Firellius
Firellius
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- Firellius
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I swear I've seen this statement pop up with every singe patch.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2613423#Comment_2613423
Agree. That's why I hope someday we get our account statistics like W/L kills/escape average match time etc. And I don't think we would fight around if player A uses voice coms or not when his average escape rate will be around 4 min.
As i multiple times mentioned in different topics data should be revealed. And more data u have, easier it is to find what's wrong.
Like take LoL for example. I can track literally anything and there's no doubts about anything cause i can check it any moment i want.
I don't think that'd make the forums happy, data has consistently shown the opposite of what they claim.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2613405#Comment_2613405
I don't care who u play and this BS about killer/survivor side excuse also needs to go.
Swf needs to be fixed. And revealing them is one good step to show if actually they abused voice coms or killer suck.
How would revealing a swiffer show they 'abused' voice coms?
Not all swiffers use voice.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2611059#Comment_2611059
Not losing a mask to the first box is very much appreciated, but it is not worth having the Reverse Bear Trap lose its teeth IMO. If anything, making the first box auto-fail is just an improvement I think the Pig should have now because of how badly the Pig is hurt when that happens, not a consolation for making the RBTs near-useless.
I am personally against reducing the average amount of stall the Pig gets as base kit, and I'm not sure anything would change my mind on that, not even making the timer auto-start.
It's not 'near useless' just because you can't slap a mask on someone and have them die completely at random.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2609013#Comment_2609013
How is that debatable? Homies spawn on a gen and get to work. I don't spawn with a face camp victim, cuh.
These cats gen rush when they see I am not camping or tunneling regardless. So I start playing to their tempo. If a killer is camping, they do not need to adjust, they were doing gens anyways. This ain't no what came first, the chicken or the egg paradox. Survivors gonna do gens regardless of what you do. You aren't always going to tunnel regardless of what they do.
Debatable. Lol.
That's just doing gens. Genrush is something else, unless you think that any time a survivor even touches a gen is immediately 'genrushing'.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2610475#Comment_2610475
The delay in being granted the stall can realistically be the difference between undoing the progress the Survivors made and giving them a checkpoint that safeguards that progress (i.e. you can't regress a gen that's finished). You want to slow them down as soon as possible, and disincentivizing having Survivors immediately jump on the boxes runs contrary to that.
But in compensation, you never lose a mask to first box anymore.
And hell, if the slowdown should be made immediate, just remove the 'finish a gen' requirement.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2610482#Comment_2610482
if you’re giving the killer 3 kills than it’s probably the survivors fault for risking the unhook only to feed them more kills. That’s why you gotta stay on gens.
No, if you get facecamped and hook suicide to get out of that trial and into the next so you can actually play, the other survivors in that trial now have to finish the trial with one survivor less. And if the killer then facecamps the next, they probably won't have enough time to finish the remaining gens before the second camp victim dies.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/2609321#Comment_2609321
Why does that hurt the survivor if the killer gets a free kill, if the survivor doesn’t want to play. It’s like an AFKing killer would complain that the survivors escaped.
I wouldn’t call it outplayed, there are certain scenarios where it’s impossible to stop 2-3 gens to pop, no matter how quickly I can end a chase.
Who said anything about not wanting to play?
The entire issue with facecamping is that you either AFK or give the killer a free extra kill, possibly three.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2609716#Comment_2609716
Yes because it is far more likely to push back the time it takes for the stalling to kick in until AFTER the gen is already done. Putting on the Trap would no longer immediately give you breathing room.
It's not an immediate breathing room, but the extra time is the same.
And that's assuming you didn't get unlucky and they took it off, first try.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2609371#Comment_2609371
There's no reason to stop doing gens until your timer starts if you know you never have to search four boxes.
Does that make much of a difference? You still have to get that trap off, if you ignore it, you still die.
You just don't die to rancid RNG.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2609024#Comment_2609024
The easiest way to make Reverse Bear Traps not worth respecting is to make it guaranteed take less than four boxes to remove.
