Dreamnomad
Dreamnomad
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- Dreamnomad
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New players don't exactly have 1000 White Wards to use. Actually, the more I think about it this is just bad advice in general. Unless you are on your last purple item, you would be best off just using bloodpoint gain offerings or fog increasing offerings or possibly luck increasing offerings.
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I'm good with adding a 3 second timer for unlocking the hatch. That seems fair. I don't know about mori's though. While I agree that they aren't particularly "fair" or "balanced", I'm also reluctant to see them changed or removed.
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Survivor is not my jam either, but I'll suck it up for a few games. The bloodpoints really aren't a big deal either especially when there is both an event and double bloodpoints going on. If you have never unlocked a single survivor perk then I think you'll be surprised by just how fast you get the perk you are looking for.
While I would be happy with more challenges that can be done on either survivor or killer I don't really see them offering a one or the other only type option. In the meantime you'll just have to make a personal choice whether the battlepass is worth it to you or not. Fortunately, you don't have to decide right away. You have like 65 days to see how far you progress before making that decision.
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I like them, but I feel like I need to add a caveat that it isn't necessarily "fair" to survivors. Especially at the lower ranks where they already struggle.
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Thanks for taking the time to write it all out anyway.
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If you are really desperate for the 4 kills then it really isn't all that hard to prevent a hatch escape. Once you are down to two survivors, slug one then look for the last survivor. You have 4 minutes before the slugged survivor bleeds out. If the survivors have finished enough generators then you can look for the hatch spawn location too. If you can't find the last survivor or the hatch location in that amount of time then the survivor earned the escape.
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@Tzeentchling9 said:
I don't mind the screwdriver sounding like a knife so much as the pipe. We just give that weapon the sfx of Billy's hammer. EZ fix
Good, simple fix. Hopefully they take your advice.
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@PhantomMask20763 said:
I had to slug some people for some time to get the 1 kill during the EGC, the last gen went off I opened the gate and hooked my slug to finish the challenge. What's bad is I had like 2 people slugged so they were relying on their one teammate to finish the last gen and I kinda camped the slug to not lose them to adrenaline or a heal
I pretty much did the same thing. Slugged one when there was only one gen left and waited until the other 2 finished a gen. Then I went and opened the gate to start EGC and hooked the slugged player. That player had already been hooked twice so I didn't need to camp for the kill at least.
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I'm surprised that I'm not seeing more confessions of toxic behavior. I know I'm not the only one who hasn't been playing nice to get an objective complete. I just finished the "sacrifice 4 survivors by any means" quest. I went with Trapper using Ruin, BBQ, Deerstalker, Iron Grasp with the iridescent stone and purple sac using a basement trap strategy. I know it isn't nice, but it is effective and worked like a charm.
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@MonsterInMyMind said:
If you want to get the crow one done use lery's you will have it done in one game as long as you do 5-6 laps.
I didn't really think about which map had the most crows when the game was starting. I was using an event offering. Honestly, I never paid very much attention to crows. It feels like they are all over the place when I'm playing regardless of the map. But apparently there actually is a lot of disparity on how many crows are on each map.
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@Akarate_Dolphin said:
I think progress would just carry over on your account, don't think anything special will need to be done?
I would hope that this would be the case. But I don't think we should automatically assume it to be true. If we don't start asking these questions now I think we could be in for a nasty surprise.
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@not_Queen said:
@Jesya We are a long way from full crossplay support. However, when we get there, we are hoping to have better controller sensitivity and options. For some console platforms, it is even mandatory to have a opt-out option. So don't worry 😊
I genuinely hope they you guys never add cross play to this game. But if you do then I hope you have the good sense to make the default option to be cross-play off.
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This is how I would personally break down these challenges.
Doable:
This is happening- get 6 great skill checks in a match with using perk "this is not happening"
Plunder King- loot 4 chests using plunderer's instinct.
Fight Back- stun the killer with pallets 4 times
Hold the Door- Escape last
Brutal Breaker- damage generator or break pallets 8 times with brutal strength.
Manifest Distress- chase survivors for 180 seconds with distressing
Mechanical Obsession- damage the same generator 4 times
Hungry Jaws- catch a survivor in bear traps 5 times
Hard But Doable:
Decisive Light- Blind the killer while they are carrying a survivor 2 times
Agitated Advantage- hook 5 survivors in basement using Agitation.
