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Dreamnomad

Dreamnomad

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Dreamnomad
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  • @bubbascal said:

    I think a lot of Killers have versions of "healthy to down" bodyblock situations. Trapper is actually capable of instadowning a Survivor who is trapped in a corner by placing a trap beneath them, then having them walk into it. Then M1ing them.

    As a result, Demogorgon does not need this taken away.

    I edited my main post. I apologize to everyone for spreading misinformation. If you have a survivor body blocked and use shred, the survivor will be able to run through you. I had several games where survivors were in that situation and just... didn't. I assumed they weren't able to escape. But when assumptions are made, mistakes are made. I experimented in custom games so I can say conclusively that this is the case.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/724536#Comment_724536

    That's why I asked if other "not regular attacks" also did the same thing.

    I conducted a few experiments. It took several hours to find volunteers so I hope you all appreciate this knowledge.

    Shred attack does not trigger ANY perks. You will not get mangled from sloppy butcher. You will not gain tokens for Remember Me. You will not lose tokens for shredding your obsession with Save The Best For Last. You will not one hit survivors with exposed. Btw, I checked Pig's ambush too. The same is true for her ambush attack. It is reasonable to assume that the same is true with Huntress Hatchets and Legion's Frenzy.

  • @AshleyWB said:

    Can't fault anything you've suggested. There is one thing you've missed though and it's a pretty big deal.

    When you play demogorgan it's really important that you charge your shred in the face of hooked Survivors to instill fear and a sense of dread in them. This is done by holding shred but then cancelling. It can be the difference between winning and losing and it should be done at any time you can.

    Lol, I'll add it just for you.

  • Honest to god, if I knew which survivor brought the party streamer, I would go easy on that survivor. Almost without fail, the player I kill first who gets the least amount of bloodpoints is the dude that brought the party streamer. I feel bad about it in a way. It's not like I do it on purpose. Don't get me wrong. I'd still kill the guy who brought a streamer. But I would kill them last as a thank you for the extra bloodpoints.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/723402#Comment_723402

    Do other attacks like the Pig's Ambush or Legion's Feral Frenzy (or even Huntress while throwing a hatchet) have the same interaction?

    I can't answer that question definitively. If anyone out there plays on PS4 and wants to spend a few minutes doing some experiments, send me a message.

  • @TAG said:

    Perhaps I am erring excessively on the side of caution, but I'm not sure the Pinned Shred tactic should be a thing. Is there a logical reason why regular attacks should allow Survivors to pass through but a Shred pounce should not?

    I think it is for the same reason that a shred attack won't put an exposed survivor into the dying state. For all intents and purposes, it is a different attack than a regular attack. I don't know this for sure, but I wouldn't be surprised to learn that a shred attack wouldn't cause manged if you use sloppy butcher. That is an experiment worth trying actually. I think Save The Best For Last has a similar interaction. If you use shred on the obsession then it won't take tokens away.

  • Freddy is fine. Nothing to see here. Move along.

  • It would be cool if BVHR confirmed or denied this.

  • Deleted post are confirmation of nothing. That barely qualifies as evidence.

  • Yes. The biggest thing is that Freddy counters Borrowed Time. If he hits a survivor who just got unhooked in front of him, that survivor is put asleep and the deep wound timer will go down even if Freddy is chasing him/her. Also, if Freddy hits the survivor attempting to perform the unhook, if that survivor had borrowed time then it won't trigger in the first place. There are a couple of other perks that are effected like Stake Out and Diversion and Object of Obsession.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/719585#Comment_719585

    He wants things he thinks is op from both sides removed, that isn’t bias.

    75% of the stuff he wants nerfed is for survivors. That is a bias.

  • How about no to all your suggestions? Are those things balanced? Not really. But they are also interesting and rare. That means memorable. If you lose a game because of something like this then it is easy to shrug off. "The only reason I lost was because of XYZ". If every game plays out the same then people will get bored of the game quicker.