How so?
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/2609096#Comment_2609096
You are right gen rush is not as common, however survivors can stretch the chase so long, that you can't stop gens popping. (It feels horrible as killer)
Neither the survivor has to wait 2 min. As far as I know the first hook stage is 60 sec, then you can miss two skill checks. Camping is an issue if Bubba is the killer, hard to counter. Most of the other killers can be countered.
By the way do you consider camping unfair, if 1 gen or no gen left?
Okay, but that's not genrushing, that's just you getting outplayed.
And yeah, the survivor can just hook suicide, but that does mean the killer gets an extra kill for free. So I suppose the choice for survivors is 'feed or AFK'.
Not an improvement.
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The false hit flag needs to be cleaned up. A miss should be counted as a miss, period.
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Because nerfing tunnelling and camping is the only way to create room for gen speed nerfs. If you just slow gens down a ton but don't nerf tunnelling and camping, those tactics become practically guaranteed wins, and if every killer tunnelled/camped without exception, the game would be dead in a week because there's no gameplay left.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/2609083#Comment_2609083
But eventually you get destroyed. At least survivors can give up the game, killer can't. I do play survivor as well but face camping with 5 gens happens like only 10-15% of my games.
Likewise, genrushing happens only 10-15% of my killer matches.
And you wouldn't have to give up the game, because the entire problem with genrushing is that it ends the match so quickly. You're not stuck idling for 2 minutes.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2609078#Comment_2609078
I could just slug than.
That's why UB should also be quasi-baseline. Tunnelling should be a lose/lose for the killer.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/2609013#Comment_2609013
Why is it healthier? Trust me it's not something I enjoy from killer side.
Because you still get to play. You still get to chase survivors down as normal.
If you get camped, your only option is to AFK or lose harder.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2609072#Comment_2609072
DS having 2 chances sounds like something that can easily be abused.
How? It's incredibly hard to use offensively and requires the killer to just take the bait. The only way you can realistically make it work is if you waste more time than the killer.
Don't tunnel and you will practically never see DS. Don't tunnel and recognise when a survivor is baiting you and you will -never- see DS.
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@Labrac said:
Maybe not OP, but they are stupidly low risk/high reward.
Also that's not how you change the meta. You nerf meta perks and buff the bad/average ones so the difference between the strongest and the weakest perk is as small as possible. If you just create another meta perk that is as BS as the current ones, instead of seeing the same 5~6 perks, you'll now see the same 6~7, it doesn't really add build variety.
Problem is that nerfing (most) survivor meta perks would just collapse the game. If DS were to eat another nerf, tunnelling would just become the de facto best tactic, and being caught once would immediately end the game for the survivor. Same for slugging with UB, and camping with BT.
At this point, if you want to get rid of the meta, both sides need to have their metas become baseline. Inherent DS (Plus: Can be used after each hook, but gets disabled after gen 5), inherent UB (Survivors can pick themselves up by crawling to a gen, fully recovering, and then performing a long standing up animation) and inherent Corrupt Intervention, with a gen kicking buff.
Slow everything down, make matches take longer so it's not as high pressure for either side.
Only problem with this is camping, which is harder to resolve and would, again, completely destroy the game if left unchecked with these slow-down changes.
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A Faustus based killer could be interesting, one with a strong baseline which survivors can negate by taking 'deals'.
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This sounds so stupid...
I hate this about Pig's design, there's so many obvious flaws that are pretty easy to adress.
It should never have been total RNG. Just make a mask take between 2 and (total boxes -1) to clear. Neither side can get completely screwed with bad RNG that way.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2609008#Comment_2609008
the genrush is usually the most common one that forces it.
Debatable.
And genrushing is still healthier for the game's playability than camping.
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But then likewise, killers need to realise that survivors genrush because otherwise they'll get wiped by tunnellers/campers.