One For Each- catch 4 different survivors in bear traps
6ft Under- sacrifice 4 survivors in the basement
Require Cooperative SWF:
Dark Senses- completely repair 4 generators using perk dark sense.
Almost Impossible / Requires cooperative SWF AND Killer:
Last Minute Hero- safely unhook 3 survivors after the EGC has started.
No One Escapes The Endgame- Sacrifice 3 survivors during the EGC using NOED
I would also like to call out a few of these as being particularly toxic. "6ft under" practically requires both potato/overly altruistic survivors and basement camping. "Decisive Light" is one of those challenges that is going to move survivors into de-ranking as it will be almost impossible vs high rank killers. So it will lead to toxic behavior de-ranking and toxic games for lower rank killers. The challenges based around EGC should just be deleted frankly.
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@SnakeSound222 said:
I'm baffled by these challenges. What the ######### was BHVR on? Are there even four chests in a trial without an offering? I thought there was only three. The only challenge that makes sense at all ranks is Mechanical Obsession. The others seem to rely on you having lower rank players.
It's funny that you pick one of the easiest ones to accomplish to complain about. Bring an offering to add 2 chests. Bring Plunderer's. If you are playing SWF the other survivors won't mess with the chests. Should easily be done in one game. Even in solo queue you should be able to accomplish this in a few games.
A lot of the challenges are far more unfair. 3 rescues during the EGC is absolutely insane. Unless the killer is cooperating, it is almost impossible.
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@Cymer said:
https://forum.deadbydaylight.com/en/discussion/comment/797575#Comment_797575
Don't open Pandora's box!
If you go after sale prices you have to compare DBD to other games for $43.52 and I bet with you, for that price you will find other games with more depth and value in the steam store.
And don't pull a Mcote on me and tell me to play CiV.
We are all here and are invested enough to write about a game we like, but don't tell me, that the monetization is not getting out of hand.
There is a nice clip from extracredit about player's trust and how the wrong focus overtime can kill a game even if the sales figures seems to look fine.
Keep in mind, there will always be idiots paying every price they can afford.
But most of the fans will at some point just give up and move on.
I'm absolutely willing to go there. I'm pretty tight fisted with my gaming dollars. I couldn't even tell you the last game that I purchased at full price. In the last ten years you could probably count the number of video games I've paid full price for on one finger (not including add on content).
And I'm still saying that this game is a great value for the money. Considering the amount of time that I've played this game, I'm probably under a dime for each hour played. Now you might be able to point to some good games on sale. But how many of those games am I going to play for thousands of hours? Odds are none. I'm not sure exactly how much time I've got in DBD since it isn't tracked, but let's say conservatively that I've played an average of 1.5 hours a day for the last 2 years. That's over 1000 hours of entertainment.
Now, I'm not sure exactly how much I've paid into the game. I think I got it for 15 dollars. I think I paid close to full price for most of the licensed stuff since I bought them when they came out. Let's just say around 60 dollars. Then I've probably bought around 30 dollars worth of auric cells. So approximately 105 dollars total over the course of 2 years. That comes out to around 10 cents per hour played. That's with pretty conservative guessing. I just don't think there are too many better deals out there.
Now all of this is depending on your mileage. If you aren't enjoying the game as much and don't play as often then the value will go down.
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@teegyl said:
https://forum.deadbydaylight.com/en/discussion/comment/797488#Comment_797488
The shards are only there to pressure people into buying killers.
Its not there for players to have another option. it's there so when people rightly complain about having to pay for this nonsense they can say "But you can earn it for freeeeeeee"
Even though by design they dont intend you to buy killers with shards
I have every character in the game unlocked and I have never once purchased a character with real money if I could get them with iridescent shards. In fact, I have always been able to have enough iridescent shards banked to unlock any non-licensed characters upon release. Since they have had a string of licensed stuff come out, I currently have around 27,000 iridescent shards banked. I'm not a maniac playing 8 hours a day or anything either. So clearly what you are saying isn't true.
