Fibijean
Fibijean
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@akbays35 said:
you didn't do enough in the game, do totems, open chests, use toolboxes to sabo.
Although you can pip up with an afk killer, it's very difficult, especially at mid to high ranks. Even if it is manageable, it's still a flaw in the system that survivors are effectively punished if no one gets hooked or hit (which is usually the case with an afk killer), because it's impossible to receive any points in benevolence. OP's point is valid in that regard - the ranking system does need looking at.
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We don't have a dedicated forum for DBD mobile. Not many people here even play it, and available information about it is very limited. You can check on the official website https://www.mobile.deadbydaylight.com/ but if you can't find the answer you're looking for there, it's unlikely anyone here will be able to help you.
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Seems like it's always the Davids. I had one in a match earlier today try very hard to taunt me and make me feel bad for being run around by and eventually sacrificing a "one perk survivor" (that one perk being Dead Hard). I didn't know what rank he was, or how many perks he had, while we were in the match. He was the best one on the team and I was trying to commend him for doing a good job evading me for so long, but I guess he was upset about being killed.
On the flipside, there was a Dwight in that same lobby who went out of his way to let me know he wasn't with David and his friend and condemned their behaviour. So there is still some good in the world of survivor mains, it's just the nasty ones that give the whole group a bad rep.
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That's unlikely to happen in the near future. The devs have said that they plan to keep working on and supporting DBD for as long as it has players that want them to.
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Contentious topic at the moment, I know, but I am genuinely thankful for the fact that there are no xp or fragments boosters on the Rift, meaning I can buy the premium tier whenever I want and I don't get punished for not doing so sooner.
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Christmas has always been pretty low-key in DBD. They'll probably do what they've done in previous years - fairy lights on the hooks and lockers, presents instead of mystery boxes in the bloodwebs, maybe some piles of snow or a new menu, and possibly a bloodhunt. I wouldn't expect anything more than that.
We're also due to get some more ugly sweater cosmetics in the store for characters that missed out last year or have been added to the game since then, although I don't think that's been officially confirmed yet.
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I believe there are plans to rework the ranking system, yes. Exactly what form that will take we don't know yet, but it's shown on their current roadmap as something which will be happening in the three months or so following the release of the Cursed Legacy chapter.
So hopefully, once the rework happens, things like depipping due to afk killers or playing the game too efficiently won't be such an issue anymore.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/873139#Comment_873139
Well, this is not really a fair argument, you can stand by anything at this point, there will always be someone, somewhere, that likes a certain thing, no matter how depraved that is.
Write gg ez in post game chat 10 times.
Make the killer rage quit exactly after you flashlight save a survivor
Slug all survivors until they die
..
Sure, but in this case, it's not just a couple of people, it's a sigificant chunk of the community. And the reason those people enjoy the challenges is not, for the most part, because they like making other people's lives miserable.
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@Tursam said:
https://forum.deadbydaylight.com/en/discussion/comment/871701#Comment_871701
Yes, ever since they screwed up the way pipping works some matches feel so anti-climactic. Getting a 4k with Billy with all gens remaining, maybe 1 done, and getting "rewarded" with a de-pip/black-pip is basically the game saying you did something wrong.
Absolutely. I won't disagree that the ranking system really needs looking at - it should never be implied that playing the game efficiently is playing it badly.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/872405#Comment_872405
one thing is having challenges that change the monotony of a player normal play style, another thing is to ask for very specific conditions to be met in order to complete them, especially when they rely so much on things beyond your control (like never being found, have team mates still alive in EGC [but potato enough to getting hooked anyway...?], don't have survivors run to the opposite side of the map because they don't want to give you the basement..)
Take the Spine Chill challenge - you have to escape without getting hooked. It's not at all an impossible challenge, in fact it can even be easy for certain players, but it goes in the opposite direction of what a good challenge should be, since you can fail the challenge as soon as... what, 20 seconds into the game?
