Fibijean
Fibijean
About
- Username
- Fibijean
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/843750#Comment_843750
Do you seriously think that anyone actually cares about video game age ratings lol?
They're some stupid arbitrary rule mandated by the gov't. Hopefully they're killed off. Waste of space on the box art and GameStop really annoys me sometimes.
Well... obviously the people who ignore them don't. But yeah, some people do, the devs apparently being one of them since they age-gate the website.
-
@PandaChris said:
https://forum.deadbydaylight.com/en/discussion/comment/845098#Comment_845098
This thread had nothing to do with balancing Solo players to SWF players by having the killer know who is in a SWF group. That doesn't even make sense. Maybe i misunderstood.
https://forum.deadbydaylight.com/en/discussion/comment/845004#Comment_845004
This is another doomsday response of oh all the killers will dodge lobbies. Again lobby dodgers would get punished and there are a lot of killers out there that won't want to wait the extra time or wont even dodge lobbies.
As for queue up and get better. Think about it this way. Spirit is being nerfed because there was no counter play/wasnt enough downside to her powers and add ons, Legion and Nurse same thing. SWF is a massive feature in the game that only provides an advantage, there is no disadvantage or compromise for the killer. This isn't about "getting gud". This is about balance and maintaining the balance that has been previously set about when there is a advantage in a certain area there should be some sorta disadvantage/compensation in another area.
SWF play with voice comms which i already stated in my previous post, survivors dont have to even be sweaty to benefit from it. There should be a disadvantage/compensation like the killer knowing they are grouped up with friends so the killer can prepare better. I dont understand how that compromise is mind boggling to some people.
Or maybe someone can open my mind to a disadvantage of playing in a SWF group with voice comms?
I know it wasn't really on topic for the thread. That wasn't a response to the OP, it was a response to the specific comment I was quoting there.
-
@Teabagging_Boi said:
https://forum.deadbydaylight.com/en/discussion/comment/844582#Comment_844582
I agree, but still there should be something to balance SWFs, because SWFs are clearly overperfoming compared to solo survivors, especially on high ranks, where everyone is sweaty or extremely good by default (otherewise they wouldn't have gone through current rank system which demands you to perform extremely good to rank up)
Oh yeah, I totally agree with you there. There is absolutely an imbalance between SWF and solo survivors, and it does need to be addressed in some way. I just don't believe that giving that information to the killer in the pregame lobby is the way to go about it.
-
@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/845080#Comment_845080
Is this a real question? Are you honestly saying that people playing with each others in coms are not communicating at all about the game? Also I'm not talking about brown - purple ranks, this is red ranks where its an issue, and yes every single swf red rank is going to try to win.
Nope, that's not what I said at all. I was just pointing out that you were making a giant leap of logic in the assumptions you were making about @CronaWins and their personal playstyle, simply based on the fact that they disagreed with you.
-
@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/845004#Comment_845004
Such a joke comment. "Get better" while you and your SWF buddies can't play survivor without your ctuch coms telling each other how to play and what to do.
That's incredibly presumptuous of you. Where exactly did they say that they play SWF, or use voicecoms to develop strategies while playing?
-
70 levels, 70 days. You should be between tiers 18 and 19 at this stage at a minimum if you hope to complete the Rift at the rate you're going. So it sounds like you're right on track!
-
I like the bloodlust mechanic. I think it's appropriate that the longer a chase goes on, the more dangerous it becomes for the survivor.
You haven't really explained exactly why you believe it's detrimental to the game, only that you believe it to be outdated or unnecessary. Why is it a detriment to the game? What makes it "horrible"? How is employing a game mechanic to its full potential "abuse"? In what way does it reward killers for playing poorly? How is it not good or smart to use bloodlust strategically in order to close a chase?
-
Other reasons. It doesn't take skill to down someone in one hit as Huntress. It's not like Iri Heads reduce the hitbox size or something.
But they're limited, consumable, expensive and rare (although perhaps not as rare as they should be). I don't want every match I play to be the same. In my opinion, the more rare, overpowered mechanics get nerfed to basic levels where they barely affect the match anymore, the more boring the game becomes overall.
-
That's not the fault of the game design. I'm sorry to say it, but that's either you playing badly, or your teammates screwing you over by popping generators too soon, or a combination of both. Reverse Bear Traps are meant to slow the game down, not get kills. It's very rare for someone to actually die to one.