  • OoO is a double edged sword. Generally, you don't want the killer to see your aura when you are close. Sole Survivor is an interesting interaction, but requires that you have dead team mates. And are you really going to run OoO and Sole Survivor every single match just on the off chance that you play against Freddy? Cause there is like a 90% chance on any given match that you won't be playing against Freddy.

  • @TheGorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/717358#Comment_717358

    pretty sure I have a screenshot of a perfect trapper game with a bunch of BP buffs and got 140k. I can try looking for it.


    I don't doubt that you had a game where you earned 140k bp. But you didn't do it w/o extra help from bonus party streamers or dailies. I've broken 200k in one game. But that was with 4-5 party streamers. W/o outside help the absolute most a player can earn in one game during a double bloodpoint event is 128,000. If you really wanted to be a smarty pants about it, you could use a 3yr anniversary cake that gives 103% bonus instead of a cake/pudding/streamer. That would give you an extra 960 bloodpoints.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/718861#Comment_718861

    That seems like way more work for one game mode than would be feasible.

    Would it be a lot of work? Yes. Would it be worth it? Yes.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/718824#Comment_718824

    The entire game is casual. You cant stop people from trying hard and using game mechanics to their advantage.

    What you're proposing is to entirely change the game, and split the already fractured playerbase even more.

    While I agree that splitting the playerbase is a concern, what I'm proposing would hopefully elevate the game. There are many, many people who are turned off to this game for a variety of reasons. This game would solve most of those complaints. This would in turn increase the total number of people playing the game and therefore not increase queue times.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/718824#Comment_718824

    So what you are proposing is they make an entirely different game.

    Pretty much. Rank would still be ranked. Everyone who likes the current system can still play the current system. But casual players that don't like camping, tunneling, gen rushing, etc would have a game mode that would suite their style.

  • What they really need is an alternate game mode for casuals. What I'm proposing is a radical change from the current DBD experience. All I ask is that you read through the entire post before having a knee jerk reaction to any one part. This is not meant to be a replacement for ranked. Rather a different experience focused on the chase aspect.


    The Chase

    To help decrease down time on the killer's part looking for survivors, killers in this game mode can see the aura of survivors further than 45 meters away.

    Survivors have the reverse of this and can see other survivor's auras within 45 meters of themselves. Survivors in a chase will have many handicaps as explained later. This will help survivors coordinate better to help compensate.

    Survivors will not be able to use the same window or pallet more than once in a chase.

    Survivors gain a 2 second burst of speed when fast vaulting a window.

    Survivors that are injured in a chase have the "windows of opportunity" perk effect until the chase ends.

    Survivors can heal themselves to full health from the dying state. (think infinite unbreakable perk plus healing to full health) Slugging will not be a thing in this game mode.

    Pallets function very differently in this mode. Pallets break automatically when stunning the killer. The pallet stun time is 3 seconds. Killers breaking pallets by kicking will break in 1.5 seconds. Pallets respawn after 30 seconds. Killer perks that effect pallet break speed or stun duration are banned in this game mode.

    Bloodlust for the killer will not end until the survivor is put in a dying state, or the killer has lost sight of the survivor for an extended time. Breaking pallets or being stunned by a pallet does not end bloodlust. Bloodlust tier 1 activates after 30 seconds in a chase. Bloodlust tier 2 activates after 45 seconds and bloodlust tier 3 activates after 60 seconds. Each tier of bloodlust increases window vault speed by 10% and decreases pallet stun time by .25 seconds in addition to the current move speed bonuses. At tier 2 the killer will see the chased survivors aura for 1 second with 5 second intervals. At tier 3 the killer will be able to see the survivors aura until the chase ends.

    Essentially, if the killer chases the same survivor long enough, the killer will catch the survivor since the windows and pallets will be unusable and bloodlust bonuses are so strong.


    Survivor 3 Life System

    Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. If the survivor is hooked in the basement, they will be in the ghost world an additional 30 seconds. While the survivor is in the ghost world they can not interact with any objects other than vaulting windows or other objects. The world appears black and white and the survivor can not see or touch the other players besides other survivors also in the ghost world. The survivor will not be able to see generators, totems, or chests either.

