With resilience, you're being more of a help to your team than giving the killer a chance to use your SC time to regress generators, this is common sense. If you're interrupted, unless you're in a deadzone without SB which does happen, you should be able to put a chase up easily.

    Before you pull out the old argument of SC takes 32 seconds, 2 survivors healing takes 32 seconds. Yes, that's true, but if the killer interrupts someone Self caring, they'll go down, easily. However, if the killer interrupts 2 survivors healing, then in 16 seconds, there's a good chance one is full health, able to take the hit, and one survivors can put a chase depending on who the killer chases, while the other aggressively pressures gens to pressure the killer. Even if the survivors were to SC individually, yes a killer could interrupt one, and the other would get the heal of, but the killer gains pressure from it, they got an easy down AND the other survivor wasted those seconds just healing, and gens were not pressured. A team of SC people will never beat a good killer who just uses the SC to their advantage.

    Don't bother strawmanning. At least TRY to show me an argument where I'm wrong, instead of getting all emotional about it and comparing me to people who, I assume, are trying to hone their skill without SC.

    Dehitay, if you don't want to read this, i'm fine with that, but don't respond to me after then, have a nice day/night.

    Edit: Added a comma.

    How cute, you learned a big fancy word. Well, learned might be a misstatement as you're using it incorrectly. A strawman argument is when you misrepresent somebody's argument in order to make it easier to debate them. Too bad for you I actually knew that. What you were specifically quoted saying was an agreement with the statement that self care is a killer perk. Now anybody with half a brain knows immediately that statement is completely wrong. The irony here is that you actually strawmanned yourself. You completely changed your own argument in order to make it sound like you didn't say something completely stupid to begin with so you could have an easier time debating. Yes, all the stuff in your response makes sense. But that would be like me responding "Omg, I can't believe you would say something so homophobic. Gay people absolutely do not need to be segregated from the rest of the community just to make you feel comfortable. They're perfectly capable of being part of everyday society without cause anarachy." Yes, that statement makes perfect sense but sure as hell isn't what I've said before.

    And btw, when I told those players I decimated earlier that they should have healed more, they literally said that self care was pointless because it helps the killer more than anything else. So your original statement was literally like them. That's just straight up equivalency logic. Pretty much the opposite of a strawman. No matter how much you want to claim otherwise, you ARE like them. Changing your position now is smart, but it doesn't change what you already said.

  • @Poweas said:

    SC should honestly take 28 seconds, that'd be in the middle of 32 and 24 (old and OP SC's number). Then the devs could decrease from there.

    https://forum.deadbydaylight.com/en/discussion/comment/1320336#Comment_1320336

    Yeah, people Self Caring can be irritating as heck, but I think it's wrong to discourage them from using it.

    The best way to get people to stop using self care is to heal them. If somebody's upset that they're using self care, then it's pretty much their own fault. If you can actually see them self caring, that means either you're in a position to heal them or you're on the hook where it would be stupid to try and rescue you injured.

    @Theetis said:

    Self-Care is one of the strongest killer perks.

    Spoken just like those noobs that I smashed the crap out of this morning cause they kept trying to do everything injured and got 3 hooked way faster than standard survivors. I have no doubt y'all are the type of people who don't heal other survivors which make self care such a necessary perk to begin with.

  • Oh, I thought they got activated in the last patch when I was getting matched up with people from all colors of the rank rainbow. Why was I suddenly gettting a sudden spread of different ranks matched with me if it wasn't due to moving to MMR from rank matchmaking?

  • Wait, you saw a survivor healing with your Bond and couldn't figure out how to get them to stop self caring? I honestly don't think Kate was the stupid one in this scenario.

    As killer, I love it when survivors don't heal. And a lack of self care is one of the biggest ways to take away the ability to heal so go ahead and spread this propoganda.

  • I'm almost sure you can hear the humming and terror radius audio at the same time

  • @Springey said:

    Sounds like based on FNaF 2, I really like the idea of a FNaF chapter... but please don't use characters like Freddy, the toys or the nightmares. They just don't fit the aesthetic, unlike one specific murderer/killer in the franchise, Springtrap. But, personally, I would like a chapter based on the novel series more than one based on the games.