If you're consistently dying to RBTs, you're doing something wrong.
-
@hamerto said:
Each generator has a lightpost where it can be attached. And why should a generator not belong to a survivor. Is a sabotaged hook still from the killer? If there isnt a shed then there are always 2 exit door. There is even a basement with walls. Enough places to put the charms of survivors normal visible.
Why should a generator not belong to a survivor? Because mechanically speaking, generators are shared by all survivors. You can say that those are the killer's hooks, but how do you define which generator is Meg's, or Claudette's, or David's? They're all available to be worked on by all survivors.
And yes, you could hang a wall of charms on the exit gate or in the basement I suppose, but even if the charms are bigger they're not going to be seen very often there. People typically don't spend a majority of their time hanging around the gates or the basement. Personally, I'd rather have small charms on my survivor than big ones hanging on a wall somewhere with my name on it or something.
(Also, it's a good idea to use the quote button or tag them using the @ symbol when you reply to someone on a thread they didn't create. Otherwise, they won't get a notification that you've responded to their comment.)
-
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/843215#Comment_843215
How exactly does it reward not tunneling and camping? You can still tunnel and Camp and get 100% stacks. I thought the only requirement was that you had to hook everybody at least once, because each person gives 25%. So it doesn't necessarily reward optimal playstyle, it's simply rewards the killer for hooking everybody at least once? It encourages killers to go after people away from the hook but it's not a requirement.
You answered your own question. If a killer wants to get all 4 stacks of BBQ, it's in their best interests not to camp and tunnel a single person all game. The aura reading effect of being able to see survivors outside a certain range also encourages the killer to go after them instead of waiting around the hook. Yes, you can get all 4 stacks and then tunnel and camp to your heart's content, just like you can get your 4 stacks of WGLF and then let all your teammates die, but both perks are designed to reward a particular playstyle in the early to mid-game at the very least.
-
While it's true that it would make them easier to see, there are a couple of problems with that. Firstly, generators don't belong to individual survivors, so how would charms be hung on generators in such a way that they were identifiably unique to each player? Secondly, regarding your other suggestion (assuming that by "shed" you mean the shack), there are some maps which don't feature the shack, so survivor charms would just be completely invisible.
-
@Paina said:
https://forum.deadbydaylight.com/en/discussion/comment/844409#Comment_844409
do u know if we'll be able to get the charm rewards for finishing each tome level or will they be gone with the rift as well?
Hm, good question. My instinct is that the charms which are awarded for completing Tomes are tied to the Tome and not the Rift, so they will be available forever. I think it's only the Rift Fragments which will no longer be awarded for Tome completion after the Rift closes.
However, I don't believe this has been officially confirmed either way. Perhaps @Peanits would be able to shed some light on the matter.
-
It's not for the survivors' sake that people suggest incentives to cleanse whenever balance discussions around Plague come up. The reason that incentivising survivors to cleanse is important is because otherwise Plague can't use half her power. Making it so that cleansing early enough just stops you from getting sick without any kind of tradeoff is a direct nerf to a killer who doesn't need one.
-
@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/844582#Comment_844582
And the killer wants to have fun too.
Unfortunately, SWF + voice comms gives survivors an inherent advantage. Survivors already have an advantage with map design. Giving them voice communication just makes the situation even more ridiculous.
You might think that not all SWF teams are sweaty but in reality most are. It doesn't make sense for people to be on voice comms and not use it for coordinated plays. Sure, some of them probably horseplay around a lot, but they still use voice comms to make optimal plays.
Also, you can argue that not all SWF teams share the same skill level. That is true as well.
But even considering that factor, SWF puts undue stress on the killer. I agree it's probably not a good idea to give killers a SWF indicator, but at the very least the devs could implement a repair and healing speed penalty for SWF teams. That would even things out a bit more.
I know that the killer wants to have fun, that's half my point. I want to have fun when I play killer as well. But the killer isn't going to have fun if they can't get a game, because the queues are all messed up between the lobby dodging and the fact that no one wants to play a game that punishes them for enjoying it with friends. I'm not going to go into the issues around penalising SWF because this thread isn't actually about that. It's about the merits of telling killers in advance whether survivors are playing with friends or not, and my point was that although it may sound good on paper, a system like that is actually disadvantageous for everyone, killers included.