You could change with something like Using Spine Chill, don't get chased for more than 2 minutes and survive. Now even if you get hooked you have a chance to complete the challenge and you can't really know if you were chased for more than 2 minutes - and since you also need to survive, you won't simply throw a chase to avoid it getting too long.
I see your point, but at the same time there are a significant proportion of people who feel the opposite way - they prefer challenges with very specific activation conditions because it gives them something to strive for. No matter what kind of challenges they put in the Tome, a bunch of people are going to be unhappy about it.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/872371#Comment_872371
I wasn't looking for an advise. I merely I stated the current player problems caused by new level. To help finding solutions for them. For example one of the solution to this rush could be unlocking all levels at the same time instead of giving everyone same challenges at the same time.
You didn't offer any solutions until now, though. You responded to my comment on someone else's post complaining about the bad experience you're having in the game at the moment, so I felt it was appropriate under the circumstances to offer some advice on how you could avoid such situations if you're finding them frustrating or upsetting in some way. You approached me with your complaints, but if my response was unwelcome, then I apologise for being presumptuous and we can leave it at that.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/872455#Comment_872455
Optimal strategies are the reality. If they are unfun, this has to do with imbalance/too strong items/too strong perks/too strong game mechanis. If we are at a point where players say "playing the game optimally is unfun" and "let's not encourage players to play optimally", it's time to really worry about the game.
Challenges should be about the player's skill. Chases are basically the only skill-dependent activity in DbD. Repairing gens & unhooking survs is not skill-related. If you say that chases are luck-dependent, then everything else in this game is just even more luck-dependent. 🤷
Imbalances aren't necessarily something that can be fixed before the next Rift, though. Challenges have to be designed around the game as it is now.
I'm definitely not saying that optimal play ought to be discouraged - it's possible that you're thinking I subscribe to a certain popular pattern of thinking which I'm actually very much opposed to. What I am saying is that, given that one of the primary complaints about the current challenges is that they're not fun or ruin the game for other players, strategies such as tunneling ought not to be rewarded any more than they already are simply by way of being optimal, because they do unfortunately hurt the other players' experience somewhat.
And yes, that's correct. One could argue that everything in the game is luck-dependent in some way. And that's exactly my point - there is no challenge which can be devised that people won't find frustrating or unfun or unfair, or complain that it is ruining their experience in some way.
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Also, hello and welcome! Moris are a pretty controversial topic honestly, so it's pretty brave of you to pick that for your first discussion.
I wouldn't have huge issues with it personally, but the problem most people will tell you with moris only working after the second hook is that at the point where they've lost the third chase, the survivor is just about dead anyway, so the best thing about a mori at that stage is the cool animation.
If they're going to be changed, it would probably be best for them to work after having hooked all survivors once (a common suggestion), or be reworked completely to operate on a token basis like Devour Hope, or maybe depend on generator progress, or cause survivors to become exposed at a certain point in the trial or something like that.
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@iamAlpha800 said:
https://forum.deadbydaylight.com/en/discussion/comment/872460#Comment_872460
Nope, still says 1.
Seems bugged, then. A lot of them are, honestly. People have had similar problems with the game inconsistently updating their progress on challenges in the previous two levels as well.
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@Reyla said:
That would have no impact on whether a killer could perform a mori, so I don't really see your point, unless I'm missing something.
I think they're trying to say that removing moris altogether (replacing them with bloodpoint offerings, which is what it sounded like you meant by "they all become two survivor puddings each") would be disappointing to a lot of people who love watching mori animations.
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Certainly seems like a bug. Sometimes the overlay doesn't update correctly in the post-game - is your progress made still shown as 1 once you get back to the lobby?
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@NoShinyPony said:
@Fibijean I don't see a problem with "encouraging optimal strategies", it's the normal thing happening at the higher ranks anyway. Not a lot of people will attempt to get their challenges done with meme builds anyway.