    Springtrap, maybe called 'The Forgotten' in DbD, fits DbD well, aesthetically and backround-wise. He is a murderer/killer trapped in a rotting, dark animatronic suit. That wouldn't really be a problem lore-wise as we already have a 'dead' killer, the Spirit. The novel series also has good options for survivors, personally I'd take John as he is the closest to the main character. The main character, Charlie, wouldn't be able to be in DbD for reasons I don't want to spoil. Also a possible map would be, similar to haddonfield, a neighborhood with Charlies childhood home which has been abandoned and left to rot for long or even the mall that is hiding the old pizzaria. The novel series would also give the devs more options for Springtrap as he has no 'set' design like his game counterpart has.

    If you're going to use FNaF, I don't see how you could not choose the pizzeria as the map.

  • Rather than exposed, oblvious, killer instinct, and vision loss (which would require a whole deal of visual effects being added to the game), it would probly make more sense to just have the puppet do a jump scare on the survivor who's gone the longest without getting into a chase or winding a music box and knock them down a health state.

    Also, I just realized nothing on this power would be tied to M2 or whatever the controller equivalent is.

  • That would be way too powerful. The music boxes would need a shared timer to begin with. Oblivious makes sense, but Exposed would mean the blackout would require a short timer especially if you're giving a movement speed boost to the killer. And giving them killer instinct is just way too much if it also gives the survivors the exposed debuff.

  • @MadArtillery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1313231#Comment_1313231

    I think you are completely misunderstanding those new players complaints. The amount of hours required to grind out characters is bloody high. Especially given newer players will be getting far from optimal bp per match and only survivor side having access to a bp multiplier perk. All my bp go into trying to get teachables I need for builds so I have none to spare to even keep up an addon collection or perk collection on characters I want to play or main.

    The reason I don't have a full sweet of perks on any character is because especially for killer the best perks for a killer are always another killers teachables. Any character I leveled up early because I liked playing them, yes I know, such a horrible crime for a newbie to commit, leveling a character because they might like them. What a foolish waste of bp on my part. They are nearly unplayable because have completely useless perks. My poor trapper and demogorgon, characters I leveled up early to play them are just painful to even try to play now because all they have is hot garbage. It took about a hundred hours of grinding before I even started having a bit of fun as killer because that's how long it took to grind out a starting set of teachables. Playing with the super limited set of current generics is a nightmare. Noed being pretty much a garentee on a majority of my killers just because it's a generic and all I have a majority of the time. This of course just means new players get bombarded with even more toxicity on top of thousand hour players being their primary opponents because I suppose unsurprisingly not many newer players stick around. The devs are damn lucky they have so many content creators doing a good job making the endgame seem like a lot of fun because I damn well wouldn't have stuck around myself if it hadn't been one of my favourite games to watch.

    None of this ######### is theoretical or hearsay from me. I only started a month or two ago so this is all my personal experience as a new player. So try the hearsay all you want, I'm an actual relatively new player telling you how garbage the new player experience is. I wouldn't have anywhere near 200 hours at this point if it wasn't for Covid. So this experience is quite fresh and unfortunately due to the absolutely retarted grind levels, still a long way from ceasing to be an issue for me. Seriously the grind in this game is so bad even in a pandemic it's nearly impossible to get even the basic things unlocked in a reasonable number of days. Probably would have been half a year before I got anywhere close to this point. It feels like a miracle to actually have some usable perks show up in blood webs of my more recently leveled character. Hell some of my characters that don't have full 4 perkslots have better perk builds than my early 40's just because teachables matter that much as killer.

    There's a special kind of irony of saying that I'm misunderstanding new player complaints and then going on to state that the first few characters you levelled up feel nearly unplayable because they were levelled up before you got around to using/understanding the teachable system. You seem to have even gone so far as to call it a waste of bp. The only thing that would logically make sense from whatever you said is if you want all the best perks to be generic and all the other perks to be teachables. But that's definitely never going to happen.

