Avatar

Dino7281

Dino7281

About

Username
Dino7281
Joined
Visits
0
Last Active
—

Comments

  • You have 84 perks (killers), so 252 tiers. Till you reach rank 50 you can get 59 tiers, which costs around 1 600 000 BP, after it you have cost around 50k for 2 tiers, so right now, if you have all perks to get everything without prestige costs around 6 400 000 BP.

    So prestige 3 + all perks should cost around 11 200 000.

    and we have 24 killers, so you need 153 600 000 BP to max out all killers without prestige.

    If you want to max every killer with prestige too, then you will need 268 800 000 BP.

    Survivors have 95 perks, so that is 7 250 000 per survivor without prestige.

    You would need 594 150 000 BP to get every perk on every prestige 3 character.

    Happy grinds.

    I have feeling they believe that players would stop playing without grind, which is just sad they believe that little in their game. I have everything I want and still play. If they are scared players will stop playing, then just bring SBMM and show us our ratings, then everyone will have goal to get better rank so our egos get bigger.

  • @HowWillWeRIP said:

    • In a public match, make the killer miss an attack 10 times while you have the exposed effect.

    10 is little bit high for something like that.

    It would be close to impossible to do it normally, I would probably team-up and try to get into same lobby with friend.

  • There should be changes, so you don't lose rank when other side is bad. I mean it is not your fault and you should not be forced to babysitting.

  • I like most of your ideas and I hope BHVR will have 1 patch just full of perk / balance changes.

  • Just fix that you are not able to hit crouching survivors over loops and windows, then I will be happy with him.

    Zombie AI might take some help too.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445408#Comment_2445408

    As far as I know this game already has more than 4 slowodown perks, so people can already run a full slowdown build. At this point, any further regression or slowdown perk just allows killers to have more alternatives as slow down perks.

    Which is nice because some form of slowdown perk is generally required for most killers.


    Pop, Eruption, Surge, Thrilling Tremors is my favourite build on Wraith and Legion.


    I really like those ideas, it might needs some change in numbers, but that is hard to tell without testing. I would like to see more perks that reward killer for hooking multiple survivors.

  • @Sonzaishinai said:

    just came up with this and i want to hear you people's oppinion before i actualy suggest it in feedback

    It's bassicly to reward getting multiple hooks more and give survivors a fighting chance when someone dies early

    Everytime a survivor is hooked they recieve a penalty to repair speed

    For the first hook it's a 15% repair penalty, after the second hook this increases to 20%

    Some notes

    this only happens on actual hooking/caging, going from 1st to 2nd stage without getting unhooked means the penalty stays 15%

    The first penalty is much higher then the second one to reward the killers who spread their hooks out

    Whenever a survivor dies, the other survivors get a boost to repair speed

    When the first survivor dies all other survivors get a 33% bonus to repair speed, after the second one it increases to 66% to then finaly increase to 100% for the last survivor

    Some notes

    This means that quickly killing a survivor won't have as much of an impact as before as the number of charges/second the survivors can do roughly remains the same (4 survivors can do 4 charges a second on sepperate gens, 3 survivors with the buff 3.99 charges a second. When one is chased 4 survivors do 3 charges a second and with the buff 2 survivors do 2.66 charges a second.) it only starts being a real advantage to the killer after 2 people died

    What do you people think of this? Would this be good? any balance issues or ways to exploit it that i missed?

    Funny is that DC survivors will be nightmare for killers instead with this change.


    If anything like that should be implemented you would need to show killer each survivor hook stage (like survivors have). I have killed lot of survivors by accident (same skins / lot of switch targets).

    But it will not work, because you are going to see huge slugging festival instead, so survivor mains will start crying about that.

  • It's bad, because you will not be able to get any long chases because of hindered penalty unless you drop every pallet on map, but it would be super broken without it, so I would say impossible to balance.

