Dreamnomad
Dreamnomad
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- Dreamnomad
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Jason doesn't teleport. Where did all this come from? You can't use F13 as source material to justify the power.
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It sounds like the queue time would be absolutely insane. How many masochistic players do you think there are that they would all line up to be slaughtered with absolutely no realistic hope of escape? I'm pretty sure the ratio of masochist to sadist isn't 10 to 1. How would it be any fun at all to just crawl around the map hoping not to be discovered with no objective to work for? How is that even fun as the killer? I'm sorry, but just everything about this idea is ill conceived.
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That Yoda image looks pretty racist to me. At the absolute minimum, it is in very poor taste.
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Hex: Third Seal is stronger than most players give it credit for. I actually don't think it should work on pig boxes. That would be a little too strong, especially against solo players.
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Oh yeah, one other point to make. Unless you see a bunch of racist talk post game, you shouldn't make an assumption as to the killers motive. Claudette is almost always the first mask that Cannibal unlocks since Claudette is the most common survivor. Therefore you run into it more often because it is the most commonly non-prestige 3 cosmetic that Cannibal players have access to.
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@Tydie said:
I'm so glad someone said something, I've been concerned about this for a while as well. As an African American myself I found it to be very insulting. This is especially true when you see almost every Cannibal wearing that specific cosmetic.. it kinda hurts deep down because you know they're doing it as a joke and its a running gag in the community.Pretty much the only time I use any mask that isn't prestige 3 is when a party of survivors are all the same. Then I take whichever mask matches as a kind of "I want to be part of the fun" type joke. That tends to happen most often with Claudette since she is the most popular survivor. I've done it with Meg and Dwight too though.
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It would be racist if he couldn't make a Claudette mask. Only white people are worth making a mask out of?
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I honestly don't care if they ever add Jason or not. It seems like the design space for his character is pretty crowded already. What would his power even be?
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Feels like a knockoff on the fortnight mechanic.
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Maybe it would be a good idea to post a link to whatever it is that you are talking about instead of assuming everyone already knows.
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@apropos said:
I could be wrong, but I thought that consoles had their resolution locked in by the game's developers, meaning that if the user settings are different from that resolution, the console renders at the preset resolution internally, but is then output at whatever signal is set for your display. Which would mean that there's no change in performance, but instead a change in signal. Unless, there's a setting within the game that allows you to adjust the resolution yourself.I don't know about any of that. All I do know is that when I set the resolution to 720p, my in game performance was substantially better. I did get the occasional hang up. But it was the difference between maybe once or twice a game vs twenty times a game. I passed this tip along to some players that I regularly play with and they noticed a large improvement too. The graphics do take a hit, but it's nothing I can't live with for a performance improvement.
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Where was the survey?
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I just tried this and it really improved my consoles performance. Thanks for the tip.
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@friendlykillermain said:
great shape game 3 base people hooked in basements teir 3 runs out Dwight runs down and unhooks meg she body blocks for the Dwight he instant heals himself meg has borrowed time effect the meg unhooks the Jake and Jake body blocks her more borrowed time Jake unhooks min who throws down a [BAD WORD] firecracker who still has those? im blinded i run up the stairs all survivors but Dwight have borrowed time effect and scatter i down each of them after a ferocious chase because all but the min had a flashlight it was too risky to pick a survivor up Dwight is no where to be seen the last gen finishes every one i downed immediately gets up from adrenaline and sprint bursts to the Dwight who has wake up and opened the gate they all escape FEELS BAD MAN just needed to vent i never had a more frustrating experience in this game beforeSounds like some pretty epic gameplay from the survivors honestly. I wouldn't even be mad. You still probably got more bloodpoints that game then they did anyway. I think it's a good thing that the game is made in such a way that legendary moments like that can happen. Those are the games that you remember.
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2 killers 6 survivors 6 gens would be balanced better I think.
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OP, "If you try to survive then I'll camp you. You've been warned."
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@DocOctober said:
That's not the problem. The problem are Survivors that insist on going through the Hatch and keep the Killer hostage.Nobody but the killer can keep the killer hostage in a hatch stand off. All you have to do is hit the survivor to end the stand off. If anyone is keeping someone hostage, it is the killer. In response to the OP, the killer probably just went AFK. Working gens if the killer is literally standing on the hatch refusing to move is the right thing to do, but when you pop a gen there is always the chance that the killer will try and catch you before you can get the hatch.
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@Wolf74 said:
Solo survivor should just use their brain.