    The survivor will also earn bloodpoints for collecting orbs in the ghost world. Small orbs will be worth 25 bloodpoints and rare large orbs will be worth 100. The orbs regenerate over time and survivors will be able to earn roughly the equivalent amount of bloodpoints in the ghost world as if they were working on a generator solo during that time. The ghost world bloodpoints will go into a general pool. The general pool is applied to any category that doesn't reach 8,000 points, but will never raise the survivor past 32,000 total earned.

    After the timer is up the survivor will appear on a spectral hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 1-2 seconds longer than the current system. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins.


    Generators

    Once a generator is at 50% repair status, survivors will not be able to progress further without finding and installing a part for the generator. When a survivor reaches half repair state they will see an icon on the generator showing the color and shape of a part at which point the part will spawn into the world at least 32 meters away from the generator. If a survivor is within 16 meters of a part, they will be able to see the aura of the part. The aura will be color coded to a specific generator. Once the survivor has picked up a part, they will be able to see the aura of the generator that it goes to.

    Multiple survivors can pick up the same part, but once the first survivor installs the part it will be removed from all survivors inventories and survivors that had the part will no longer be able to see the aura of the generator. When a survivor with a part returns to the generator, they will receive a 1000 bloodpoint bonus for installing the part. If the generator is no longer at 50% repair status due to the killer kicking the generator while the survivor was looking for the part when they install the part it will repair the generator progress up to 25%, but will not raise the repair state past 50%.

    When killers kick a gen, there is 5% immediate damage to the generator. 

    If one or more survivor(s) are dead (not just in the ghost world, but permanently dead) or DC then any generator that hasn't already reached the "part missing" stage will not be missing parts. The killer will also lose the 5% immediate kick damage to generators.


    General Changes

    Offerings are restricted. Only offerings that affect bloodpoint gains can be used.

    Some perks are banned. Either because they would be overpowered in this mode or because it is redundant.

    1. Endurance. OP with pallet system
    2. Spirit Fury. Redundant with pallet system.
    3. Fire Up. OP with chase system.
    4. Brutal Strength. OP with pallet system.
    5. Bond. Redundant with aura system
    6. Kindred. Pointless with spectral hook system and aura system
    7. Empathy. Redundant with aura system
    8. Windows of Opportunity. Redundant with chase system
    9. Slippery Meat. Pointless with 3 life system.
    10. Unbreakable. Redundant.
    11. No Mither. Redundant.

    Bear in mind that anything in this system could be changed if there was a problem discovered during play testing. It's the concept that I'm trying to promote. Any suggestions are welcome.

    Pros for Survivors

    No Camping

    No Tunneling

    No Slugging

    No Mori's

    Consistent Bloodpoint Gain

    Fun Challenging Chases

    More Coordination From Survivors


    Pros for Killer

    No Gen Rushing

    No Wasted Time Scouting For Survivors

    No Looping Around Same Object For Long Periods

    High Power In Extended Chases

    Thanks for reading.


    TLDR: I propose an alternate game mode that resolves most the major issues players have with the game while being focused on the more exciting aspects of the game. This would be a very different experience than standard DBD. Killers can see survivor auras further than 45 meters and the bloodlust system would be revamped to make killers much stronger in extended chases. Survivors can see other survivor auras within 45 meters, have the "windows of opportunity" perk effect active while injured and in a chase, have 3 lives, when hooked survivors go to ghost world where they can continue accumulating bloodpoints, and have a secondary objective while working generators. There are lots more details, read above.

  • @anarchy753 said:

    I prefer when it's hard to rank up. I just get to play normally and not have to be in the red ranks with the most disgusting of players. It's much more fun.

    Are you saying that you purposely sandbag so you don't have to play with the tryhards? Been there, done that. But.... if it isn't hard to get high rank then the red ranks will be full of average players and it won't be such a tryhard experience.