Lasting a certain amount of time in a chase heavily relies on your own skill and is the opposite of luck-dependent. Survivors are running "infinite loops" already, it's the devs' jobs to fix these.
Vaulting windows does not encourage people to throw chases. It's literally the opposite of "just drop as many pallets as possible" which is making the game worse for all survivors.
Optimal strategies are not a problem in themselves, but by their nature they do tend to be unenjoyable for the opposing side, and so coming up against them over and over can be quite demoralising and drain the fun out of the game. There are good reasons why many people like to avoid red ranks.
The reason I said that the chase idea was luck-dependent is because, while it does depend on your own skill to an extent, it also depends on map selection, tile generation, the killer's skill and which killer is being played, since some are much easier to loop (and to stay consistently in a chase with) than others.
We might have to agree to disagree on the window vaulting one. I can absolutely see people just staying at the same window, vaulting back and forth as much as they can while the killer closes in, because who cares if they get caught as long as they get their challenge? (Their teammates, that's who.)
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I wholeheartedly agree with your point about NOLB. I hadn't realised up until now that the changes made it activate only during the EGC, and thought that it had been buffed to a pretty okay place. But you're right, since survivors have close to zero incentive to initiate the EGC, having the perk activate only once a gate has been opened makes it a lot worse than it could have been. I don't think it would be too strong if it worked consistently after the last generator has been powered.
As for the EGC, it has its problems (although I've yet to meet anyone with any particular complaints about the EGC itself from the killer perspective) and some people may not really enjoy it, but they almost certainly enjoy it a lot more than they enjoyed hatch standoffs and games being held hostage.
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Tenacity is a great niche perk, and this would, as @NMCKE pointed out, devalue it significantly. There are lots of things that would be nice to have as passive effects, but don't really need to be made easier. That's the tradeoff with being on the ground - you have to choose whether it's appropriate to crawl away, or sit tight and recover. Both carry a potential risk and a potential reward. If you want the best of both worlds, get the perk that allows that.
Realistically, all a change like this would do is make Deerstalker meta for killers. Then the killer will always know where you are anyway, Tenacity will have received a significant indirect nerf, and we're in a worse position than where we started.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/872355#Comment_872355
For example:
Escape/Get x amount of kills with no perks/a certain perk/without using a certain perk.
Escape/kill everyone within a certain amount of time.
Last x amount of time in a chase without getting downed.
Vault x amount of windows during a chase.
That comes to my mind immediately, so it shouldn't be a problem for somebody who is doing this for a living to come up with something better.
Anything that involves escaping under certain conditions is going to have people who fulfill those conditions and then go hide in a corner for the rest of the game to make sure they're the last one left alive.
Escaping/4king within a certain amount of time won't encourage abnormal gameplay, I grant you, but it will encourage optimal strategies such as tunnelling or genrushing, or the use of powerful items such as keys and ebony moris, all of which have a reputation for making the game frustrating and unfun for the opposing side. It's also very much dependent on the other players and/or luck, which I believe is one of the chief complaints people have about the current challenges.
Lasting a certain amount of time during a chase, again, is very much opposition and/or luck-dependent. It also encourages the use of "infinite" loops (again, perfectly acceptable but not fun to go up against) and even exploits, since you can bet people will be doing whatever they can to win the chase, just like they're doing with challenges right now.
Vaulting windows during a chase will have people throwing chases just to get as many vaults in as they can before they go down, similarly to the problem that the pallet throwing challenge in level II suffered from.
I'm not trying to throw cold water, just trying to prove the point that whatever challenges they come up with, people will pursue them without care for anything else, and will go out of their way to throw matches or to make their opponents' and even teammates' lives miserable for the sake of completing the challenge. Some of this stuff is fine if it only happens occasionally, but when it's every other match it gets demoralising for the other players very quickly, and we're back to square one.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/872279#Comment_872279
I just admire this point of view. Everything is so simple with this community. Either gitgud or take a break. You can't give feedback or tell how's your experience going without being given either or most of the time both of these advises.