Following some simpler rules will bring them on the same level as SWF.
1. Use Self Care.
2. Use an exhaustion perk (SB, DH or BL)
3. Spread out, do different gens.
4. Every survivor has to cleanse at least ONE (dull) totem.
5. If you get chased, try to lose the killer.
6. If you can't lose the killer, waste his time.
7. If your outside a chase, do gens or heal.
8. Only do safe unhooks and never try to combat a camperThese are good suggestions for solo survivors, but it wouldn't bring them anywhere close to being as strong as SWF. Take your final suggestion for example. SWF the person being camped can just tell the other players that she's being camped and thus not waste 1 - 3 other players time running across the map to find that information out. That is the difference between being able to properly punish a camper or not. If all that time spent running around was spent working on generators.
For you number 4 suggestion, SWF can instantly communicate how many totems have been destroyed. That means no wasted time looking for totems that don't exist. For your number 5 and 6 suggestions, that's great advice, but it is even better if the survivor being chased knows which gens are being worked on so they don't lead the killer to another survivor on accident.
The number 3 suggestion is much more efficient if you are on voice comms. Then you don't need to waste time running around finding a gen that isn't already being worked on. Even if you were able to convince all 4 solo survivors to use the same strategy, that is no substitute for actual communication in game.
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@se05239 said:
In-game voip will just turn DbD to F13 and that was a horrifyingly ######### experience, especially for the guy who played the killer.
The killer wouldn't be able to hear the voice comms obviously.
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@ASurvkillivorer said:
I bought all the DLC. You're welcome.
Lol, thanks. You have supporting member status now. Your coffee mug is in the mail =p
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@ASurvkillivorer said:
I could just NEVER in good conscious pay that much. That is just throwing money away even if you love the game beyond belief and want to support them.
It's all relative. Whether you think the cosmetics are cheap or expensive. If you are in college and you are barely making ends meet then 10 dollars is a lot. If you are in high school living with your parents working a part time job with no expenses and a fair amount of disposable income then dropping 10 dollars on a hobby isn't a big deal.
To me the biggest factor is how much time do you spend playing the game? If you were to calculate your expenditure on a per hour basis then how much value are you getting? A 2 hour movie that costs 8 dollars is a 4 dollar per hour expenditure. To me, this game is one of my main sources of entertainment. For a hobby, it is incredibly cheap.
I realize that for this game to continue getting balance and event updates, community reps keeping the players informed, customer service resolving issues, etc, etc, it costs Behaviour money on an ongoing basis. The initial sale price of the game and a few DLC's aren't by themselves going to be enough. The more profitable the game is then the longer they will continue supporting it.
So even if you personally, can't afford or don't want to continue supporting the game then obviously that is your choice. But it is in your own best interest to avoid discouraging other players from supporting the game. Cosmetics are 100% optional. You don't need them to play. So if you don't want to spend the money on them then don't. But instead of trying to make players who do support the game feel bad about wasting their money, you should be grateful to them for supporting the game you enjoy playing. So you're welcome.
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The patch notes stated that the invulnerability was only until the survivor gained control of their character. Clearly the survivor was in control and running when you hit. So obviously it's a bug.
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I'm not saying anyone in this thread is wrong. I get where everyone is coming from. It does seem a little silly for a single skin to cost more than a DLC. I look at it a little differently though. The skins aren't for the casual player. They are for the players that put hours and hours into the game. I don't really like to think about how many hundreds of hours I've put into the game.
But from that perspective, the game is a steal. I've probably spent 10 cents an hour on this game and I purchased most of the stuff near full price. So I don't really mind dropping 20 dollars every now and then for skins. Compared to some hobbies like Magic the Gathering that is nothing.
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I'm a big fan of The Shape's design. I think his design is very elegant.
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@FlaffyWaffle said:
And one of my main problems in this game is that survivors are to overpowered. Because if your a killer and there’s a team of swf all gen rushing it’s youve pretty much lost. I believe that it’s based of the survivors mistakes and not how good the killer is.I've seen these types of comments on a regular basis in these forums. It just hasn't been my experience as a killer. I don't consider myself a god tier gamer and I pretty consistently get 3-4ks a game. That's at rank 1 too. Over the course of a year. So if I'm not all that great of a player and I constantly murder survivors then how is it possible that survivors are overpowered?