Optimal gameplay from one forces the same from the other.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2607849#Comment_2607849
From free hit dodge it becomes free victor kill. Yes this is a problem
That's not the point. You said it went from 'screw survivor' to 'screw killer'.
Is it really a problem when a SURVIVOR perk no longer 'screws the survivor'?
Yes, there are erroneous interactions due to false positive flags, like Nemesis' tentacle not breaking a pallet if it misses a DH survivor, and Victor should probably phase through a DH survivor instead of stopping on them, but he incurs a momentary stun either way, so Victor's probably lower on the issue list.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2605408#Comment_2605408
It changed from screw survivor to screw the killer
Considering it's a survivor perk, is this actually a problem?
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Did it?
Because killer gameplay is incredibly flat compared to a good survivor match.
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@Crowman said:
And what are you suggesting survivors do to make killers have more enjoyable games in return?
If camping was rooted out, gen speeds could be reduced.
As it stands, camping is the thing that holds all the misery in DbD together.
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@XANA7274 said:
https://forum.deadbydaylight.com/en/discussion/comment/2601732#Comment_2601732
Clairvoyance
Counterforce
Detective's Hunch
Small Game
MAPS
Yeah... if you're that worried about totems, find and break them. And Hex Totems do NOT overwrite a Boon Totem... so break 4, one boon, no noed. Most successful group I see have one person come in with a map and their sole job is to break dull and hex totems.
But either way, doing four totems and then getting smacked once after gen 5 is done to get killed by NOED, only to have people on the forums throwing out a 2 IQ 'dO bONeS' is immensely frustrating.
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@Maxwell said:
https://forum.deadbydaylight.com/en/discussion/comment/2603933#Comment_2603933
Your thinking of doctor's Overwhelming Presence. Trapper's useless one is Unnerving Presence, which decreases the skill check zone
As an aside: does Unnerving Presence work on DS?
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No. Its only suggested counter is a huge investment that widens the gap between swiffer and solo, and 80% of that investment ends up making the perk stronger. 100% if the killer hasn't equipped NOED.
If it was baseline rather than a perk, it'd already be more fair. It'd be even more fair if it didn't fire at full force when there's only one totem left.
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@SoylentPixie said:
I don't get why people keep bringing up the fact that survivors can bless a hex totem. If a survivor has found your totem, it's gone. Survivors weren't just leaving hex totems lit when they found them before, and it literally takes the same amount of time to bless a hex as it does to destroy it. So sure, I wouldn't be adverse to people only being able to bless dull totems, but it wouldn't make much difference unless you're planning on running a full hex build.
The perks do need looking at, they do need limitations, but if we start just throwing perks away because they make our roles difficult, you might as well wave bye bye to a good portion of all the perks, since they all do that in some form or another. Looking at changes to perks needs to be done with a bit more thought than "Toss it in the garbage, I don't like it" , on both sides.
It takes longer to bless a hex than to destroy it, that was a change put through from PTB to live. So if a survivor is blessing your hex, congrats, he wasted 14 extra seconds.
@GentlemanFridge said:
The only things I want from boon totems is that the totem itself is destroyed upon snuffing it out, as well as them being trumped by killer hex perks that don’t appear immediately (NoED, Plaything, etc.)
The effects are fine, in my opinion. Time investment is a drawback for survivors, sure, but how much is 14 seconds really? I just want more strategy behind them. Place them in a far-off spot, making them unattractive for the killer to seek out. If he does seek it out and finds it, it should be rewarded.
NOED overruling boon totems would probably render them unusable. Nothing's worth that tradeoff.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2601875#Comment_2601875
ok. it is "free"
And that's only if you fully misplay.
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@Ghost077 said:
I'm done with buying dlc in this game because of him. I waited him, made him 3-50 with all perks, got 100 Sacrificial Cakes. And now I have to play a hundred matches on a invalid.
https://forum.deadbydaylight.com/en/discussion/comment/2601749#Comment_2601749
It takes too long time. 2 speed boosts make chase too long, survivor will run a huge distance. This is guaranteed to allow to reach a strong loop and by the time of first hook, you will lose 3 gens or 1-2 gens and all totems. The illusion of his strength can only arise with weak and sometimes average survivors. But only until you meet those who just know how to hold M1 and Shift + W. He becomes average only on closed maps, because of zombies.