Rift and challenges are quite new. So I assume devs are interested in players' experiences, the bad and the good. So why people are not allowed to express their opinions?
No one is saying people can't express their opinions. In fact, I have encouraged people to do so in multiple threads over the last couple of hours. Feedback is welcomed and encouraged. All I was saying was that this crazy rush for challenges in the first few hours after release is understandable and pretty much inevitable. So people can feel free to complain on the forums, but practically speaking, there's really only one thing those who aren't interested in being a part of the game as it is now can do to avoid it, and that's not playing the game for those few hours.
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@NoShinyPony said:
"Everything like this will have outliers, people will get done with this challenge soon though."
So you are telling me to not play the game for a couple of days because the devs came up with a challenge that encourages ruining the match for other people?
Wouldn't it be better to clearly tell the devs how bad these challenges are?
The saddest thing is that it was clearly foreseeable that something like this would happen with this kind of challenge.
To be fair, I can't think of a single challenge they could have implemented which people wouldn't have rushed and ruined the game for other players by focusing on the challenge instead of playing the game normally.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/872316#Comment_872316
Luckily it's not so much of a problem where it'd be required to change immediately. They could implement this, look at how it effects those perks and THEN make the changes and everything would still be fine.
Contrast some other idea's such as the recent Gen's giving skill check every second idea. That one would need an immediate rework for most Killer skill check perks as well as This Is Not Happening.
Absolutely, seems reasonable to me. I definitely think yours is one of the better proposals out there.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/872265#Comment_872265
Most of them would still be fine.
Detectives Hunch wouldn't be as buffed as you might think because you want to do the totems before gens.
Small Game would absolutely be buffed but I'm ok with this as is.
Inner Strength is side graded, since it means that while more totem are cleansed and thus you can't proc it as fast, it also means that since you want to cleanse totems anyways it's less out of the way and thus is less situational than now. If needed we could make it token based to work well with rushing multiple totems back to back.
Thrill of the Hunt is buffed by this but it was a weak perk anyways.
Noed is nerfed by this but I doubt anyone will mind that.
Ruin is also nerfed but again I don't think anyone will particularly mind.
3rd seal, Devour Hope and Lullaby would be nerfed and should probably be buffed to counterbalance.
Haunted Grounds I'm not sure about, could go either way.
Overall though the existence of these perks is something I consider a pro and not a con.
Yes, I love having the perks in the game. I just think, and you seem to agree, that some of them would need to be adjusted in order to work well under the new system.
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@Azgard12 said:
https://forum.deadbydaylight.com/en/discussion/comment/872060#Comment_872060
Today is also the first day in a LONG LONG time that I am prematurely done with DBD for the playtime I have allotted.
I am a fan of BHVR and want the best for their company and their game. I was so excited for the Archives and Rift... literally it was something I looked forward to on a real-world marked it on my calendar level.
But this isn't fun.
I'll try again Friday, but the games for me on PS4 mid-ranks have been plagued already. In 16 games I managed 6 safe unhooks but was also farmed into eternity.
Why must I choose between the Rift and having fun?
Because that's what happens in online games four hours after a major update - people go crazy. It does suck, but there's not a lot to be done about it. I honestly can't think of a single challenge they could put in the game that people wouldn't find a way to throw matches over.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/872230#Comment_872230
I need to eat to ya know, but people dont like the gen speed. This would help with it since it would be easier to miss a skillcheck. Aka slowing the gens
There are much better ways to go about it than torturing new players and boring veterans, though. Making secondary objectives such as totems more attractive, adding more steps to the repair process, or buffing killers to be able to exert more map pressure are a few examples.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/872221#Comment_872221
It is not just they are do-able or not. Personally I don't care right now about finishing challenges asap. But I can't have a normal game to play right now. Survivors acting like crazy. When someone gets hooked, it's basically an Olympic race. This YOLO fest at the moment and even the ones who want to play normally, suffer cause of overly challenge focused players.