    Also, if you want to define your own personal experience as non-theoretical and not hearsay, you're technically right, but guess what. My experience is exactly as much non-theoretical and not hearsay if not even more valid because it's over 10 times as much experience as yours. I know for an absolute fact that having new perks as teachables is far more convenient when it comes to getting the perks you want because I have enough experience to know that limiting the perks you have availability to increases your chances of getting the perks you want. You're idea that more generic perks would be better is not only theoretical but completely against given evidence.

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1312186#Comment_1312186

    With that many, I know that three or so more perks isn't going to do much harm. To unlock three new perks on a character that previously had all the perks, it only takes about 250k-350k bloodpoints depending on your luck and pathing with the bloodwebs.

    You can only do so much by modifying existing perks. I think that all existing universal perks should have a similar function and only get buffed. New universal perks would give new and existing players more to play with, and would extend the grind significantly less than new DLCs do.

    While your math probly isn't too far off, you're neglecting to mention that there's around 40 characters in the game. So you might be off by a factor of 40.

  • The game already has legendary skins inside of it. People have mentioned Legion and that's exactly what Legion is: a collection of legendary skins. I would expect the 3 additional models of Legion to be the basis of what you can expect for other legendary skins.

  • @MadArtillery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1312186#Comment_1312186

    See that's the problem. It's fine if you've grinded a million hours into it but the new player experience desperately needs a functionality update. Hell it would help the midgame experience a lot too as to be honest I don't feel like my 200 hours have done overly much to really resolve the perk situation. Haveing a slightly larger and more flexible base perk pool would do a LOT for the new player experience. That's what generics are mostly, new player perks, the baseline for anyone coming to the game and hasn't bought dlc yet. There shouldn't be massive gaps where entire important parts of the game like gen pressure are left out completely. Atleast most of the survivor exhaustion and meta perks are baseline or free character teachables. The complete opposite is the case for killer as most baseline teachables are literal garbage and the generics amount to sloppy and whispers essentially. While good it's pretty boring having nothing else to choose from perk wise. It's also really frustrating when sloppy doesn't actually work well on quite a few of the baseline killers. The best baseline teachables are definitely on Nurse, the hardest to play killer in the game and def not something the devs should encourage so much to level for new potato killers. Especially as even if they do end up learning her they won't learn a lot of important things about killer because nurse bypasses so much with blink. Aside from that it's pretty much entirely dlc locked teachables, ESPECIALLY GEN INTERACTION PERKS!

    It's vastly more often I hear new players complain about the grind required to get the perks they want than the perks they want being tied to certain characters. Of matter of fact, once they figure out how teachables work, they tend to be grateful for a system that limits how many perks they have access to which makes it easier for them to get the perks they want. Adding more general perks would actually be harmful to new players trying to get specific perks.

  • @JHondo said:

    I play in a controller on PC and what I do for jukes/360s is do a turning lunge. I'll start a lunge then turn the same direction they do as the attack happens. It's mostly effective but sometimes they'll quickly turn the other direction from me and I miss.

    lol, after reading this thread I was starting to freak out cause not a single person was countering 360s like I do until this post. All this no lunge and step back stuff confused me cause I really thought my method was the normal one. But yeah, like JHondo, I just lunge and if they move towards any direction, I spin the mouse hard in that direction. The arch of the hit detection cone moving will cover a huge area that way. Not sure how to do it on console though; maybe that's why a lot of people had different advice.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311869#Comment_1311869

    Don't you know anything good can't exist if there isn't a monetary motivation behind it?

    Well, this is the most erroneous statement in the thread so far. Even relating specifically to this game, 2 of the dlcs were free. If I remember right, since the Clown dlc you no longer need to pay money to get unlicensed characters. The large majority of skins in the game can be earned with playtime instead having to pay for them. A significant number of things BHVR has done has needlessly lost them possible profit.

    And once you get outside of the game, that statement only gets even more incorrect. Hell, the very acting of letting people exist is expensive as hell rather than profitable. Have you ever had to just pay for the birth of a child let alone the cost of raising one?