It takes too long time. 2 speed boosts make chase too long, survivor will run a huge distance.
If you use it point-blank, yes. But if a survivor drops a pallet and you smack him with the tentacle over it, you're gaining pressure on him when otherwise you would've lost it. Don't go for the hits you can make with M1, go for the hits you -can't- make with M1. That way you're cutting into their survivability earlier than an M1 killer could.
This is guaranteed to allow to reach a strong loop
But that's the thing: An infected survivor -has no strong loop-. Vault spots and pallets become risky when they're infected.
@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2601749#Comment_2601749
It's still 8 free hits per trial. That's a lot
It's not free, it makes the survivor noisy for one, and if they want to get rid of it, they have to track down a chest, open it, and inject the vaccine, thereby giving their position away and losing time.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2601739#Comment_2601739
I think it would be great fun to risk tripping while fleeing a killer. I would add a heap of tension to chases that is currently lacking.
If go down thematically I think its great. Some of the best games I've had are when I'm caught out of position on death hook and am basically doomed. Its a tense moment to stay alive for as long as possible, those moments are getting rarer and rarer.
Putting risk on the survivor creates extra tension making chases meaninful and gameplay truely horror. I play survival horror to fight to survivor not waste someone elses time while I run around the same rock 5 times.
A mechanic like this I think would only upset those who like winning over playing but they are upset all the time so there's really no change. We all know that one tantrum kid we don't want to game with well DBD appears to be full of em.
The problem is that if you end up tripping early in a chase, that's it, that's all the gameplay gone. You're immediately incapacitated and put on the hook.
Not through something you did, but just because you were deeply unlucky.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2601172#Comment_2601172
He have to do this 8 times before he actually starts to deal damage. That's why
That's only if you hit a survivor once and then abandon chase. If you commit to it, the rest of the chase is really difficult for the survivor since vaults and pallets don't offer the safety they should.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2601437#Comment_2601437
Maybe but it would be thematic.
It would also be thematic if Valtiel came and assassinated whichever killer went up against Cheryl, but it wouldn't be very fun or fair.
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@clowninabout said:
The thing I don't really understand with all this is why people act like noed is an insta4k. It isn't, I've died to it and also escaped while it was in effect. It's always a nasty surprise but the killer still has to actually find and catch the survivors.
It fires when there's only two remaining locations for survivors to have to be, though. With a 4% speed boost and a bit of spawn-RNG, it can become pretty oppressive.
But either way, doing four totems and then getting smacked once after gen 5 is done to get killed by NOED, only to have people on the forums throwing out a 2 IQ 'dO bONeS' is immensely frustrating.
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Azhymovs. I like his topics a lot, bit of a dive into lore and a bunch of fun speculation.
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@Rougual said:
https://forum.deadbydaylight.com/en/discussion/comment/2599016#Comment_2599016
Bruh the standard time to do 5 gens is 1:28 seconds, you seriously want the game to finish faster than the lobby timer?
In what world is the 'standard' time to finish 5 gens 88 seconds? Are you talking about quadruple mega-toolboxes/BNPs?
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@FrostySeal said:
He is objectively better than an M1 Killer, what are you going on about? I've played him since release and if you know how to play him he's easily an A tier Killer. His whip leaves little room for counterplay other than holding W and his zombies can help him with map pressure if they don't get stuck on things.
Zombies also provide passive intel, since they raise their arms when they're chasing someone. This gives you a general clue on survivor whereabouts, and it can be really valuable.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2601115#Comment_2601115
Interesting. So does this mean you think DS and BT and unbreakable should be removed from the game? Killers need to play around these perks even if nobody has them just like you are saying survivors shouldn't have to do. Survivors have 16 perks to play with while the killer only has 4. This is not a 1v1 game.