Well, the new level was only released four hours ago, so it's understandable. That's always the case with a major update, but things will calm down in a day or two. If you don't want to be a part of it, I know it's annoying, but maybe take a short break from DBD and play another game while everyone else gets the Archives out of their system.
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The only problem I really have with this is the amount of perks currently in the game that encourage cleansing totems, and what a huge nerf this would be to perks that don't really need it. Inner Strength, for example, which is a reasonably good perk now, relies on totems not being rushed to be effective, and thus would become pretty terrible under this system. Perhaps perks like that could be adjusted or reworked in order to remain workable alongside a change like the one you're proposing.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/872027#Comment_872027
True but in my opinion if you are not too sure if it will work out make the first archive's rift free for all that would benefit the devs way more then making it a pay wall because doing the free side doesn't really make me want to continue. I'd rather buy from the store at that point. So I do understand what they are trying to do but they couldve done it more efficiently and effectively
It wouldn't have been very efficient for them to put all that work into cosmetics and lore and such for zero profit, though. They still have to pay their employees.
I could understand the necessity to win customer support with a bunch of free stuff if this dissatisfaction and frustration were universal, but even though it may seem like it from all the complaints, that's far from being the case.
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I think you're either forgetting or underestimating just how difficult skill checks are for new players. The learning curve is already steep enough, we don't want to make it seem impossible for them.
And as @coppersly mentioned, wearing out your spacebar isn't going to make the game more interesting, only more frustrating. I need that downtime between skillchecks to eat!
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I understand the frustration, but perhaps it would be a good idea to save the complaints for after we've all had a shot at the trials. As @LordGlint just demonstrated, many of the challenges probably seem a lot more insurmountable than they actually are.
The Tome, incidentally, wasn't what you paid for. And I'm sorry to be that person, but no one forced you to pay for the Rift pass either. If you weren't satisfied with what you were getting at the time that you paid for it, it probably would have been a better idea not to.
What's done is done, though, and I'm sure my telling you things you already know isn't easing the regret. So give the challenges a go - you might find they're not as terrible as you think, and you may end up getting more out of that pass you paid for than you're expecting to right now.
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I agree, honestly. Reward should be more or less equivalent to time and effort invested. It makes sense that more difficult challenges should net larger rewards. It's the same logic as master challenges versus ordinary challenges, just applied to Tome levels as well.
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@[Deleted User] said:
Here go take a look and see how many people are really confused trying to make sense of it all and drumming up huge exaggerations:
https://steamcommunity.com/app/381210/discussions/0/1744512030850493732/
https://steamcommunity.com/app/381210/discussions/0/1744512030850399786/
https://steamcommunity.com/app/381210/discussions/0/1744512030847573307/
https://steamcommunity.com/app/381210/discussions/0/1658943116244837815/
That is some impressive sensationalism right there. Some of those people should be journalists.
You're right, of course, that there are a lot of people taking these stats way too seriously and acting like they're the be-all and end-all of game balancing. But as @twistedmonkey mentioned, common sense is a skill that cannot always be taught.
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Never assume that a certain group are the majority simply because their voices are the loudest. Maybe the people who are happy with the challenges just aren't voicing their opinions as much on the forums because they have nothing to complain about.
Also, you're jumping the gun a bit there on the devs ignoring our feedback on the Legion changes. The live patch - which is where they typically make and announce changes from the PTB - doesn't even come out for another week.
And you don't know what features they're working on or what perks they're making adjustments to. There have been countless times in the past where a change has been released, and people were still complaining about the fact that the devs didn't care and hadn't done anything about said change right up until the last minute.
By all means, vent on the forums if you're frustrated, give feedback, criticise things all you want. The devs seem to consider all of that helpful stuff for them to hear. But we don't know what goes on behind the scenes, so just bear that in mind when you start making assumptions about what they are or aren't doing, or what their intentions might be.