I don't dodge SWF either. I murder them too. I don't just play the top 2 or 3 killers either. I regularly rotate though killers. I'm not saying I get 3-4k every single game. But I would say it is less than 20% of the time that I don't. I'm not trying to make this a "look how great I am" post. I'm just trying to state that from my experience this game isn't nearly as unbalanced in favor of survivors as so many would lead you to believe.
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@izTerria said:
It sounds more like modifiers, but not gamemodes. So it can be just random thing that happens every day/weekend. Like mutations mode in DotASome of them are modifiers, sure. Some have completely alternate objectives though.
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You have a really bad sense of what is balanced in this game. Trick or Treat is just an unbalanced Make Your Choice. The hex is complete bullshit. Perks shouldn't injure players. Ever. Much less randomly put them in the dying state. If you want to kill survivors then it's your job as the killer to hunt them down and kill them.
Card Trick is stupid. Either it's a wasted perk slot or it unfairly counters survivor builds. It's like a messed up killer version of Sole Survivor. We all know how popular that perk is. The killer ability is just a knock off of Rose from Garden Warfare 2.
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I greatly dislike the killer's ability. One hit knockdown killers should have drawbacks. All of them currently in the game do.
1. Hillbilly stuns if he runs into objects and his attack requires a charge time and is heavily telegraphed.
2. Cannibal stuns if he runs into objects and requires close proximity and charge time to activate.
3. Shape requires large amounts of time spent stalking survivors and has limited duration (without an ultra rare add on).But this killer's draw backs are far worse than any of those. 3 is a terrible number of hits to require as an activate cost. For all intents and purposes that is the equivalent of requiring 4 hits since a killer would be dumb to waste it's activation on an injured survivor. So essentially, you can only use the ability once every 3rd chase at most.
The idea of a killer that gets stronger as he/she injures survivors is interesting. I think there is room there from a design standpoint. I just think you are way off the mark as it how it should look. As for the perks:
**Perk 1, March of death: There marching to their death, after breaking a generator all nearby survivors gain a 1/2/3/4% percent speed decrease for 2 seconds. **
I really hate this perk. There aren't 4 ranks in a perk for one thing. The 2 second duration is beyond bad. Having a speed decrease against survivors out of a chase is worthless. There is just so much to hate about this perk.
**Perk 2, Leave the weak: They’ll learn to leave the weak behind or die, if a survivor is around an injured survivor for 3 seconds they’ll be revealed for 1/2/3/4 seconds. **
This perk is a little crazy. On the one hand, survivors almost universally use self care. So you get zero value when they do that. I also don't think a killer perk that discourages survivors from healing each other is a particularly good thing for the game. It has no range limit which is a little bonkers. The duration is so short that you could easily miss the aura too. Some things about the perk are too weak and some things are too strong. In general, I think that Nurse's Calling does the job of this perk in a healthier way for the game.
****Perk 3, Chaos incarnate: You’ll bring chaos to all who oppose you, after breaking a generator last person who worked on it will be revealed for 2 seconds. ****
For one thing, this perk doesn't describe what different ranks will do. The easy answer is to extend the duration of the aura. Something like 2/3/4 seconds. But beyond that, I'm not sure how I feel about the perk. It's useful. But I don't know if it could be considered fair to survivors. There isn't really much in the way of counterplay for survivors. Not working on generators isn't an option. I don't think it's really fair for a survivor who is paying attention and notices a killer coming in their direction, carefully walks away without leaving scratch marks and then immediately has position given away at no fault of their own. Maybe if it had some kind of range limit then it wouldn't be so bad.
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Ash really doesn't make sense as a survivor. He's known for using his chainsaw hand and shotgun to kick the crap out of evil dead creatures. Survivors can't actually fight the killer. Is he going to have a chainsaw hand just for show? That would be too much of a letdown. This just isn't the right game for him. The whole series is too silly for the DBD universe anyway.
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Lol, why are they so chummy? Good art though.
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Here is a thread I started about alternate game modes if you want to see some other ideas: https://forum.deadbydaylight.com/en/discussion/17700/alternate-game-modes/p1
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@George_Soros said:
I want a zero bloodpoint week.
Would like to see how it changes people's behaviour.Most players would take a vacation that week the rest would be pure toxic. If you aren't playing for bloodpoints then the only other reason to play is to troll.
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Hello the 0 people reading this, I just thought I would share my opinions on the game in its current state, my thoughts might change over time depending on weather they change any of the stuff I going to talk about. I also encourage other to share their opinions as well.





Okay, so you want to share you opinions on the game and then proceed to give 0 opinions. My opinion of you is you should have more opinions.