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Sure, if you buy everything full price then you'll be out around 110 dollars. But they have sales frequently. Hell, the game is on sale RIGHT NOW! Also, many of the killers and survivors can be unlocked for free with iridescent shards. So if you purchased the game and characters that can only be purchased with money on sale then you would spend:
Game: 9.99
Ash: 2.99
Halloween Chapter: 4.19
Stranger Things: 11.99
Leatherface: 2.99
Saw Chapter: 4.19
Ghostface: 2.99
Nightmare on Elm Street: 4.19
Grand Total: $43.52
So let's not make it sound like the game is ridiculously overpriced and inaccessible. It isn't. The battlepass stuff is completely optional and pretty reasonable too. You can even play for the season and see how far you would get. If you play enough to earn back the 1000 auric cells it costs, you can buy it and immediately get your 1000 auric cells back. Now if you search my posts you'll see that I'm often critical of BVHR. But I'm also fair with my criticism. In this case you are the one being unreasonable.
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"The killer has to risk survivors wiggling free to get their points, and survivors just have to play the game normally?"
Bring iron grasp and you basically play like normal anyway. Using generators is the same level of risk for survivors. For example, if there is only 1 event generator and 2 regular generators left in a game which gen do you think the killer is going to patrol more heavily? Also, killers have a higher event BP potential than survivors anyway. If every player in a game brings an offering there will be 7 event hooks and 7 event generators. Obviously survivors can only complete 5 generators, but there is nothing stopping the killer from getting all 7 hooks.
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@Dazlirn said:
yeah I'm not mad just saying ... I totally get it micro.... in some rare outfit or something but as you can look here in costume section 90% stuff is only for real money :( I don't talking about The Shape or Ghost Face .... its movie killer sure for real money but almost everything? :/
It's really not all that bad. Cosmetic items in games often do cost money. There are a substantial number of cosmetics that can be earned from events for free. Also a lot of cosmetics have an iridescent shard cost that can be earned through play time. Granted, when they cost 4,000 or more shards it is much easier to just purchase them given the amount of play time required.
But technically, it is possible to acquire most the cosmetics for free. The new battlepass system also provides an avenue to acquire cosmetics at a heavily discounted price. If you play well enough and often enough then you should be able to roll over those auric cells from season to season too.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/796863#Comment_796863
so do u think the next pass will have the same things "rewards of 25 and 50 cells" for buy "free" the next one?
One would assume so. Obviously this could change in the future.
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As an old player this disappoints me as well. It doesn't surprise me all that much. But it disappoints me all the same.
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I love potato survivors. They are the best.
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@Grimbergoth said:
https://forum.deadbydaylight.com/en/discussion/comment/791514#Comment_791514
you almost hit the nail on the head . It requires 100k survivors to launch 25k matches and when rank matchmaking is in effect you need to be within 6 ranks of each other . This will lead to longer killer ques in general .
To say that pc players have decided that survivor isn't easy or fun to play is incorrect and anyone with 1800+ posts has been around long enough to know this . Its only when the balance is shifted heavily to survivors that they will get a major nerf , see first part for reason . Its harder to maintain a player base of 100k survivor mains , then it Is 25k killers . When they want more killer players they release a free to play weekend or a new killer , this is just smart marketing .
Here is another thing to consider . I consider myself a killer main , so why do I play survivor more then killer , faster matches , faster bp's . I think this also is why a lot of players play survivor more then killer . Yes to me killer is more fun , but to advance the fastest I can I play survivor .
If you make more bloodpoints as a survivor than you do as a killer then you are both a god tier survivor and an awful killer. The difference between BBQ and WGLF alone heavily favors killers. Killers also get bloodpoints all for doing the same thing: finding and killing survivors. Survivors have a larger variable factor in the bloodpoints they earn.
Through no fault of an individual survivor's own they might be forced into a specific role like gen jockey or killer distraction for an entire match. In which case the player would quickly max out the bloodpoints earned in a specific category and earn very few in the other categories. Also there is inherently more risk as a survivor. If the killer decides to slug a survivor then that is up to 4 minutes of sitting around on the ground earning 0 bloodpoints.
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I'm sorry, but having a Halloween event that isn't out in time for Halloween is inexcusable. It really is. Halloween for DBD is like Christmas for most things. It is the biggest event of the year. If your parents told you that Christmas was going to be a week late when you were 9 years old, would you accept that? But some of the presents they bought had problems so they needed to send them back to the shop for repair...