  • It would be OP for SWF, it would be terrible for soloQ

  • @Sadsnacks said:

    He should have either the increased invisibility from his recent change OR the faster lunge/movement after uncloaking but NOT BOTH.

    His addons like the all seeing eye need to be nerfed as well. With the other buffs to his base power its jusy way too OP. Whenever i play against a wraith in solo i see everyone either dc or suicide on first hook.

    Youve basically turned a medium skill ceiling killer into a training wheels killer with his last round of changes.

    Just learn how to play against him instead crying on forum. Wraith is not good against good players and he is definetly not training wheels killer, because he is far from standard m1 killer.

  • @Sadsnacks said:

    It makes no sense that if someone on my team dcs then the rest of us have to basically pretend to give effort afterwards when its a guaranteed 3-4k for the killer.

    Example: someone dcs at 3-5 gens leaving 3 people to finish up to 5 gens. This isnt even remotely possible and the reason why other people go afk or suicide on hook after someone dcs. It leaves everything up to the killer as to whether the rest of the trial will be fun or worth the time and effort afterwards and that shouldnt be the killers responsibility.

    If someone dcs then the number of gens needed to be completed should change based off how many gens vs survivors are left. If you start a custom match with less than 4 survivors the number of gens needed to be completed changes so why not if someone dcs?

    Obviously it shouldn't change in some circumstances to prevent survivors from dcing to give each other easy escapes but it shouldn't be that difficult to make a simple formula as to when it changes and by how much.

    You need to give survivors who stay despite being handicapped by a dc teammate a compelling reason to continue playing.

    DC is not always same.

    DC can actually win you the game sometimes, because survivor was dead on hook anyway and killer didn't get pop / BBQ.

    I wouldn't change objectives, that would be too hard to balance to be fair for both sides.

    It would be way better to give extra BP, or prevent depips for survivors that keep playing.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445983#Comment_2445983

    Well, that's the kind of camping survivors have to deal with.

    How rare is it for you and what rank are you (it's not that I doubt your skill, just want to know if it is lower rank killer thing)?

    I play in red ranks and it is super are for me, but when they do, they usually have meme end game / basement build.


  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445969#Comment_2445969

    You're adding instances to it that I'm not including that USUALLY are NOT a part of the equation in an attempt to justify.

    Sorry but the killer has a reason to leave that area. The reason being to play the game. If you're staring at a hook 80% of the match you're not playing the game. You're taking away others' ability to play the game to rig the game to an unwinnable state forcing an outcome because you can't play the game.

    You can proxy and look about and patrol a distance and look at your OTHER objective points ( guarding the gens ) that ISN'T CAMPING ANYMORE.

    Oh, ok.

    Face-camping is valid only when every gen is done to secure that kill, or get extra hooks at least.

    All other situations, it is bad thing to do, it is better to proxy-camp, where survivors have good chance to save, but you will get at least 1 hit.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445969#Comment_2445969

    Okay, so what about this situation: no gens done, no gens nearby, killer gets his first hook and just parks under it.

    Then that killer is troll, or that survivor pissed him off somehow.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445830#Comment_2445830

    What I mean is almost all killer mains I've seen COMPLAIN endlessly about SWF and how it's toxic and bullying , etc.

    If you want to camp a gen, fine. You want to camp a totem? Fine. You want to patrol 3 gens close together? Fine. Those are not camping.

    Camping is when you stay within a distance that you can prevent someone from being unhooked. Either by grabbing them when they try to grab the other survivor ( typically face-campers ) or via your longer distance attack or a space you can stalk from to one-shot one or both. ( and those distances aren't very distant. They literally get you before you can get to a loop )

    I don't think you know what we mean when we say camp.

    I mean, you camp survivor when you have some of those things there too.

    3 gen + hooked survivor etc.

    Sorry, but killer has just no reason to leave that area, when all his objectives are there, only because there is survivor on hook.

    it looks I didn't explain it well enough, my bad.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445169#Comment_2445169

    Survivor ping doesn't matter anymore. Or at least, it can't benefit them.