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@Awakey said:
What?
It's such an unorganized wall of text. I can't read it.
The enter key doesn't bite, man. Neither does punctuation.
@AssassinZodiac said:
https://forum.deadbydaylight.com/en/discussion/comment/872104#Comment_872104
I only made it halfway before getting triggered. Hard to understand man. Lol
The TL;DR is that if all perks were equally powerful, there wouldn't be such a clearly defined meta.
Which is true, to some extent, but it's worth bearing in mind that all meta means is "whatever the community at large happens to currently believe is the most optimal build".
I believe there will always be a meta in some form, and there will always be people that follow it religiously because they think they can't win without using the perks their favourite streamer said were the best. You should take metas with a huge grain of salt, because there's much more to the game than just that. And honestly, most people - and the majority are the ones who define the meta, remember - don't think critically for themselves and don't really know what they're talking about, they're just parroting what they've heard elsewhere.
Basically, there are always going to be perks that the majority of people believe are the best ones, but that doesn't mean all other perks are virtually useless or need to be stronger. Perks don't need to be "overpowered" in order to be viable.
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I think those are the stats they "use", but they also balance around a lot more things than just killrate. Common sense is usually more important than flat numbers.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/872108#Comment_872108
Counters the extended time. It doesn't counter the wiggle effects, the survivor you are carrying would need Boil Over for that.
True, but I honestly doubt anyone who uses Iron Grasp does so for the wiggle effect reduction. The wiggle effect makes very little difference to escape chance, and is already easily mitigated by any decent killer. Still, fair point - Break Out is not as powerful as many people are assuming when you really break it down.
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@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/871965#Comment_871965
First impression feedback is important as well. You can't always rely on people overcome their undesire to do something just because they are heavily invested in your product in general. Besides that, even if enough people manage to do it, it doesn't mean it's fun, engaging for them or in general healthy for your game. And even though people haven't tested the archives/challenges per se, they are well familiar with the general game etc. and are in a position to judge how doable/time consuming certain tasks are based on their experience.
Of course first impressions are important, and feedback at that point can even be somewhat educated, and should definitely be taken into account. But it's never something that you should make big adjustments on the basis of without exposing the product to further testing first.
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You will still be able to complete the Tome after the Rift ends, and earn rewards from it, with the exception of Rift Fragments, which only last as long as the associated Rift does.
So you can complete the challenges and earn bloodpoints, level completion charms and lore fragments whenever you like, but you won't be able to use the challenges in the current Tome to progress in future Rifts.
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@TheCrookedMan said:
https://forum.deadbydaylight.com/en/discussion/comment/872060#Comment_872060
That was very wholesome
I do my best! 😅
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/870448#Comment_870448
Quick maths
16/1.2 = 13.333...
Iron Grasp say "Time to struggle out of your grasp is increased by 12%" so the formula could be either;
16 * 1.12 = 17.92
OR
16/0.88 = 18.18
I'm going to lean towards the first since it increases the time, not decreases the speed.
So if you have Iron Grasp and a survivor has Breakout the formula should be
17.92/1.2 = 14.93
Or about a second less than normal.
Yep. So it counters Iron Grasp, but only barely, and only if you can get it to activate properly.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/871955#Comment_871955
pretty sure the 8 key one isn't killer
No you're right, it's too early for that.
"Deplete 8 keys as killer" is a Level 4 challenge 😋
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/871965#Comment_871965
Exactly this.
I remember, for Level 1 and Level 2 of the Tome, people complained that some Challenges are too hard already. And then they complained that the waiting time between the Levels is too long.
I guess, if not enough people finish the Archives (not enough = below the estimate of BHVR) they will most likely adjust future Tomes.
That's my expectation as well. I already have plans to make a poll after the Rift ends so we can see how many people were actually able to complete it, and how close the 70-80 hour estimate was to the mark.