BHVR should never have tied the Halloween event to a new system if they couldn't reliably get it out in time. Quit making excuses for them.
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Games require 4 survivors for every 1 killer. One of the biggest surprises to me is that games start as fast as they do as a killer. When you look at what a "survivor" is, it seems like a really tough sale's pitch.
"So you get to go up against a killer. You can't hurt or defeat the killer in any way. You basically hide from the killer and work on generators doing endless skill checks. If the killer finds you all you can do is try to run away using windows or dropping pallets to escape. If the killer catches you, then the killer will hang you on a meat hook as bait for the other survivors or leave you bleeding out on the ground for up to 4 minutes. It's super fun. Try it."
That doesn't sound very appealing to me at all and it is a pretty accurate account of what it is like to be a survivor. Yet for any game to start it requires 80% of the players in a match to agree to do just that. Oh.. and as a bonus, you'll earn about half the reward as the killer for assuming 100% of the risk.
The truly amazing thing is that I get games usually as a killer within a few minutes. It is much, much longer waiting for games on PC than consoles. I don't know if it is because PC players have figured out that playing as a survivor is a waste of time or because there is some underlying issue with matchmaking.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/788217#Comment_788217
False. (As a P3 Level 42 Myers That has seen Purple and Red ranks) Here's My opinion of the facts:
before PTB Myers:
- Has 6 meter terror Radius. (M&A makes this 0, which also reduces EW2 to 8 meters, with the dead rabbit addon this also makes EW2 only 4 Meters.)
- Could not be detected with ANY detection perks to compensate with his slow speed in everything.
After PTB Myers:
- Has 0 meter Terror radius (Which technically he already had.)
- Can now be countered by Spine Chill and premonition.
- EW2 and EW3 are the same
- His Slow sloth speed is the same in EW1
- Technically has NO stealth mechanic whatsoever
Every Stealth Killer except Myers has:
- A 2nd Killer Ability to make them completely silent. (Myers doesn't have any stealth abilities when in EW2 or EW3)
- If they can't chase them in stealth then they can get out of stealth mode. (Myers can't he is forced to keep stalking)
- They have 100% movement speed, unless specifically using their Main killer power (Myers is a sloth in EW1 and can be easily juked.)
Therefore Myers is NOT a stealth killer if they nerf him.
He would become a plain old killer that would be easy to predict.
In his current form before the PTB, he had unpredictability. Now he can become more and more predictable.
The reason why no one runs Premonition or spine chill often is because they know if it's a myers it is useless information if he stays in EW1. But after this nerf more and more people will likely use it more often since EVERY killer can be seen by them. Which makes Myers even more predictable.
This post is to make an Idea that Myers should get a better buff than the 0 Terror radius which is technically the same as a 6 meter one. (It doesn't have much of a difference)
So i was suggesting that maybe buff his EW2 and if needed his EW3.
Or just buff his base kit after all. Like add an Endurance effect to D.S. and or pallet stuns. (Obviously start out low and with each tier increase the effect)
So if they truly want Myers to be like all the other Stealth killers:
-Ghostface
-The Pig
-The Wraith
Then they should at least buff him a little bit more to meet their quota of by quote of the Devs: "the same as all other Stealth Killers"
Because at this stage he is THE WORST stealth killer in the game and shouldn't be classified as so if he doesn't get any buffs to compensate, so to end my comment:
This Nerf (Aka the so called buff in your comment) drastically weakens Myers even if YOU don't think it does.
That is a very large number of words to say nothing of merit. Michael doesn't need or deserve a buff because of 2 rarely used perks. It's not like those perks make them immune to being stabbed. Even when I'm playing Michael I don't care if survivors use those perks. That is one less perk slot for DS, Adreneline, BT, SC, Balanced Landing, etc.
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It's poor sportsmanship, but it isn't the same as disconnecting. At the very least the killer gets his/her BBQ token.
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You make it sound like he got a major nerf. He didn't. If they didn't put the change in the patch notes 99% of players wouldn't realize anything even changed. So 2 perks that see minimal play are effective against him during the first minute of the game when they previously wouldn't have been. Whoopty Doo. Any decent Shape will still get to EW2 in a decent amount of time. Your asking for compensation for something that you already got compensation for. You now have 0 terror radius baseline in EW1. You got a minor buff in place of a minor nerf.