    A survivor on 1000 ms drops a pallet. The killer, on 50 ms, attacks half a second later. Since the attack is registered on the server at 550 ms from moment 0, and the pallet drop on 1000 ms, the attack lands first, even if the survivor dropped the pallet first.

    What -doesn't- happen anymore is that a 1k ms killer smacks a survivor half a second after the pallet drops and sends a hitreg to the server.

    I play on 20-30 ms and I get it a lot.

    Problem is that playing against high ping survivors, I see something else than they do. How survivors can deal with high ping: drop pallet early. What the hell is killer supposed to do?

    They just buffed camping pallets, because server will save them from hits.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445734#Comment_2445734

    You people need to pick your freaking argument. Is SWF an issue or not? Because every killer main complains and complains about it because they want an easy win. Which is exactly why they go for the weak link directly off hook, etc.

    and no, typically you don't get camped JUST at the end. They will usually FC from the very beginning or once two-three gens get done because they know they can't win otherwise so they know they have to play dirty.

    Your argument " camping is sometimes the best play that killer can do " , yet you say " git gud " to survivors? Pot meet kettle, hypocrisy at its finest. EXCEPT SURVIVORS DON'T HAVE A WAY TO MANIPULATE THE GAME THAT WAY.

    IF the killer can't get any kills without camping he isn't good at the game. That's just that.

    I think you didn't understand me. I don't have problem with SWF, I enjoy playing against them more than soloQ.

    I have problem with soloQ, because they are way weaker than SWF. I would buff soloQ by giving them info that is easy to share for SWF, not nerf SWF.


    Camping is valid when:

    -all gens are done.

    -you have 3-gen in that area.

    -there is 99% gen next to it (you can wait for it to regress more).

    -there is strong hex next to it.

    You just want to camp, when you benefit from it by defending multiple objectives, or it is your only objective remaining.

    I agree face-camping from start is annoying, but I don't think it is good strategy.

    My problem is that, for me it is maybe like 1 in 20. I have no idea, where other players find all those toxic face-camping tunneling killers. Well, I know how they find tunneling killers... They don't know what tunneling means.


    If you say that survivor that was face-camped from start shouldn't lose a pip, then sure. I agree.

    But banning killers for it? no

  • @KweenPlease said:

    Dude don't even post these arguments anymore. You can't win.

    People will say " bait the killer " , but anyone with a quarter of a braincell will tell you that a REAL face-camper will NOT get baited.

    They will tell you " Borrowed Time " , BORROWED TIME IS TO HELP PREVENT TUNNELING NOT CAMPING.

    They pretend like the killer can't just GRAB YOU from pulling them off hook and put you immediately in dying state . . . drop you . . . and finish face-camping. And then the unhooker gets hooked.

    They also pretend like gen regressing and gen covering perks aren't a thing and if you bring up gens being not easy to find? They treat you like a noob.

    But I've played for a year nearly and I don't know EVERY spawn point on EVERY indoor map possible. You're going to spend some of that time looking if you find it at all and ODDS ARE the person being camped is near one of the gens you need. Usually just meters away.

    You can't argue with people because they want to argue that the devs call it a legit strategy when . . . the truth is . . .

    The devs just don't want to PAY someone to go THROUGH THOSE REPORTS to potentially have to BAN someone spending a lot of time - money and talking about the game spreading its word and keeping it active. Especially given how few killers there are compared to survivors and let's face it the campers are in a high percentage? Hell body blocking is bannable and I run into and report the same wraiths all the time.

    and someone is probably going to hate message me when I say this but, face-camping is cheating BY DEFINITION. Maybe not by rules. But if you're not actually beating someone . . . you're just taking away their ability to play the game . . . and they have zero way to win. . . ? If you go into a game with a handicap knowing no matter what you can't do poorly? That's rigging. Rigging is cheating. ( Don't freaking @me I've had this argument and no one is changing my mind. I don't GIVE A ____ about your freaking opinions to anyone who wants to be defensive about how bad they are at playing killer. )

    But yeah don't even bother posting these. It gets the hate train on you.