  • @MadArtillery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311480#Comment_1311480

    All t3 perks? I don't even have 50% of the perks let alone a single character with even the full t3 of what I do have. Survivor and killer. The grind is titanic in this game. 200 hours is nothing perk wise and it's damn painful trying to work around it especially when I don't even own characters like clown for critical teachables like pop. Weird question to ask though.

    I don't see how anybody who has maxed out perks on a number of characters could be asking for even more random perks thrown into the game unless they're specifically OP perks. I just wanted to verify whether you haven't unlocked full tier 3 perks on a high number of characters.

    @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311480#Comment_1311480

    Two survivors and 2 killers I'm pretty sure. A few others are almost capped off.

    With that many, you should realize why adding more random perks into the game isn't worth the effort. Modifying other perks would be far smarter.

  • @Exerlin said:

    I do not like your perk ideas at all, but I do think we need more non-teachables.

    @MadArtillery said:

    Honestly they all sound super broken. I do however we need more generic perks both for survivors and killers. Far too high a percentage of perks are teachables. Survivors already have a perk for every situation so I can't think of any off hand but killers definitely need a gen perk generic. Would probably reduce the complaints about noed if it wasn't the singular available option to combat gen speeds.

    How many characters do y'all have all tier 3 perks unlocked on?

  • @Sonzaishinai said:

    So manny dismiss this on such a technicality

    Yes, you can get Kate with shards so it's technically not a "paywall"

    Not really the point of the post though

    The point is that having to invest in a character you might not even want to get lore of a character you're actually interrested in is kinda silly

    It honestly almost sounds like a bug

    @Thatbrownmonster said:

    Gotta go with op in this one

    I own kate soo it's fine by me, but if the lore is directed to a free character it shouldn't be locked behinde a character that isn't allready available

    Want kate lore but don't own it? then it's fine if you don't get it but Dwight?

    @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1310120#Comment_1310120

    What I'm trying to get across is a free character's lore shouldn't be locked behind a character who must be purchased through some form.

    If you only care about the lore, then you don't need to do the archives at all. You can find the lore on the internet. If you care about completing it, then expect to have to put work in to complete it. The fact that you don't want to unlock characters means there's a limit to how much completion you care about anyways. It's either worth it to your or it isn't. And complaining about having to put effort into getting something isn't going to get you sympathy from the majority of players who constantly have to put effort into getting things.

  • @Respectfulnancymain said:

    So you'd rather survivors holding the game hostage for hours?

    Hatch is fine, and killers can also just facecamp at egc for a guranteed 1k.

    If you hate it so much then slug for the 4k its not that hard

    Spoken like a noob who doesn't know how to counter camping. And based on the upvotes, another 9 noobs reading the thread. A slugged survivor is just a less problematic version of a hooked survivor, but the killer saves some time by not hooking them. Either wait for the killer to leave before healing just like you should wait for the killer to leave before unhooking but don't because it's so easy to abuse unhook perks or just keep doing gens. You have double the timer of being hooked, no hook progression to make things any faster, and can move to convenient locations after healing to 99%. The fact that so many survivors are incapable of figuring this out is mind boggling.

  • @dastru said:

    ok thanks, im seriously having a tough time deciding if i want to continue to prestige because i have so many items and offerings that would take me who knows how many matches to burn all of them, such a waste

    If you're prestiging, the only offerings you should care about are bloodpoint offerings. Specifically ones that double your gains, but the others if you run out of those. While currently there isn't much reward to prestiging other than the cosmetics, it's possible they'll change it in the future so invest in unprestiged characters at your own risk. That's been the advice for years now and so many people ignored it and might pay for doing so.

  • At this point I'm waiting for it to be something like "Hey, those graphical updates are going to apply to bloody cosmetics as well. Now your prestige is even more rewarding."

  • It would be ridiculously easy to add the other 7 survivors from the L4D series as they already have character models. Would be highly comical if Louis still screamed "pills hear" for reasons that wouldn't be relevant to this game.