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I completely disagree with the OP. Do NOT just rush out big changes because they seem like a good idea at the time! DO take your time to properly test and experiment before making big changes!
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Most important thing for the Christmas event is for them to make a Santa Clown outfit!
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I can understand the desire behind this, but it feels like a mistake. This game will not, nor should it, ever be perfectly balanced. It's impossible anyway. And while it might seem like a step toward balance, players are nothing if not crafty. This would actually give players more levers to pull on to unbalance the game. No matter how you value the perks, items, and so on players would find a way to abuse it.
The values themselves would be subject to endless debate and whining. Plus it makes the game needlessly complicated. There is already a decent learning curve to new players. Something like this would be a nightmare to explain.
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@crabby247 said:
I say no. I'm a solo survivor. I like the suspense of not knowing if the killer has noed and if all totems are cleansed. I always assume the killer has noed so I cleanse every totem I see. If I see one while being chased I will go back for it. Most games I do 3 and yet noed pops up at the end and someone gets downed. Like really guys? You couldn't do 2 totems between the 3 of you?! Totems are not hard to find or cleanse but many survivors ignore them. But when I see one of my teammates cleanse one it warms my heart. HahaSounds like you should be supporting this idea. If the other survivors knew that you cleansed 3 totems and they run across one then they would be more inclined to break the totem.
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I would be okay with this honestly. It is information that a SWF team would have so it makes sense for solo players to have that information too. Plus it would give players incentive to break totems which slows the game down.
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Putting aside all the camping issues, it did appear that the second hit should have counted. He looked like he was on the ground running when it landed.
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@The_Crusader said:
If this was any other online game "team killing" would get them kicked from the match.
This game has never been what you thought it was. It isn't really a 1 vs 4 game. It can be more accurately described as 1 vs (1+/-1+/-1+/-1). Survivors are only really team mates so long as they view themselves as team mates. Maybe the guy you thought was a team mate is really only part of the team so long as it is convenient. If all 4 can escape, that's fine. But if he has to walk across a few bodies to escape then that is fine too. That is the kind of game this is.
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@SolarFoxVB said:
- Looking back, I think all of these perks kinda suck. I guess I was just really bored.
The first one isn't too bad. Keep at it. I always like seeing fresh ideas.
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Pretty sure you got this backwards " After breaking 3/4/5 dropped pallets" Obviously, you shouldn't have to break more pallets the higher the rank is. It wouldn't be a meta perk by any means, but it would be nice to have a way to break specific pallets you know are going to be annoying like the killer shack. Requiring the killer to break 3 pallets would keep it from being overpowered.
I've thought about a perk like this in the past. My idea was to put it on a timer though. Like every 60/45/30 seconds you could break an unused pallet. But make it so the break action takes like 4 seconds so you can't effectively break a pallet mid chase to keep it balanced.
Lingering Wraith, sounds like you already know why this would be a bad perk. Any perk that requires allowing a survivor to escape before doing anything is inherently flawed. It wouldn't matter if you gained 25% bonus movement speed and 50% faster recover speed. It would still be bad.
Determination seems like a suped up version of Detective Tapp's perk. The numbers would probably need tweaking to be balanced, but the bigger problem to me is that the design space is already taken. I think it's a bad idea to make new perks that are just better versions of old perks. I'd rather see new perks do new things and if an old perk is too weak then it should be buffed.
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If you are playing the game and posting on these forums then you are part of the community too. So how exactly do you propose Behaviour fixes you?
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It is clearly a disadvantage to survivors. If the killer manages to save those 2 generators and another one in close proximity then it will be very difficult to finish the final generator. That is always true regardless of the map. Generators packed close together favor the killer. It's hardly an insurmountable challenge though. Just finish one in the early game and the problem goes away.
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It's obvious you put tons of work into this. I've heard before that they never intend to create non-humanoid type killers. So no werewolves, aliens, etc. A crocodile certainly falls into that category. But if we look at the killer's ability and perks separately from the crocodile concept, there are some decent ideas there. The killer's concept reminds me of Skarner from League of Legends. Skarner has a passive ability that creates wards around the map. If he takes control of them then he has increased movement speed near the wards.
The idea has merit, but the numbers would need tweaked. Within 24 meters means that the range of the plushie is a 48 meter diameter. That is massive. With 8 plushies you could easily cover the majority of most maps. That would be broken and counter to the killer's concept of having strong areas of the map. So either the killer would need far fewer plushies or the range would need to be substantially reduced. Or more likely a mix of the two. Something like 5 plushies with 18 meter range seems more reasonable. Perhaps giving the plushies an effect that extends the duration of the movement bonus for 4 seconds after the killer leaves the range would work too.