    Just git gud.

    Face-camping is not problem. It usually happens only when all gens are done and I mean, what else should that killer do?

    There are situations, where camping is best play that killer can do and this is just crying from survivor mains.

    Unless it is Bubba, there are things you can do to save that player.

    Camping can be problem for soloQ, but that is issue soloQ vs SWF, not camping.

  • I really like Otzdarva's video with Cope about perk changes. I would want to see 1 patch where we just ignore new killer / survivor and focus only on perk changes / balance changes.

    They might focus on some legendary skins along with it to get some money from it.

    I would really want to see something like that to shake meta. It would bring back lot of players for testing.

    They do that each year in Dota and it is always fun to test everything.

  • @Chocolate_Cosmos said:

    Hex: Devour of Power

    * Anytime you injure a healthy Survivor, that survivor will gain 1 token.

    * Each token will turn off 1 random perk of that Survivor and that perk can't be used.

    * Maximum number of tokens applied on one Survivor is 2/3/4.

    Ghost Hunt

    * When a Survivor rescues another Survivor from a hook, the rescuer aura is revealed to you for 3 / 4 / 5 seconds and they suffer from 7% Hindred Status Effect for 10 seconds. The unhooked Survivor will lose colision with the killer for 10 seconds after being unhooked.

    Bloodrush

    * After being pallet stunned 4 / 3 / 2 times, this perk activates.

    * Next pallet stun will stun you only for 0.5 seconds and gain +100% movement speed for next 5 seconds.

    Hex: Devour of Power

    Probably just annoying, but not that good imo.

    Ghost Hunt

    Design is good that it will prevent any chance for tunneling, but it would be so strong combined with Make your choice.

    I would probably remove Hindred Status Effect and buffed duration of that aura reading, so that survivor has chance to loop the killer.

    Bloodrush

    It is kinda worse version of Enduring + SpirIt fury, but it is one perk. It might be good enough, hard to tell without testing. There is lot of pallets, where you have to destroy them, if you want to chase that survivor, but that takes less than 5 seconds, so still have some value.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441337#Comment_2441337

    I thought they are making Demo, Nancy and Steve perks free for all, they're becoming generic perks right?

    From what I know, they will be avalaible only from Shrine, but I might be wrong here.

    EDIT: They will be generic. So I was wrong on this one.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441311#Comment_2441311

    Demo wouldn't be leaving if it was my choice, but he is.

    I don't think they should go down the route of outright copying existing killers. I don't want a future chapter and killer to be 'wasted' on replacing Demo.

    I think they could add a new killer that is similar to Demo so it fills the same niche, while being different enough to bring something new to existing players.

    It wouldn't be fair to have existing players have to buy the same killer again.

    They could make it cheaper, for some mid-chapter.

    I would buy it even as normal DLC price. I don't care about fair, I want werewolf and I like Demo power. It is good idea to combine it and definetly better than gatekeeping it for new players.

    If they will not want this, then I would suggest make demo perks free for all. There isn't any free for all gen regression perk, so it would be nice too.

  • @Seraphor said:

    I don't think Demogorgon needs to be replaced, but it is a niche that could be filled by another similar killer. So I'd be all for a Werewolf killer, or maybe a Wendigo, but without the portals please. leave that for Demo.

    So you think new players shouldn't have option to play this killer?

    I would definetly want to keep demo for players who own him already, but there should be option for new players, that will like his power.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441131#Comment_2441131

    I am not sure why you want to defend the person that much, but whatever.

    Your reply makes sense, explains why it is a bad idea, why it may not work. My reply to a similar response was: add more pallets.

    and how does it change anything?

    you would just need to sacrifice 3 gens instead of 2. Very fun gameplay.