  • I'm surprised it's not being mentioned often that one of the biggest differences between survivors and killers is that survivors can acquire items and addons mid match. That easily makes up for the lower bloodpoint gains. Especially if I want to exaggerate how much an item and 2 addons are worth compared to how much a survivor makes in bloodpoints per game. And to compile on top of that, the very perk that lets you get 2 addons on top of the item also allows you to keep the addons if you escape the match.

    @Freki said:

    hmmm this question again? easy to do... stop using them, if they are that valuable to you, just stop using them. horde them. killers don't always get what they want. I've been trying to get logger dye on my trapper for 15 blood webs! (the green dye for traps) I have 0. and you're telling me that I AM supposed to get one every 3 blood webs??? lol how about none for over 15 blood webs! IF you want a specific item you have just as much of a chance in getting it as the killers. how about this we remove the ability for you survivors to be "SKINS" and require you to PLAY a different character for what ever power you want??? ok.. CLAUDETTE's power is now a med kit. no one else gets them. claudette now gets only a med kit add-ons and nothing more. Jake is a sabateur, he can only get add-ons for a sabo build toolbox, but he's lucky his tool box can help slightly less than dwight's toolbox who gets gen repair add-ons. so on, and so forth..... you FORGET that if killers want to trap people with bear traps they HAVE to play the trapper, survivors can play claudette and get gen repair toolboxes. you are the ones whining here, you can go ahead and keep whining aobut your precious generator repair schematics or your medical scissors, I have gotten more green gauze charge items in survivor blood webs than I have gotten logger dye on trapper blood webs. so much so that I never am without the extra 16 med kit charges on my dwight (that I RARELY PLAY).... so please tell me again how killers are catered to? meh i laugh at this argument and laugh at the survivor privelige that I can't as killer play wraith with bear traps to FAKE you guys out!

    Why do I say that? you bring a med kit i have to guess if it's a brown one with brown add ons or a purple one with purple add ons or in between. Now as trapper you follow me in the early minute of game and see me place three traps around the shack. you pretty much know I have a purple bag right there, and then you look at the traps and notice they are very dark. now you know my two addons, and I know nothing of yours as I haven't seen you yet. but when i do, I know nothing of what that med kit can do. You know you can trigger my traps without being hurt yet I don't know how many times you can heal yourself. you say killer gets all the information, they don't they get minimal info and no one is there to help them as in with a SWF (even a two man). So I think you might want to rethink your thoughts before you argue your way into having to buy all the skins for every survivor in order to look cool when you have specific powers on your survivors.

    I don't know if you were being serious, but I like the idea of different survivors being limited to different items and addons in the bloodweb. Let them pick up items randomly from chests in the map, but limited their bloodwebs to specific items and their addons would give some semblance of individuality.

  • @mottigedel said:

    i feel like they hyped it up so much, it HAS to be jason now to be worth the hype imo.

    While I don't think it's going to be Jason because he doesn't match any of the imagery, I'll laugh my butt off if it is because of all those people who have been so ridiculously adamant about how it would be impossible for him to be part of the game.

  • @USELESS said:

    What I think that could be nice is if we had also prestige IV and V, where the prestige IV gives you some shards and prestige V gives you some auric cells and you dont see the killer level anymore since you will have the lvl 50 bloodweb only. Did you understood? cuz my English is pretty bad

    It would piss off a lot of players to add extra prestige levels at this point unless they reworked the prestige system severely.

  • How many countries had a population dumb enough to panic buy toilet paper for a disease that has no effect on the digestive track? I thought it was only the US.

  • @Rydog said:

    Whatever it is, it needs to let us keep all our perks when prestiging. If that isn't part of it, it's useless anyway, since prestiging is currently a waste of both BP and time. Wipe the offerings, items, and add-ons, sure. The perks -- especially on characters who you already have a full perk library with if you had the good sense to not prestige -- need to stay.

    It was always a known risk that not prestiging might mean missing out on something later on considering the prestige rewards have already changed once before.

  • @MojoTheFabulous said:

    A charm that looks like each level of prestige.