  • Lol at even mentioning bbq and spine chill. If they took away the bloodpoint bonus from BBQ it would still see play, but it would be drastically reduced. I don't even know why you brought up spine chill at all. It's a decent perk that sees some play, but it is hardly rampant or game ruining.

    But to actually answer your question, no, I don't think removing the top meta perks from the game would make the game a better experience. A new meta would evolve and we would all find those boring and annoying soon enough.

  • @Warlock_2020 said:

    Sure, but they won't go for that. They won't even lift our BP cap. No way will they give this type of reward. I wish they would. Would make dealing with the toxic cry babies in red ranks worth it.

    Okay so for you, bloodpoints trump all other concerns. So if there were more bloodpoints to be gained at rank 1 would you prefer ranking up to be difficult or easy? Do you think the bonus bloodpoints should be a luxury of the elite players or should anyone who puts in the time and effort be able to get them?

  • @Warlock_2020 said:

    I don't really care. I just want BP

    Shards = bloodpoints. 2000 shards can be traded for something like 200,000 bloodpoints.

    What if they were to hypothetically introduce a system where once you are rank 1, each pip you would earn would instead give 10,000 bonus bloodpoints? Therefore, getting to rank 1 and doing well would mean more bloodpoints.

  • I'm not seeing many people answer the second half of my question. Let's say hypothetically that they introduced the following system:

    Seasons last 2 months

    Reward structure at end of each season for highest rank achieved-

    Rank 20- no reward

    Rank 19- 50 shards

    Rank 18- 100 shards

    Rank 17- 150 shards

    Rank 16- 200 shards

    Rank 15- 250 shards

    Rank 14- 300 shards

    Rank 13- 400 shards

    Rank 12- 500 shards

    Rank 11- 750 shards

    Rank 10- 1000 shards

    Rank 9- 1250 shards

    Rank 8- 1500 shards

    Rank 7- 2000 shards

    Rank 6- 2500 shards

    Rank 5- 3000 shards

    Rank 4- 4000 shards

    Rank 3- 5000 shards

    Rank 2- 6000 shards

    Rank 1- 7000 shards


    If such a system was introduced, would that change your answer?

    What if achieving Rank 1 also offered a unique skin that was only unlockable through this system?

  • @Blackowt_9120 said:

    I’m getting like 140k pet game so imma get p3 on several killers this weekend

    Impossible w/o multiple party streamers. 32k base max. BBQ/WGLF another 32. Event another 32. Cake/Pudding/Streamer another 32. Without other players bringing party streamers the maximum a player can earn in a game is 128,000 blood points. And that is only possible if the player is using an offering that gives double bloodpoints.

  • @BBQnDemogorgon said:

    "New Feature: Totems"

    We need that kind of news in modern DbD tbh. Something new gameplay related thats in every match regardless of the killer in play.

    Closest thing this year was the EGC but that didn't really do much just ended some inconveniences.

    Feels like we've been doing the same thing with different characters especially as Survivor.

    Don't downplay EGC. That was a massive fundamental change.

  • @Jago said:

    I prefer when its played fair and everyone got a chance in the trial.

    Define "fair".

  • Why are you trying so hard to convince players to use a bad perk?

  • It's just a bad perk. Healing someone 100% isn't a given. A lot of times you'll run up on someone who has already started healing themselves. Even if they only healed 1%, that means you need to find another person to heal. The heal only works after you have been unhooked so at most this will result in 2 heals per game. It is just too inconsistent. Most games you won't even get a single activation. There are just way better perks available.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/715981#Comment_715981

    If I show you games where it wasn't needed, it proves it's not REQUIRED. It might HELP, but it's far from REQUIRED. FOOD, is required, without it you have a 100% chance of death. You chance of failure without ruin is NOT 100%, therefore, it's not REQUIRED. Key word in this is required.

    Semantics. Get hung up on one word if you want. That is a very childish argument to make. And looking at the thread I don't recall ever saying that anything was required. Neither did the original post. Did you reply to the wrong post?