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@Azgard12 said:
Okay, I'll be patient and try these when I get to them. I still don't think they're great as they'll mess with people's perceptions of the game and how to play. It's something I worry about ruining the game- which I don't want. I appreciate your patience, but unlike so many issues, I do sometimes see this one as a bit of a critical concern of the community.
That's absolutely fair enough. Thank you for being so kind and reasonable in your response. I can definitely understand your concerns, I just think that they would be more compelling coming from the point of view of someone who has made a solid attempt at completing the challenges and can speak from a place of experience.
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Re. Left Behind, I assumed that was why you did it, but honestly I think with how niche the activation conditions are, putting even more restrictions in place is unnecessary for balance purposes. Left Behind, in its current state, is meant to give survivors the advantage during the hatch hunt where they wouldn't otherwise have it. Allowing them to set themselves up for success with this version of the perk (and it's not like they're necessarily free to do so, with the killer hooking their friend or slugging for the 4k) is perfectly fine in my opinion. It's not going to break the game or make the perk overly strong.
Re. Sole Survivor, the lights can be seen from much further away than anyone on the gate can. The lights are what the killer primarily looks for to tell if someone is or has been working on the gate, not the actual presence of a survivor. So if the goal is to make the killer work harder at guarding the gates, I really think that making adjustments to the lights instead of the survivor's appearance is the more effective way to do that.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/871731#Comment_871731
So this means that the first rift is a test so when can I expect my money back? Because this rift is horrendous.
If this was truly to test the rift and archives then they should've made the first rift free to all players. Then made it a paywall. But nope $10 for stupidly hard challenges with no rewards in sight for it being more of a worse grind then the old bloodweb in my opinion.
Now heres to wonder... wheres my rift legacy skin...?
(Yes a joke about legacy)
What I mean by a test run is not in the sense that the PTB archives were a test, but in the sense that this is the first time they've done it, and they're doing it in a way that they think will work, but they're probably going to see how it goes the first time around and then make any adjustments they feel are necessary for the next Rift.
The Rift was intentionally built so that you could wait until the last second to spend money on, it if you so choose, without losing anything. There were no incentives to buy the pass earlier rather than later. So I apologise if this sounds unkind, but if you're having second thoughts you probably should have waited to invest money into it until you had seen all the content and were sure that the premium pass was a worthwhile investment for you.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/871899#Comment_871899
Sadly you expect too much from this community.
They are really fast when it comes to complains.
Maybe the Devs should remove the Archives and the Rift, people complain that they are too "hard", that they are too "grindy"... or that they got nothing to do when they need two days to finish them all.
I agree. I mentioned this in another post, but honestly I can't blame them for not taking a lot of feedback on board when it comes to the level III and IV challenges. If I were a developer, I probably wouldn't put a lot of weight behind players' opinions on a feature they haven't even tested yet either.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/871364#Comment_871364
They have caved in to survivors' review bombing in the past, though. There's not enough killers to make an impact on that front.
Unless they said, "we've decided to nerf Freddy because the survivors bombed our Steam ratings", that's an assumption on your part. I'm not saying it's impossible, just reminding you that we don't see the bigger picture, and it's foolish to assume that there isn't a lot going on behind the scenes that we don't know about.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/871899#Comment_871899
Shouldn't people just throwing their hands up in the air and not bothering count as data gathering, though?
No? I'm not sure what point you're trying to make.
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A good killer can tell if their NOED has activated before they even hit anyone - if not by the movement speed increase, then with a quick look around to check if they can see the aura of their NOED totem after the last generator pops.
Not only is it therefore unnecessary, but I feel like this would be a bit of an indirect buff to the perk, since seeing the counter get low would encourage the killer to start guarding totems in a way that they wouldn't if they had no idea whether their perk was about to be disabled or not.
And I think we can all agree that NOED does not need a buff of any kind.