What perk does every killer bring to counter DS, BT and UB, again?
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2601021#Comment_2601021
The flaw is the mentality of the people you are playing with. When a new tome is released there is usually a cleanse X dull totem task. I have had many games where all totems are cleansed (survivor and killer) while they were not swf but had at least 2 going for this challenge. It is very possible but requires people to change how they think.
Again, you are asking them to change a perk because people are being incompetent and just following the ideals of their favourite streamer.
When this game came out the maps had more crows and they would fly away even if the survivor was sneaking. The developers put 2 perks in the game to interact with this. Spies from the shadows and Calm spirit. Killers started to run spies because they found survivors never used calm spirit and would just stick to the still current meta perks. Survivors cried and moaned and demanded the developers nerf crows or remove spies even though there was a literal counter given to them with calm spirit. The developers caved in and reduced the crow population and gave them built in calm spirit when crouching near crows.
They changed the game because of survivors being incompetent and you are repeating history here.
Totems have set spawn patterns that you can map out if you really need to. Take Ormond for example. If that totem spawns on the long rock then all the other totems will be in the same places on the map every time you see that totem there.
There are 3 perks that reveal totems but survivors again refuse to drop a meta second chance for them (calm spirit)
Noed has already been changed once from survivors crying and turned into a hex so it can be removed before the killer gets a chance to use it. It use to be a normal perk and would just activate at the end of the game for a set period of time.
Killers aren't and shouldn't be entitled to survivors' builds. If something is broken 'but can be fixed with perk X', it is still broken and diminishes the game.
Survivors already have too much of a perk tax to invest another slot into a wonky counter-tactic to one perk that the killer may or may not use.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2600246#Comment_2600246
But NFTs aren't attached. You bought the DLC through Steam, M$, Sony, or Nintendo. Nothing in DBD has NFTs attached to it. Furture skins, voice lines, none of it requires you to buy an NFT to have.
But it entailed BHVR making and endorsing NFTs. That's what people didn't want.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2600235#Comment_2600235
I blame the community for constantly wanting every IP under the horror genre. Every deal BHVR makes won't be one sided. There are things that license owners will want in return.
This is like that time the Overwatch devs blamed the community for Brigitte.
"You guys wanted a counter to mobility heroes!"
Yeah, but not a healing tank with a 200 damage burst arsenal, because that kills mobility heroes AND everything else.
Likewise, people wanted Pinhead, but not with NFTs attached.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2600065#Comment_2600065
They promoted a business partner. This might surprise you, but sometimes businesses have go infront of the Press and shake hands even if they hate eachother.
Best you are going to get is that tweet saying no NFTs in DBD. If thats not enough then I suggest not supporting them further.
Not everyone shares this moral outrage some of you are displaying. I'm sure plenty would be upset if Hellraiser gets pulled less than year after release.
They promoted a business partner. This might surprise you, but sometimes businesses have go infront of the Press and shake hands even if they hate eachother.
Not in a completely voluntary contract. As people mentioned, the license is changing hands. If BHVR didn't actively -want- to take this contract, they could've negotiated with the Clive Barker estate in December, likely avoiding the whole mess. I don't know how you are coming up with the idea that BHVR is, in any way, forced to promote NFTs.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2598530#Comment_2598530
They promoted it because it was part of the contract. That is normal in business deals even if you disagree with it.
They already said they don't sell NFTs and DBD won't have them.
Whether it was in the contract or not is rather irrelevant because BHVR willingly and (presumably) wittingly signed said contract, meaning they made the decision to do that.
As for your question of 'Do you want them to ######### on the license holders': Ultimately, yes. They should come forward and say that it was a mistake to engage with the NFT market, they should apologise for it, and promise to never promote NFTs again.
This whole situation would've been fine if not for those two tweets endorsing Boss Protocol. What BP does with the models and keys provided as part of the licensing deal is their business, but BHVR actively endorsing NFTs is where things crossed the line into being a problem.