  • @Avocet said:

    @Dreamnomad You do have a point. From my experience though the killer can communicate that they want to farm by picking up a survivor and not hooking them on the first available hook. Or slugging them, hitting a gen with their weapon and then letting the survivor wiggle out. The hard part is catching a survivor to start this sort of communication in the first place.

    I've done all those things. But it takes up a bunch of time and the results are mixed. Sometimes you get one or two people on board with farming, but you just can't convince the others who just gen rush. Once all the gens are done good luck convincing the survivors to stick around and let you hook them each twice. If you want consistent results as a killer the smartest way is to kill one or two asap and then you have more time and pressure to influence the remaining survivors to cooperate. It sucks for the player(s) that got killed, but that is the life of a survivor. They are always at the whim of killers.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/715877#Comment_715877

    Random things like "chest location" has nothing to do with ruin. Plenty of ppl have done perfectly fine without it. For myself, I first hit rank 1 without even unlocking ruin and playing as Freddy before his rework, when he was "the worst killer". The variables like "chest location" didn't slow me down.

    Quite dwelling on chest locations. The point is that there are numerous factors that go into determining the outcome of a match. Anecdotal evidence doesn't carry much weight on either side of the argument. You got along fine without it. Great. Snaps for you. Many players feel it is essential. Snaps for them. It would be nice to see actual numbers like the ones I requested.

    Data from hundreds of thousands of games minimizes the difference from the variables and isn't biased one way or another. If it turns out games with Ruin last 10 seconds longer and 5% more kills on average then that would be pretty good evidence that ruin is overrated. On the other hand if it turns out games with Ruin last 3 minutes longer and 25% more kills on average then that would be good evidence that Ruin has a big impact. If the results are somewhere in the middle then it would make for a good debate.

    But unless that kind of data is released then all we can argue about is our "feelings". I don't know about you, but that feels like a waste of time to me.

  • Here is the thing that many survivors aren't going to want to hear. It is difficult as the killer to convey that you want to farm bloodpoints without letting too much go. The start of the game is critical for the killer. If the killer loses 3 gens trying to convince survivors to farm then it is too late to turn it into a normal game to get as many points as possible. The easiest way to turn a game into a farm is to kill 2 survivors quickly. Then it is pretty easy to convince the remaining 2 survivors to farm. It's that or die. Most survivors are happy to farm bloodpoints when that is their choice.

    I don't farm all that much any more. I generally earn 20-30k bloodpoints baseline (plus typically 100% bonus from bbq). So given the fact that farm games usually run longer than a normal game and the bloodpoint difference isn't huge and farming is boring, I don't have a lot of interest in farming. But if I see 3+ party streamers in the game offerings then I'm willing to try. It amazes me how often survivors don't want to play ball in that situation though.

  • @LordGlint said:

    Ruin might be popular, but many ppl have proven it's not REQUIRED. The idea of all teams you've beaten must've been potatoes while the dreaded OPTIMAL survivors would've stomped you is silly. I saw a nice screenshot of @GrootDude getting a 4k with no ruin on Bubba yesterday. Why isn't THAT worth anything?

    Individual games prove nothing. There are numerous variables involved in any particular game. So much of a game is determined by the first 2 minutes of the game. Let's just look at a short list of variables every game has that can have a significant impact on the outcome of the game.

    1. Chosen killer
    2. Add ons of killer
    3. Perks of killer
    4. Offering of killer
    5. Latency of killer
    6. Hardware of killer (type of pc, speakers, headset, controllers, etc)
    7. Experience of killer compared to experience of survivors
    8. Mindset/Mood of killer (hungry for kills vs just having fun etc)
    9. Map
    10. Generator locations on map
    11. Pallet locations on map
    12. Basement location on map
    13. Hook locations on map
    14. Chest locations on map
    15. SWF vs Solo survivors (voice comms/coordinated vs no communication/coordination)
    16. Equipment and addons of equipment brought by survivors.
    17. Perks brought by survivors
    18. Mindset/Mood of survivors (escape at all costs vs just having fun etc)
    19. Latency of survivors
    20. Hardware of survivors


    That is just a partial list of things that can influence the outcome of any one game. So saying something like "remember that one time that that one guy had a good game with that one killer even though he didn't use ruin" truly means nothing at all. The only way to get anything resembling actual evidence would be for the devs to release data gathered from hundreds of thousands of games. These are the questions I would like answered by BVHR regarding Hex: Ruin. All questions I want broken down into 2 categories. Red rank killers vs all ranks.