-
If she's spent the last 30 seconds placing traps, she's probably used pretty much all of them. No one is getting out of that basement alive. Your options in that scenario are:
(a) Suck it up and crouch anyway, and hope the hooked person does the same once you rescue them. They'll probably reach second stage before you get to them, but at least you might get them out of there alive, and you can all give the basement a wide berth for the rest of the game.
(b) Once you realise she's trapping the basement, search a chest and hope for a yellow flashlight, which might help you get down in time to rescue your teammate.
(c) Ignore them and let them die because the risk is too great.
-
The vast majority of SWF groups, while most likely using voicecoms, are not sweaty, efficient and highly coordinated. They just want to have fun playing games with their friends.The only reason it's possible for them to do that currently is because the killer is not informed of whether they are queuing as a group or not. If this were implemented, people wouldn't be able to play with their friends because killers like yourself would dodge every lobby they find based on the assumption that they're a bunch of tryhards. It would discourage people from playing survivor, and increase queue times across the board, so in the end everyone loses.
-
It's total RNG, unless people are burning offerings. Bear in mind that some realms, such as Autohaven or Coldwind, have more maps associated with them, so probability-wise you're likely to get more Autohaven maps than, say, Red Forest or Crotus Prenn Asylum.
-
Myers is the best killer to use for that challenge. What you're describing sounds more like a lag issue. Depending on which platform you play on, it could be a server thing.
I completed that challenge using Myers on The Game - it's the best map for gengrabs because there are so many generators right next to corners that you can get very close to without anyone knowing you're there, and grab the person off the generator before they know what's happening.
-
She does have tells, but they're inconsistent - some are just bugs, and some don't work depending on the skin she's using. None of them are noticeable enough to be useful in an actual chase.
-
Yes. You should absolutely report them for indecent conduct.
-
I've heard that one way to do the trapping one if you're having trouble getting survivors to fall for it is to place down a trap, down a survivor, and then let them wiggle off your shoulder while standing to the right of the trap, such that when they escape they will drop right into the trap.
The Game is an excellent map for the Got You challenge, especially if you're playing a stealth killer, because there are many generators right next to corners that you can just walk around and grab someone before they even know you're there. I used Myers for this because he doesn't need to exit stealth mode (which can give survivors a second's forewarning) in order to grab a survivor.
Blood Debt is easier if you start the game aggressive and make sure you're the first one hooked.
Agitated Advantage is easier if you play a basement killer like Trapper or Bubba, so you can get your second hook off whoever rescued the first person. Territorial Imperative can also be useful for this challenge - survivors often try to loot the basement chest at the start of the game, so if you get a warning when they enter the basement you can usually catch them searching the chest or coming out with their item.
By Any Means Necessary is easy to complete if you're someone who doesn't mind throwing the game for the challenge. The killer doesn't even have to technically be chasing you, just run around in front of them until the chase music begins, and as long as it's playing you can throw any random pallet you like and it will count for the challenge. You can tell if a pallet was counted for the challenge if you get bloodpoints for throwing it.
If you're playing with friends, you can get them to bring brown medkits for the Appeal to Heal challenge and give them to you once you deplete your own. In fact, most of the survivor challenges are easier if you can find a SWF group to coordinate with.
-
You mean once you've prestiged three times and are at level fifty again? It just keeps refreshing the level 50 bloodweb over and over every time you complete it. It's the same as if you get to level 50 at a lower level and choose not to prestige, only there's no prestige symbol in the centre of the web.
-
@YaiPa said:
Every cosmetic should be purchasable after few months. I still didn't understood al the terms, but if with "tome" you mean the series of quests, then yes, when the 3rd and 4th series of quests will be released you will still be able to complete the previous.
But, when a new 4-series group of challenges (or when another rift will open) will be released then no.
No, @Aven_Fallen had it right. The first Tome, and all four of its levels, will always be available for completion. There will never be a time when you're not able to go back and work on the challenges that are being released right now. The only difference is that they will only reward Rift Fragments for as long as the current Rift remains open.
-
You said it yourself - because the shack can be run without it. If you're good enough to run the shack without using the pallet, then don't, for two main reasons - because pallets are useful for more than just chases (stalling the killer in the endgame, getting pallet saves) and also because your teammates might not be as good as you are. They might need that pallet at some stage. So if you're as good as you say and you don't need it, leave it for someone who does.