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@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2599402#Comment_2599402
I understand this, but all of this to say 1 perk out of the 16 perks survivors can have can be Small Game, and it's all avoided. All the hunting, all the worry, all the "lose/lose". Everything. Small Game.
Yeah, if you're in a swiffer. And even then, if the killer catches the desginated totem hunter, what then? Small Game doesn't do jack when you're on the hook!
EDIT: And you have to remember the perk tax: 12/16 are likely to be BT, DS, UB to make the game playable. So really, it's 1/4 of the actually open Survivor perk slots.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599402#Comment_2599402
Well, you explained it better than me.
#########, I'm really off my game aren't I?
Either way, thank you for doing that.
I've been going over this argument in pretty much every NOED thread since I started playing DbD. I've had practice.
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@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2599233#Comment_2599233
I not trying to be rude but anecdotally yes, you may run into games where this is the case. It's DBD after all. But lets math this out. Lets say a match is like idk 10 minutes. For this example lets say everyone escaped. That 10 minutes is 40 minutes of collective time because multiple things can be done at once...there are multiple survivors remember. You meaning to tell me within this 40 minutes a collective time you cant use 1 minute and 10 seconds to do all the totems? Lets say 2 minutes for travel time too.
Now lets say everyone died right, and you did all the the dulls. Did you really hurt your team? Lets say it's 10 minutes again. One person dies at 5 minutes, another at 7, another at 9, and you last at the 10 minutes. Well total time is ~30 minutes. So again I ask you, does 2 minutes really take that much time of the allotted time for the team in that match?
The thing you're missing here is that you're assuming only one person does all totems.
Because in solo queue reality, if people were to actually do totems, all four survivors might end up scouring the map looking for totems, including sweeping areas where their teammates have already been.
So that 70 seconds of cleansing time plus 120 of travel time gets multiplied by four. That'll put you at almost 13 minutes, which is over 25% extra time the killer gets to wipe the entire party. And here's the kicker: It doesn't necessarily cost the killer a perk slot.
The issue with NOED is that it creates so many lose/lose scenarios for survivors trying to counter it by pre-emptively doing bones. You do the totems, but the killer didn't have NOED? You lose out. You don't do the totems, the killer had NOED? You lose out. You do the totems, but you fail to find totem 5, and the killer has NOED? You lose out even harder.
NOED has two intrinsic issues that make 'do bones' a bad counter to it. One is that it is not guaranteed to show, two is that the first four totems cleansed do not weaken NOED in any way, shape or form, and instead run the risk of actually making NOED stronger. After all, if you cleanse all the totems you can find, you make sure that NOED goes to the one totem you -can't- find.
The biggest slap-in-the-face regarding NOED is that the totem counter, which was asked for to pull solo and swiffer onto a more even playing field and make balancing easier, was added to the perk tax instead. That should never have happened.
So how do you fix NOED?
If you really want it to be the thing to turn dull totems into a second objective, it has to be baseline, and it has to scale in severity with the amount of totems remaining. Give it scaling benefits based on how many totems are left alive, for example:
1 totem: 4% movespeed
2 totems: 4% movespeed and all survivors are exposed.
3 totems: 4% movespeed, all survivors are exposed and oblivious.
4 totems: 4% movespeed, all survivors are exposed and oblivious. The entity blocks windows after one in-chase fast-vault, as opposed to three.
5 totems: 4% movespeed, all survivors are exposed, oblivious, and have their aura revealed to the killer. The entity blocks windows after one in-chase fast-vault, as opposed to three.
The only problem with that is, as previously mentioned, camping, which would make this broken as all hell. But pretty much any kind of balancing idea generally runs into the same issue: 'This would be pretty good, but camping is a thing'.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2596941#Comment_2596941
They won't look at base game mechanics because those are band-aided with perks. That's the design solution. Pay the perk tax, or accept the consequences.
Starting to think it'd be good for game health to put both sides of the perk tax in as baselines.