    Oh, I hadn't thought of charms. I could definitely see that happening.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297984#Comment_1297984

    They fixed the bug that sucked you back to the window when you vaulted. They didnt buff anything. So your gonna quit because you cant get bs hits anymore?

    Technically, fixing a bug that massively benefits one side is indeed a nerf for that side. However, a bugfix is only a nerf that an idiot would complain about.

    However, if you get down to the wording of his original post, he asked if they buffed slow vaults, which they did not. Only fast vaults were buffed. Slow vaults are still weak since there's no momentum to carry you past the other side of the window. So to answer his actual question, they did not buff slow vaults.

  • @TWiXT said:

    Wait I'm confused... you mean survivors are still choosing to "Not Cleanse" against a Plague after the update that gave her 1 corrupt fountain in the beginning? I must be playing Plague in the wrong ranks then because that tactic is crazy rare for me now (purple ranks).

    You're honestly confused by this? Allow me to try to explain. No Mither is a perk that leaves you broken, a status that has you in the injured state and unable to go to healthy meaning it will only every take 1 hit to down you. The plague's infection is a power that will get you into the broken state. In case you've already forgotten, the broken status is a status that has you in the injured state and unable to go to healthy meaning it will only take 1 hit to down you. So the major negative effect of getting hit by the Plague's infection is the exact same as the one somebody using No Mither starts the match with and can't possibly get away with at any point. The Plague's infection gives them the exact same status as the one the perk does.

    In case you're unaware what cleansing does, when somebody with the Plague's infection uses a clean fountain, that player heals from any effects of the Plague's infection but in exchange the fountain becomes corrupted. If the Plague interacts with a corrupt fountain, she gains the power to down survivors from a distance with minimal effect to her movement speed unlike other ranged killers. This makes her SIGNIFICANTLY more dangerous.

  • I've never really had a problem with keys. The only scenario where they actually help survivors end the game faster is if there's only 2 or 3 survivors remaining and even then it's conditional on how many gens are done and how long it takes to find the hatch. I've had games where I found a key and it would have been a lot quicker to just power rest of the gens and open the gate because of hatch spawning somewhere I couldn't find. K

    Moris on the otherhand I can definitely see the problem with. I can't help but think anybody who compares keys and moris has to be relatively new to the game. When somebody says keys are the survivor version of moris, they must not have been around for insta-heals which were pretty much the exact opposite of a mori (they negated one down while moris negate the need for one down). I don't understand why in the world they weren't both nerfed at the same time. While I definitely agree that adding extra requirements for a mori is necessary, making it to where it's only useable on survivors on last hook would essentially make it useless. The more logical thing would be to make it to where it requires charges to use that you earn by doing something reasonable in the game.

  • Technically, there is a reward for reach either 1k or 2k hours (I forget which) on the discord channel.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1293712#Comment_1293712

    Maybe devs are trying to test things in a less challenging, free game to see how they work, and then port them on the PC/Console version of it, maybe the ones we see as exclusives for the mobile are nothing but things the devs want to implement in the main game but they are not sure how they could work out

    Or maybe they are really different teams with different visions for each game, but I believe in the "testing" thing

    It doesn't take a genius to figure out whether replacing disconnecting players with AI bots would be a good or a bad thing. Even if the bots were absolute garbage, it would still be better.

  • I don't see anything at 1:44 that has anything to do with the number 4. Anything you can see in that I can only imagine as a ridiculous stretch. But if they hadn't said this was going to be an emotional anniversary or however they phrased it, I honestly wouldn't be surprised if it was Candyman. But with such a claim that it will be so iconic, Candyman seems unlikely unless they're lying. Aliens could make a bit more sense but that doesn't seem so iconic to me personally. Jason would definitely be the most iconic emotional thing they could bring into the game, but he wouldn't match any of the imagery. Though if you want a more hilarious turn, the one thing I saw in the announcement picture was a Darth Vader helmet looking object. Though admittedly, that would be the most ridiculous suggestion of all, but it would be iconic for sure.

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