    And good luck trying to play in normal way, survivors will just camp every pallet, because they have lot of them. Noone will try to loop. It would make dbd very boring to play.

  • We need two things:

    -search bar

    -be able to save perk builds and just change between them as you want

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441111#Comment_2441111

    Didn't say anything about why is it a bad idea. And also needs to exaggerate... Instead of "I don't like this idea" must say "one of the worst ideas ever".

    If he didn't think about it, he would say "I don't like this idea", but anyone who did will say "one of the worst ideas ever".

    This would completely break balance of this game and it would be super easy to get 4k every game even against tournament team, because you will just sacrifice 2 gens and remove all their resources for it. There is not many maps, where you can have long chase only using windows.

  • @WaveyTrey said:

    You’re all saying it empowers the survivor way too much, and makes it unfair as is. This same logic can also be used in reverse.

    “If the Survivors are any good they can dodge the killer the whole time even if they’re tunneled. Git gud mate!” - Not if they’re relying solely on Bloodlust until they catch you. Not if they attack right after you’ve been unhooked. Not if they’re ignoring all objectives just to get you. Regardless of how much time the killer wasted it’s still not fun for the person being tunneled.

    Reverse Logic: “If the killer is ANY good you should be able land an attack within the first 30 seconds, and then down them within another 30 seconds. So the killer should simply git gud.”

    Usually when I’m tunneled it’s HEAVY. Like, the WHOLE match. They’re using Bloodlust T2+ to get me, and they are avoiding pallets altogether (Too far to be stunned, and will never kick them). They simply get their nitro boosts until they catch me. Then the moment I’m off the hook they repeat this process. Even if all the gens are done it’s still not fun for that one person. No different than survivors bullying the killers. It’s not fun.

    Again. The power only works if they never received any damage, maybe even modify it so that it activates when killers GET Bloodlust T2. Trickster, Huntress, and Deathslinger can damage you before that. Blight, Nurse, Spirit, HillBilly, etc? Their mobility negates this altogether if you know how to use them..! Clown? He has Invigorate so he should able to hit a player BEFORE that power even kicks in! Essentially MOST killers are able deal some type of damage within 30 seconds of a chase without needing Bloodlust…! Rendering this ability useless. Especially if it only kicks in after Bloodlust T2. You should’ve caught them after getting Bloodlust T1!!!

    C’mon folks… If you can’t hit a single player after Bloodlust T2 kicks in (30 Seconds?) then I dunno what to tell any of you people tbh. Just saying 😂 . If you guys all have thousands and thousands of hours as you say, and you do this to get people…. Not for a meme build. Like actual meta…. Well… I have mere hundreds, and I am never pressured to do this. Never. Ever. Normally I get a down within a minute without any Bloodlusts. Unless I’m abusing “Tunneling Trickster” build that needs No Way Out stacks (Being toxic towards one person typically pressures the others to take 1 down for the bullied person. So I get all 4 stacks). Once he gets his 4 stacks he stops tunneling. 🤷🏽‍♂️ 😂

    You have maps, where you can run killer for several minutes, if he is bad enough to commit on you. 30 seconds is not really that long chase and this would create infinites, which is dumb.

    This post is bad from start, because OP has no idea, what is tunneling.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441100#Comment_2441100

    Why so negative? Just replying without even thinking about it for a bit. I guess thinking is not easy.

    You just assume he didn't think about it. What if I told you that we did think about it and you just don't like results...

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441083#Comment_2441083

    What if more pallets would be added to the tiles? 2 instead of 1?

    That is just trying to create fix for idea, which is not needed to be in game. It would make killers who can ignore pallets, or destroy them fast way too strong compare to others.

    It might be interesting to have perk that allows destroy standing pallets instead, but it would have to be limited and something you get later during game, not from start. Maybe one for each first hook on survivor, but that might be too easy.