Also , the reason people don't want shack pallet dropped at the start of the game is because it is so safe and in such a central location that it can be a lifesaver in the right situation. And the right situation is a life or death scenario, not your first hook.
-
@JiggleWiggle said:
https://forum.deadbydaylight.com/en/discussion/comment/843744#Comment_843744
I did the challenge today without touching killer. Definitely not trolling.
I tried with the distressing one but idk if I didn't get chased long enough or if it doesn't work that way.
Also the medkit one is bugged dont have to deplete them, just make a pause while healing.
Wow, that's interesting. I'm sure it's a bug, but it's cool to know, lol!
-
I imagine they'd pair killers and survivors by DLC for the most part. So Huntress and David, Feng and Doctor, etc. I think if I had to pick a "pair" I'd probably be most interested to learn more about Jane and the Plague.
But they said, or at least hinted, that they were wanting to start with those who weren't given a lot of lore when first introduced, which means the next Tome will likely cover one of the original 4 survivors (probably Meg or Dwight) and another of the early killers, such as Wraith or Hillbilly. If I had to choose who I'm most interested in based on who it's likely to be, I'd probably say Meg and Wraith/Billy.
-
I'm somewhat concerned that the second-highest age demographic are apparently too young to even look at the game's website, let alone the game itself.
-
@JiggleWiggle said:
https://forum.deadbydaylight.com/en/discussion/103833/can-we-make-dcs-count-as-sacrifices-please
You get the challenge done when you play survivor as well. Your own death counts as well
Is that actually true? I can't tell if you're trolling or not.
-
I've almost finished the second level, just got a couple of survivor challenges to go. I think I'm at about tier 35 in the Rift. I've played about 100 hours since the Archives were first released.
-
@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/843402#Comment_843402
good to know its 18 seconds basically I've been running this and it's not bad self heal
I apologise, I went over it again and I got the maths wrong the first time. I believe it would actually be 22.5 seconds. (32 / 1.42)
-
Healing with Self-Care takes 32 seconds by default.
Tier 3 Botany Knowledge grants a speed boost of 33%, and Tier 3 Resilience grants a speed boost of 9%.
Since percentile boosts are additive in DBD, that's a total speed boost of 42%, so with that combination of perks and no other influencing factors, it would take about 18.5 seconds to heal yourself. Which is about 2.5 seconds longer than it would take for someone else to heal you without any perks.
-
This is the bug reports section. @Rizzo90 @MandyTalk
-
@Mangomonster420 said:
https://forum.deadbydaylight.com/en/discussion/comment/843334#Comment_843334
I meant the fountains could be used for specifically healing injuries caused by infection. As The Plague, hit Survs enough with Vile Purge and it’ll have the same effect as a physical attack. The fountains can’t heal injuries caused by the censer was my suggestion.
And it sounds reasonable on the surface, but good Plagues don't bother injuring someone with M1 when they can injure them by vomiting on them instead. Also, as @Atrushan88 mentioned, it would discourage survivors even further from using fountains which is the opposite of what you want as Plague.
Basically, in practice, such a change wouldn't just be pointless, it would actually be a kind of indirect nerf.
-
@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/843284#Comment_843284
And that'd be fine, if it did reward normal gameplay, but it doesn't. It rewards people who throw pallets just for the sake of throwing pallets, or unhooks with BT as soon as the killer hooks someone to consider them "safe unhooks", or using self care to heal yourself while someone sits there tbagging wanting you to let them heal you, but you ignore them because you have a challenge to do.
You're quite right, but that's completely beside the point of the OP.
-
The challenges are supposed to be more like daily rituals than achievements. The idea is that you get rewarded for doing specific things which are part of ordinary gameplay, not enormous feats of skill. Remember that these challenges are meant to be accessible to average players, and short grinds are easier to complete than achieving a single event which is dependent on high levels of both skill and luck.
-
@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/843215#Comment_843215
The problem with the perk is how hard stacks are to get. If you try to go simply by getting unhooks you come across the problem if all 4 survivors decide to run WGLF it is mathematically impossible for all to get 4 stacks via unhooks. That leaves you with no choice but to get protection hits to fill this void. And MoM is a statement to how well designed protection hits are. I think that stacks should still be rewarded via altruistic actions but healing should either become a stack or find another way to get easier stacks.