As far as the perks go:
Worsening Relationship (Rare)
Your Terror Radius is reduced by 3%/4%/5% for each repaired Generators.This is probably my favorite of the perks. The percentages need to be considerably increased to be worth playing though. 25% reduced terror radius with rank 3 and all 5 generators done is pretty weak. I like the concept though. I would increase the percentages to 5/10/15%. At rank 3 that would give you a 75% reduction in terror radius with 5 generators done. That would be worth using, but not overpowered.
Absolute Faith (Very Rare)
Each time a Generator is fully repaired, your Movement Speed is increased by 2%/3%/4% for 12/15/18 seconds.Considering the short duration of the effect, I think the percentages could be a little higher. Maybe 4/6/8%. Alternatively, considerably reduced the percentages, but make the effect permanent. Like .5/.75/1%
Broken Bonds (Very Rare)
When a Survivor performed a Sabotage action, Broken Bonds triggers and applies the Exposed status effect on them for 40/50/60 seconds. Broken Bonds has a cooldown of 70 seconds.This is my least favorite of the bunch. Sabotage is rarely used strategy. I get that it has a unique synergy with this particular killer. But teachable perks shouldn't be restricted to only be useful to one killer. Even then, I would say that it isn't worth the perk slot. There is already a hard counter to sabotage with Hangman's Trick. This perk can't be redeemed with a few tweaks of the numbers. I would recommend a complete rework or replacement perk.
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@Master said:
@Tsulan said:
@Master said:
@Tsulan said:
No, no, no, no, no!
Problem number one: if you play with many different killers, then you'll never reach high ranks.
Problem number two: people would heavily abuse it.Do I need more reasons?
Maybe you dont wanna reach high ranks?
Imagine this for example, you reach rank 1 with your tryhard nurse, but then you want to learn a new killer.....Also, how could this be abused?
Are you kidding me?
What could go wrong if a rank 1 killer suddenly switches to his rank 20 killer?Well if he never played that killer he will perform badly too, isnt that the point of the rank system?
I dont get why this would be abuse. Sure a lot of general knowledge will carry over to another killer, but I dont see a real problem with this. SWF are allowed to queue with low ranks too, soo whats exactly the point?

You are making some massive assumptions here. This would result in new players quitting very soon since they would constantly be crushed by smurf killers. There are a lot of killers in the game now, how long do you think it would take to get them all to level 1? That is a lot of time that I would be paired up with inappropriate matches.
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@Bug_Reporter said:
This perk is BROKEN it removes 2 powers from the killers, Clown and Doctor, PLEASE NERF!Lol, I remember when people were serious about this line of thinking. There were people that really thought calm spirit would be meta and Doctor would be trash. I would like it if people who were wrong actually came back to the forums and admitted they overreacted.
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@Boss said:
To be fair, no one's going to miss that 8%.Lol, yeah. No one in the history of this game has ever said "oh man! if I only had 8% faster hit recovery then I totally could have stopped that survivor from escaping!" You literally can't tell the difference.
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@Tsulan said:
No, no, no, no, no!
Problem number one: if you play with many different killers, then you'll never reach high ranks.
Problem number two: people would heavily abuse it.Do I need more reasons?
This guy pretty much nailed it. My recommendation is to play the killers you are weak on after a season reset. Then you can build up experience with appropriate level survivors. Seasons reset monthly so it isn't a big deal to wait until then.
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I'm just going to quote myself from the other refund event offering bloodpoint thread: You're dreaming if you think you'll get a refund on bloodpoints spent. They have never refunded past event offerings and I see no reason why they should. It would be a bad decision on their part if they did for a lot of reasons.
What happens if the refund would put you over a million BP? You'd lose all the extra. So people near the bloodpoint cap would ######### about losing out on all those BP even if they gave warning to spend before hand. Then you begin the slippery slope argument of "why can't I get my past event offerings refunded". Even if they did that then people would cry about how they prestiged up a character with a bunch of offerings and lost out on the refund. Then people would start saying, "well if you will refund event offerings, why won't you refund all the garbage add ons and offerings we never use".
It would start a never ending ######### storm for them. That's just a fact. They would be very dumb to step on this landmine. Players are nothing if not predictable with their thinking.