    Alternative would be that this perk activates when gen is finished, so you would be forced to use it fast, before it is wasted by another gen.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441064#Comment_2441064

    You need to walk to those godpallets, survivors can do gens in the meantime.

    And yes, I know that this idea needs more polishing. But instead of just saying "no", try to come up with creative ideas how could this be made possible and viable. With negative attitude it is going to be hard to come up with new ideas and mechanics.

    I didn't say just no. I said it is bad idea and said way how to balance it.

    I don't know about you, but on Saloon I always start by destroying walls in main and shack. It doesn't waste that much time and it helps you win chase in future and this would be exactly same, but stronger.

  • @ZaroktheImmortal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440888#Comment_2440888

    This exactly. It's frustrating to be facecamped and there are so many killer mains who defend camping on these forums and claim it as a valid tactic and not toxic at all when it ruins the entire match for the person being camped. Also if the rest of the team are smart it's not all that productive for the killer as they may get one kill while the rest of the team does gens and gets out.

    I doubt any decent killer said that face-camping on first hook is valid tactic. It is bad and that killer will probably lose the game and depip.

    Camping is valid strategy and shouldn't be punished, but only in some situations. Camping is valid when:

    -all gens are done.

    -you have 3-gen in that area.

    -there is 99% gen next to it (you can wait for it to regress more).

    -there is strong hex next to it.

    You just want to camp, when you benefit from it by defending multiple objectives, or it is your only objective remaining.


    Tunneling is not that big problem. Just take protective hits and save that team-mate. Killers usually "tunnel" only because they didn't see anyone else and there is no reason why they should let him leave and waste time searching for someone else.

  • Less than if he waits for survivor to do it.

    Instead of letting survivor to do 2-3 loops before dropping it, you just drop it and destroy it for him. Result is same, but you wasted way less time.

    I would also start everygame by destroying god pallets.

  • I think there should be more free for all perks. Mainly for killers, because they have quite bad free perks, so new players have very limited options on builds and people wonder why so many players use NOED... It's not that bad for survivors.

  • @fogdonkey said:

    Allow the killer to drop pallets. This would shake up quite a bit the chases and the overall strategy.

    Not sure if good or bad idea, let me know what you think.

    Bad. It would work only, if killer wasn't able to destroy those pallets. Problem is there would be no reason to do it then...

  • @Mandy said:

    maybe give reasoning as to why you think gestures are a problem in DbD...

    You ask too much for him.

    We need more gestures instead. I want to wave at the killer.

    Also gestures for killers would be fun...

  • Just do same to survivors. You want to take me to RPD, or Haddonfield with offering? Cya.


    Tactical DC is pathetic. I have lost games, because of survivors DC before I could kill them on hook, because I didn't get Pop / BBQ. I failed several adepts, because of noobs like that. They should just bring back DC penalty. You want to DC? Sure, you don't need to play for a while.

  • I have feeling that I play completely different game than most people on this forum.

    12 gens alone is easy. You don't even need to finish them, just work on gens and you get it in 5-6 games.

    And where everyone finds face camping killers? It's like 1 in 20, probably less for me.

  • @Sadsnacks said:

    I want a survivor perk that allows me to see the scratch marks made by other survivors.

    That is all.

    Maybe as secondary effect for Urban Evasion?

    It would be fun to run on someone else scratch marks and just crouch away. Killer will not be your problem anymore...

  • @Junylar said:

    Make a system that awards players with +100 post-game bloodpoints for typing "gg" or "good game" and +150 bloodpoints for typing "wp" or "well played". This bonus should be nullified if the player typed "ez" in the same post-game chat. It won't have any impact on the economy, but will be a nice addition and incentive to be nicer in the chat.

    Oh my god no. This game is for adults, there is no need for any of this. Just ignore them or make fun of them like everyone else.

    I would rather have option to disable that filter, because it is really bad.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2438200#Comment_2438200

    Well if MMR for killer is based off rank and emblem system. he would lose MMR as he did not pip(win), but not lose much as he did not depip.