    What is the average % of games where the killer uses Hex: Ruin?

    What is the average kill % of games when the killer uses Hex: Ruin?

    What is the average kill % of games when the killer does not use Hex: Ruin?

    What is the average time when Hex: Ruin is used before the hex totem related to Hex: Ruin is destroyed?

    What is the average game length when the killer uses Hex: Ruin?

    What is the average game length when the killer does not use Hex: Ruin?

    How about it @Peanits? Can we get some data so we can have an intelligent debate instead of just hyperbole and anecdotal evidence?

  • The OP is fundamentally right. It is a sign of poor game design. While it is true that players will always gravitate toward some kind of 'meta'. If players feel that they have to take one or two specific options just to be able to play at all then there is a problem with the game. There is a big difference between making a choice because you think it is the best option available and making a choice because it feels like the only option available.

    Hex: Ruin definitely feels like the later. No one. And I mean literally no one, brings Hex: Ruin because it is "fun". It doesn't actually do anything for the killer directly. It doesn't help killers chase or hunt survivors. All it does is buy a random amount of extra time to actually play the game. I would gladly see Hex: Ruin deleted from the game if they added a secondary objective for survivors to escape that took at least as long as the average amount of time Hex: Ruin lasted before being destroyed.

  • Freddy is fine. No change needed.

  • It would be one thing if this only applied to injured survivors that have been out of a chase, but it definitely isn't fair to survivors to be injured while in a chase and not being able to fast vault for the rest of the chase.

  • Everything that needs to be said in this thread has pretty much been said. I'll echo it one more time anyway. If you get knocked down and the killer picks you up, you aren't supposed to wiggle free. You got caught. End of story.

    The only reason the wiggle meter even exists is to prevent abusive situations on the killers part. Dragging every dying survivor to the basement or just trolling a player and carrying them around forever until the end game collapse. That kind of thing.

    If you want to wiggle free from the killers grasp then you need to earn it. You can earn it by breaking all the nearby hooks with a tool box and/or saboteur perk or making sure you get knocked down a fair walk from a hook and having a team mate or two body block for you. Outside of those types of situations, you should get hooked when knocked down.

  • @Nexis said:

    +1

    I vote for it. That the teachable is the first take from entitus, if not taken from player.

    I keep my wallet of teachables low. And i do not want to buy teachables which i never would use. Like the now senseless "Hangmens trick", a perk what came 3 years too late.

    Because the unwanted perks would appear in the bloodweb of my other Killers/Survivors and would waste many bloodpoints.

    It is our decision which perks we want, but it should also be our decision which perks we do not want.

    Another guy who gets it! Thanks for your support.

  • @Marcurie said:

    I feel a better solution would be to simply institute a bloodweb reset feature for each level. For either Bloodpoints, Shards, or Cells, or combination of the three, allow players to reset the path of the bloodweb w/ a 50-75% refund (or better yet, a 'cart' system where points are not spent until clicking Submit).

    Whether this remixes the web or simply resets purchases on the current web, either would be a great step in the right direction. Obviously, remixing the web could be detrimental to the overall goal of the bloodweb system, but a limit such as 1 remix or 3 resets of the same web would be wise.


    That isn't a bad idea. I think having toggle-able teachable perks solves a bigger long term issue. But I certainly wouldn't be opposed to having both!

  • @NuclearBurrito said:

    I'd instead have some method of disabling specific techables from appearing on new bloodwebs at will (with a BP cost possibly)

    So you could tech it and then disable it until it gets buffed, and then re-enable it.