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I can't even understand the basis for the OP's argument. It's like if someone were to say that if 2+2=4 then 1+1 should = spoon. Can someone translate for me?
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I wouldn't be surprised with a prayer beads nerf, but I don't see a need for any other nerf.
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@Cymer said:
https://forum.deadbydaylight.com/en/discussion/comment/786689#Comment_786689
Then make BBQ&Chilli a free perk for all killers so there is no pay to ease the grind. Same goes for Ruin, PGTW, Nurses Calling. In your own statistics it is shown that that are the most used perks and some almost essential at higher level at play, or give us an alternative to earn the perks, beside the roulette that is the shrine of secrets.
Of the ones listed only BBQ is behind a paywall. All the other killers (and thus their teachable perks) can be earned with playtime. Compared to many games they are rather generous with the free content. Sales on the game and DLC are pretty frequent too. No one can say this game is too expensive or that it is pay to win.
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@bendermac said:
https://forum.deadbydaylight.com/en/discussion/comment/786974#Comment_786974
DS was rightfully nerfed and in the current state it's pretty good. Though, I'd lower the stun down to 4 seconds. 5 is a bit much.
MoM needs a total rework to something totally different. As I wrote before, MoM was game breakingly powerful. If you can't see that, then you don't know what balance actually means
Adjusting maps is important. Wy do you think killers groan and moan when havng to play on Haddonfield or the farm maps. They are massvly in favor for the SV. I don't have a problem if a map is a bit in favor for either site. But we've on certain maps it's just bonkers.
I think you misunderstand me. I'm not saying those things shouldn't have happened. Well, except they ruined MoM. There was room to make it worth using, but not overpowered. What we have now is a joke. But I digress. The point I was making is that it is just a fact that survivors are nerfed with greater frequency than killers. Again, I'm not arguing that the nerfs aren't warranted. I'm just stating a fact. Therefore it is a bit disingenuous for the thread to make it sound like killers are always getting picked on. It just isn't true.
The basic premise isn't very good either. The idea that if "something is too strong the solution isn't to nerf it, rather the game should buff everything else". Imagine if that logic was applied to survivors over the past 2 years. Instead of nerfing DS or MoM, they should just make all the other perks equally strong. That makes sense doesn't it? If something isn't healthy for the game then sometimes a nerf is the only solution.
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@Peanits said:
Not everyone wants voice chat with strangers. I obviously can't speak for everyone, but I usually turn it off when I'm playing online games these days. It's just not worth it. Half the time you get someone who leaves their mic open the whole time as they listen to music in the background, argue with their mother about cleaning their room, or talk with a friend (not realizing or caring that everyone can hear them). Even if you don't, usually everything's peachy until someone starts dying, and then they turn on you and start screaming over the mic.
If I couldn't opt out, I just wouldn't play survivor anymore. And I can opt out, you're already missing the point of adding it (you have no idea if the person you're talking to can even hear you).
If you want to use it with friends, go for it, we won't stop you. But talking with friends and talking with strangers are two different things. Your friends aren't going to throw a fit, get mad at you and start throwing the match when things don't go their way.
This is pretty terrible logic. They could add voice chat, make it optional, and even put the default setting to "off". Then players that want to use voice chat could have the option to turn it on. They could add a small icon by a players name in the user interface to show they have voice chat enabled with a mic turned on. Then other survivors would at least know they have the option to talk if they want to plug in their mic and turn on voice chat in options. The player with the mic would also know if there is anyone else in the lobby they could talk to. Such a simple solution should solve virtually every issue you described.
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Breakdown breaks hooks for the full 3 min duration. It also does work when you Kobe. I'm like 99% sure that both those statements are true. I don't think there is any need for the rescuer to see the killer's aura. I wouldn't lose any sleep over it if they changed that though. If a survivor wants to unhook someone and see the killer's aura then they can run the Babysitter perk.
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They really don't nerf killers very much or very often. I would say that survivors are more often than not the target of nerfs. End Game Collapse is massively in favor of killers. Longer heal times. Mettle of Man is worthless now. Decisive Strike nerfed. Maps constantly being changed to be less safe for survivors. During the same time frame, how much have killers been nerfed?