    I mean, that is how you know the emblem system is pretty bad. it cannot tell difference between winning and losing.

    This is why MMR was much better. it was more accurate at predicting wins and losses. It improved matchmaking quality greatly.

    How do you know it was better, when you don't know results of those games?

  • @Red_Beard said:

    What are you asking them to fix, match making or scoring? They are changing the way match making works and ranks won’t be used for match making and instead be used for rewards. If you played last week when ranks were covered up in the end screen, that was their latest test of the new system they are developing.

    Problem is that you don't know, if he would get or lose rating for those games. There is chance he would lose it anyway.

  • @EntitySpawn said:

    Corrupt tier 1 as base would solve this. Issue isnt as much gen speeds as it is early game issues. 4 survivors spawning on separate gens at game start is the real killer.

    This is why I was hyped for the early game change they was talking about but never done

    Now it wouldn't change much. Survivors will just learn to wait for end of it, before actually starting to play. I have played against teams that did it even against actual Corrupt.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435938#Comment_2435938

    It is not much, but these rewards are not meant to solve the grind.

    Removing grind is important and needs to be addressed directly, not by some random rewards. For start they could remove perk tiers.

    250k is nothing compare to amount of what you need, it was just only reasoning I have found why would anyone like it.

    As fix for grind I really liked solution by user Pirate:

    @Pirate said:

    I want to propose a change to the bloodwebs regarding the entity picks and the general layot!

    What this should achieve:

    • more perks in shorter time
    • shorter bloodwebs
    • help for new players

    https://us.v-cdn.net/6030815/uploads/OVEPMNLEWCLZ/bloodweb-rework.png

    (don't wonder about the addons in the pic, I just had no energy to give the tree variaty so I copy pasted 2 things!)

    Like you can see above the entity picks from the basis/root instead of the end. Each perk tree opens with 6 perks directly at the basis when one is picked the entity blocks a random perk blocking all addons following it. The entity is not targeting the perks itself but the "root" instead which means it would still act this way if there are no perks left anymore.

    With this changes the entity will always take exactly 50% of the tree which is more then it does at average now.

    Nice to have changes:

    • Click on perk/addon/offering instead of holding it for 1 sec.
    • faster animations

    I hope you like it and I hope BHVR likes it so we can get this instead of what we have now which would a improvement on all fronts.

    Basically change layout of bloodweb that you have 6 perks per page instead of 4 and they are moved to center, so entity starts to target perks faster.

    Really easy to implement and would help a lot.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435938#Comment_2435938

    Agreed on the BP rewards fully. It feels like they just wanted to have something and decided BP it is.

    On the topic on visible MMR (either direct or symbols or something) I guess the idea is that no one should actually have such goals as to have every killer on platinum or something like that. The idea is probably that you should play the way you just feel comfortable and not think about the system at all.

    I don't know about you, but games I had with my mains during SBMM weren't really peaceful experience.

    High MMR was full try-hard contest, which I have skill to handle, but I am not going to be willing to do it in long term without motivation.

    I would go for it, if I can see my progress and gladly play like on tournaments with my mains.

    high MMR is fine as survivor (I play only SWF, IDK about soloQ), because they play as a team, but it can be quite tiring and stressful for killer, because you just know that any mistake will probably cost you the game.

    If they implement it as it is, I am gonna have 1 killer on high ranking, when I will feel like it, but I am going to lose multiple games on purpose with some killers, so I have way to chill and just enjoy the game.

  • Yes, grind is insane in this game, so some players might think this is good, but 250k is not much and that is for rank 1. I can get that in 3 games using offering.

    250k as reward for rank 1 is pathetic and lazy imo. So far only "reward" you get is harder games. If they don't manage to motivate players to improve, there will be lot of players losing on purpose, because it won't matter to them.