    This lets you retroactively disable perks you don't like without punishing you for taking them in the first place

    This guy gets it!

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/703276#Comment_703276

    I wouldn't call this a serious issue. People losing all of their progress or an exploit that's being abused to ruin loads of games is a serious issue. This would fall under minor quality of life changes more than anything.


    Maybe it isn't as serious as the things you mentioned, but I feel it rates higher than "minor quality of life" too. Every teachable perk unlocked equates to hundreds of thousands of bloodpoints that need to be earned. 50,000ish bloodpoints per bloodweb. 3 ranks per perk. 17 killers. That is roughly 2.5 million bloodpoints. The fact that you can earn 2 perks per bloodweb over level 40 complicates things a little bit. But let's be extremely generous and say that it's half that. That is still 1.25 million bloodpoints needed to max out. Again, times that by 17!

    That is potentially raising the bloodpoints needed to max out all killers by 21,675,000! Again, that is with generous math. This is not a minor issue in my book. The problem gets bigger with every survivor and killer released. If the solution required massive man-hours then I might agree that there are certainly more pressing issues. But this honestly shouldn't take that much work. What really should be done is to make it so when a player has all 3 teachable perks unlocked on a character, the player can toggle one teachable perk so it won't show up on future bloodwebs.

  • The point of this thread isn't whether any one particular teachable perk merits unlocking. Nor is it a place to pat yourself on the back for unlocking all the perks. The point is every single player deserves the choice of whether to unlock a teachable perk or not. Currently it is possible for players to get screwed out of that choice. This is something that would be easily fixed too. I'm baffled why there isn't more support for the cause I'm trying to champion here. Even if a few of you want to unlock all the teachable perks, you should still support other players having a choice.

  • @Atrushan88 said:

    I was forced to unlock Discordance 2 and 3 on Legion, but only wanted Discordance 1.

    That's not really the issue I'm trying to address in this thread. I'm referring specifically to players being forced into unlocking teachables they don't want unlocked. This wasn't a problem until the last patch which can have long term implications.

  • @Star99er said:

    A good & simple solution for this would be to add a lighting preference in the Settings.


    This seems like the best solution. Just put an option in the settings for lobby lighting and put in a slider. Let the player decide how much or little lighting there is in their lobby. It's not like it effects the game. Maybe disable the lighting options during special events if you want to create a specific atmosphere.

  • @thedevalex said:

    @Peanits @not_Queen @Patricia as you can see, basically everyone in this discussion prefers the old lighting of the lobby

    This thread isn't by any means representative of the entire player base. The very title of the thread creates a bias. More people that agree with the premise are likely to click the thread.

  • lol, did you bring both lightborn and franklin's demise that match?

  • I think it would be cool in custom games, but old Freddy has no place in normal games.

  • @NoShinyPony said:

    I understand that this can be annoying for some players. However, the #1 priority what needs to be looked at immediately is the bugged matchmaking.

    Other than matchmaking taking longer than I feel it should I haven't run into any bugs. What are you talking about? Regardless, the fix I suggested should take all of 5 minutes of programming.

  • New players on survivors will always be crushed by killers. The reason is simple. The learning curve for survivors is higher than the learning curve for killers. For example, when I first started playing the game the first killer I attempted to play as was Hillbilly. I wish I kept the video as something to laugh at now. I did everything wrong.

    I didn't use the chainsaw as a way to get around the map and couldn't land a chainsaw attack to save my life. So I just started hitting survivors with the hammer. I didn't know jack about the game. I didn't understand how I could club a player with my hammer and put them on a meat hook and see them running around and healthy again a few seconds later. I was a Hillbilly that didn't even use his chainsaw and I was still getting 3ish kills a game.

    I agree with you on a fundamental level that newbs shouldn't be going against experienced players. I don't think rank resets should ever drop players below rank 15. But even if they made those changes a lot of players will find surviving difficult at first. The game really isn't for everyone.

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