If that ever becomes a problem in practice, maybe it should be looked at. But I run WGLF all the time, and rarely have trouble getting stacks with it, because in my experience it's simply not a popular enough perk for competition to really be a problem. Feel free to correct me if yours is different, though.
-
The point of WGLF is to protect your friends. It's a perk that rewards altruism with bonus bloodpoints. If you want to take advantage of its effects, you have to adopt an altruistic playstyle. If it doesn't fit with your playstyle and you don't want to adapt, then don't use the perk.
Arguably, BBQ also rewards a particular playstyle - it rewards killers who don't tunnel or camp. Both perks are designed to incentivise a style of gameplay which is enjoyable for the other players.
All in all, I agree that it would be nice for survivors to have more ways to maximise bloodpoint gains, however I disagree that that should come in the form of WGLF being made easier because I think it's in a good place now for what it does.
-
@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/842484#Comment_842484
For the gen one you just have to be on it when it pops off. You don't have to do 3 start to finish, I tested it.
@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/842484#Comment_842484
If you're talking about the challenge to complete 3 gens in a match with dark sense I can confirm what you said is not correct. I completed that challenge in my first try. Popped the first gen on my own, joined the second one at about 60% and for the 3rd one I barely manage to touch it, as it was already almost at 99% when I got there. You just need to be on the gen as it pops
OP is referring to the "Bring the Light" challenge, which is the one which asks you to complete a total of 15 generators. I don't believe that one works the same way as the Dark Sense challenge - in this case, it is about progress made on generators rather than completing them to 100%.
-
I did it in a SWF. Most of these missions are easier if you can get teammates who are willing to work with you on it. My friends just 99'ed generators, and then called me over to finish them.
-
I was playing back when the old bloodwebs were a thing. Trust me, "playing the game normally" would not have got you legacy skins. You had to basically have no life. I'm talking many hundreds if not thousands of hours in a couple of months just to get one character to P3.
Also sidenote, I almost chose the wrong option because the question is "Was legacy earned?" and the answers are "Yes, it wasn't" and "No, it was".
-
@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/841995#Comment_841995
There is a difference, the game and auric cells are always available to buy meanwhile codes for exclusive skins are not sold by bhvr and we're never meant to be sold. If they gave the players who previously owned any of the skins some kind of new exclusive skin, people would still be able to sell accounts with those exclusive skins.
It's all about the barrier to entry. Even if legacy and a few others are still exclusive, it was a lot more convenient to buy a code and just redeem it on your account than it is to buy a whole new previously owned steam account just so you can have a few exclusive cosmetics to play with. The fewer exclusives the game has, the less lucrative it becomes to buy an account from one of those shady websites.
"Lucrative" is not synonymous with "attractive". It is never lucrative to buy an account from a shady website. Leaving that aside, since I understand it wasn't really your point, it is essentially still the same thing. Whether it's paying for something or having to be in the right place at the right time, it's still an access condition imposed by the developers. And people unable or unwilling to meet that access condition may still seek to obtain the item by other means.
The fact that the exclusive cosmetics are not ongoingly available from the developers in the way that the game or the auric cells are is irrelevant; the point is that the scams are ongoing in either case. What they are doing is attempting to stop the scams by tanking the value of the item. But putting a stop to those scams by making the cosmetics universally available makes no more sense than putting a stop to the sale of false copies of the game itself by making it free-to-play.
-
@Crazewtboy said:
And you tried to improve all the negative posts by making a negative post about the negative posts?
There's a difference between being negative and being critical.
-
@BearWolf_51 said:
Giving all of these skins away for free isn't going to solve all the missing skins problem and partially deal with the scam market?
I wouldn't call this a solution to either of those issues.
Yes, technically this means that people won't randomly lose exclusive items. But the reason they were losing them in the first place wasn't because of the exclusivity itself, it was because of a bug in the way exclusive items were coded. So the solution is not to just give the items to everybody, the solution is to fix the darn code. Perhaps by using the same code which they use to assign store-bought items to some players' accounts and not others.
And yes, technically this means that people will no longer be able to scam others by pretending to sell exclusive skins online. But that's not the devs' problem to fix, nor is it their responsibility. People sell counterfeit copies of the game itself online which don't actually work - should the devs just make the game free to play to stop them from doing that? There are probably fake auric cell packs being sold on dodgy websites for "discounted" prices. Should the developers make auric cells free to stop that from happening?