    To get from rank 20 to rank 1 in month time is lot of time with knowing that it will be wasted on next reset back to rank 20. Sorry, but 250k is not worth it, not even close.

    It's not like those games will be easy, because of SBMM you will have to tryhard a lot to get there.

    I would change duration from one month to same as Rift (70 days), so there is more time to climb and more time to prepare better reward. Charms, Skins or just something you can show off.


    And show players their ratings, or just create something as symbol about your rank.

    If they would show only symbol and not actual number, it will be harder to track how system works and abuse it.

    If I can see my ratings, I can easily create goals what I want to achieve next. Like get all my killers to Platinum, or above rating 2000. You wouldn't even need rewards with it. It would also help me compare results on my killers or with other players.

    When you show players their ratings, they will have always have something to do, because they have actual feedback and are motivated more to improve, when it is not just based on feeling.

    I have maxed every killer I wanted and have every perk, so I just can't give less [BAD WORD] about extra BP.

  • @Mooks said:

    playing with the normal rank based matchmaking after the test just made me realize how horrible that is.

    just make it Full time and adjust further based on feedback/data.

    many people that complained just did so because they want to. I had several players complain in after chat about this MMR after it was already over. It’s getting ridiculous at this point how people just hate on the system without giving it a chance.

    I don't hate SBMM. I just hate what they said to do with rank, when SBMM goes full time.

  • @Seraphor said:

    MMR is designed to be hidden so players DON'T game the system.

    "I have maxed every killer I wanted and have every perk, so I just can't give less [BAD WORD] about extra BP."

    Good for you, but the perk grind is ######### insane for the rest of us who haven't maxed everything.

    Grind is insane and 250k doesn't change much. That's 5 bloodweb pages. I can earn it in 3 games.

    Most games with SBMM show either ratings or statistics, if they are scared players will abuse their system, then that system is not good enough and it shouldn't be implemented.


    and where did you get info about not being able to depip?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435722#Comment_2435722

    They are. They've had it planned for at least six months now.

    Ranks will reset back to 20 on the 13th of every month, and you will get a BP reward based on how high you climbed in a month.

    You won't be able to depip, only gain pips. So it will literally be a measure of how many games you did well in, over a month.

    You won't need to worry about doing badly, because it won't negatively impact anything, other than slightly reducing your MMR and possibly giving you more chill matches.

    It can't come quickly enough. Playing killer was so much more satisfying with SBMM, and survivor felt no different. Now It's off, I'm back to being my rank 6 killer, constantly paired with red rank sweat squads, while my MMR quite rightly put me lower than that for most killers, and only that high for Spirit and Wraith where I can actually stand a chance against them.

    Given that we had an entire week test this time, instead of two days like the previous tests, it seems like they're making some progress.

    Where did you get info about not being able to depip?

    I am looking at Developer update from January, where they announced it and there is nothing about system change like this.


    250k as reward for rank 1 is pathetic and lazy. So far only reward you get is harder games. If they don't manage to motivate players to improve, there will be lot of players losing on purpose, because it won't matter to them.

    To get from rank 20 to rank 1 in month time is lot of time with knowing that it will be wasted on next reset back to rank 20. Sorry, but 250k is not worth it, not even close.

    It's not like those games will be easy, because of SBMM you will have to tryhard a lot to get there.

    I would change duration from one month to same as Rift (70 days), so there is more time to climb and more time to prepare better reward. Charms, Skins or just something you can show off.


    And show players their ratings, or just create something as symbol about your rank.

    If I can see my ratings, I can easily create goals what I want to achieve next. Like get all my killers to Platinum, or above rating 2000. You wouldn't even need rewards with it. It would also help me compare results on my killers or with other players.

    When you show players their ratings, they will have always have something to do, because they have actual feedback and are motivated more to improve, when it is not just based on feeling.

    I have maxed every killer I wanted and have every perk, so I just can't give less ######### about extra BP.

1 … 49 50 51 52 53 … 57