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There does seem to be a lack of professionalism in the BVHR offices. I think their biggest mistake was even attempting to tie an event to a brand new system like the archives/rift thing. They already had a system that worked well last year. Well... I suppose that event needed some fine tuning too, but it worked. If they just used the same set up as last year there would be no issues and they could delay the archives/rift aspect until it was ready and far fewer people would be upset. But they didn't do that and now we're all upset and rightfully so. I love DBD, but I have to be honest here, I'm not very enthused with BVHR.
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I'm putting a caveat on my vote. I only want to be able to choose between new and old on custom games.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/782020#Comment_782020
There's one exception: Trapper and his pink bar thing.
I mentioned that in one of my posts. You're talking about the Iridescent Stone. Yeah, it is true that the add on will arm his traps. It's worth a good debate. I would argue that the traps are the Trappers power. Whether he physically walks around and sets them are largely irrelevant. If you are a survivor running around against the Trapper then you know to look out for traps. It's not like a survivor just "randomly" gets injured against Trapper.
If you step in one are you concerned with how the trap got set? Not really, you'd be focused on getting out of the trap and smacking your forehead for stepping in it in the first place. Also, the default locations that traps spawn on the map are pretty terrible. If a survivor steps on one of those then the survivor is at fault. If the Trapper picked up and moved the trap then he clearly interacted with the trap. For all those reasons, I would say that the Trapper with Iridescent Stone add on still gets credit for any injuries survivors receive.
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Stealth is supposed to be sneaky. Stealth Killers shouldn't be punished for doing what they are intended to do. I think a better argument is that these killers should have always been this way.
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@kone19 said:
I feel like there has to be a bug on Ghostface. I was running toward the doors and he was standing in tall grass so I didn’t quite see him until I was right on top of him. No reveal and I had time to crouch and try to walk away but I’m sure he heard me and just turned around and swung, but until he swung there was no terror radius
That isn't a bug. Undetectable by definition means no terror radius, no red stain, and survivors can't see the killer's aura.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/782020#Comment_782020
Trappers Bloody Coil. But this should be it.
@Topic:
Lockers are some form of safety. It would not make any sense to give an object, which is for safety, an effect to injure people. I mean, it is a Core Mechanic of this game.
The Trapper still has to set the trap. I suppose an argument could be made if Trapper runs both Bloody Coil and Iridescent Stone that a survivor can be injured without any actual killer interaction. Then a trap could be armed w/o any direct interaction from the Trapper and a survivor could be injured without stepping into the trap (by disarming it). But since the traps themselves are the killers power it would be a pretty weak argument. I would say that my original argument still stands.
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Because survivors shouldn't get injured unless a killer actually does something to them. I don't think there are any exceptions to this rule. The closest argument you could make is The Plague's infection spreading. But that is the result of the action of the killer indirectly.
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This isn't a "problem" that needs fixing imho. There certainly isn't anything that survivors can do to stop it. By all means try and hide. Most killers have BBQ and can hook the other survivor far enough away from the slugged survivor to see the aura of the slugged survivor. There are things that they could do to modify the game in such a way that would be a compromise to both survivor and killer.
For example, they could make it so that after a set period of time survivors could have the option to concede. Doing this would allow the slugged survivor to end the game for themselves and still gain their bloodpoints. In the game, a husk of the survivor would be left in game allowing the killer time to hunt for the last survivor. Everyone is happy that way.
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It does what it is supposed to do. No problem. No changes needed.
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@Tzeentchling9 said:
https://forum.deadbydaylight.com/en/discussion/comment/776463#Comment_776463
If it's a chest that doesn't have a wall behind it(like in corn fields) and sometimes if you stand next to the searcher, you can pick up the item while they finish the standing up animation after searching.
The irony of posting this list is that I didn't even know this is possible... now I will HAVE to try it!
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Overall pretty good list. I don't even see how number 11 is possible. If a player drops an item it is fair game imho. If you don't drop it then it can't be picked up anyway.
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The best thing to do for you and your team is to not actually use Mettle of Man at all. The time you spend dinking around trying to get protection hits would be far better spent working on generators.
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@artist said:
lmao is this a joke?
Kind of feels like one.
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I could live with this. Seems like a good compromise to both sides.
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All this according to WHO?