I'm not commenting on the ethical ramifications of giving the cosmetics away for free - I'm just saying that the stated reasons for doing so were heavily logically flawed.
-
@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/841882#Comment_841882
Insta heals nerf because they nerf nurse the killer that every killer main was saying "At least we still have nuse " you can't just nurse the stronger killer and give nothing equal value to the killer.
The stains hast to do with the new engine.
The tiles on the Coldwind Farm was made that way because devs won't like to change the whole map and this is the only fix they will do on it.
Pop got buff 1) they won't and can't fix the totem in order to make ruin better. 2) Can't touch the gen time, 3) Hae no idea how to add new objectives in the game, 4) The only give you more time the % stays the same.
That is some seriously impressive gymnastics.
-
@deriasb said:
https://forum.deadbydaylight.com/en/discussion/comment/841705#Comment_841705
The problem is not the playstyle , it's just you don't have any mobility at all to going around gens , you can't waste 2 blinks to go half way of the map to see if gens are being worked on or not , you just simply can't waste blink or do mistakes , or you're screwed
@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/841705#Comment_841705
She has a physical limit to her ability..
Her map pressure (ability to patrol ) is a fraction of what it use to be making large maps an automatic loss
The best addons do not even bring her back to old base nurse level.
Survivors can see where she is going to blink to and counter move her every time
dedicated servers are messing with her lunge and movement.
Fair enough. I'm just wondering if perhaps there's a different, viable strategy to playing her now that people haven't discovered yet.
-
I'm not a Nurse main. I'm not even a killer main. I've barely played her. But it sounds like the rework changed her kit pretty significantly. Is it possible that part of the reason she seems so weak currently is because people who have gotten used to how she plays, who have developed that inbuilt muscle memory or second nature or whatever you want to call it, are naturally having trouble adjusting to a new playstyle with her?
Yes, she's weaker, but maybe she's not as weak as she seems. Perhaps she can become a solid high tier, if not top tier, killer again simply by giving her some time to get used to.
-
This is going to be a very unpopular opinion, but I do understand where you're coming from. Many people don't seem to understand what it is that gave those cosmetics value for people like you. It's not about lording it over everyone, or not wanting other people to play with your toys, it's about what they represented.
People didn't pay for those cosmetics with money, but they did pay for them with time and effort. And there was an implicit promise in the fact that the cosmetics were advertised as exclusive rewards for that investment. It's not unreasonable that people feel robbed now that that exclusivity, which was why they invested the effort in obtaining those cosmetics in the first place, is being nullified without compensation.
Many people feel much the same way about the Rift. The devs never specifically promised that the Rift would take 70-80 hours for an average player to complete, just like they never specifically promised that these cosmetics would remain exclusive for all time. However, just as "our goal is that the Rift should be completable within this timeframe" carried an implicit promise that it would be, "these cosmetics are exclusive to this event" carried an implicit promise that they would not be available outside of that event. In the same way that people felt lied to when they realised that the Rift would take much longer to complete than advertised, many people now feel indignant at the reveal that the cosmetics they invested in were not exclusive as advertised.
-
@gigzz said:
But you pay if you want, this not going broke the game, not going be a "pay to win", only make a "BOOST" for some peoples don't have patience or time to farm BP in the game all days, and can play only in weekend, and want so much your survivor or your killer with P3 and All Perks or Unlock perks for others killers/survivors, buying a new DLC, and make a P3 LV50 with your EXTRA BLOODPOINT.
I don't think you understand what "pay to win" means. It doesn't mean that you can only win by paying money, what it means is that those who pay money have a mechanical advantage over those who don't.
Nobody wants more microtransactions.
-
Honestly, my reaction is more often "oh crap, I pipped". To me, the silver lining of not escaping is that I don't get as many emblem points as I would otherwise. I'm quite comfortable in purple ranks. So quite the contrary - rather than being a kind of "consolation prize", when I pip without escaping I consider it more of an unwelcome and undeserved reward.
My personal opinion on the emblem system is that it's far too easy to rank up as survivor. If we consider red ranks, in theory, as the top players who know the game inside out and excel at all aspects of gameplay, I consider myself more purple in terms of my skill level. So I think the survivor ranking system is flawed not in its structure per se, but in how accurately it reflects skill level.