Ikalx
Ikalx
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- Ikalx
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It's a pretty loud sound, and I agree that I wish there was an effective way to tune it down.
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I'm sorry but I can't help reading this as "Hooked on You" has ruined my innocence 🤣
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3116181#Comment_3116181
So you think you are obligated to the same treatment as others? even if you paid for the game just the same? They DO owe you.. that's the thing you don't even realize... you contributed to their company just like everyone else... why should others get more and others not? since when does that rationalize as being "fair".
When I paid for the game and bought the game, all my survivors were level 1 with only their level 1 perks unlocked. Even now when I buy dlc, that remains the same.
Me giving them money does not mean I have control over what they do. I am not an investor or a shareholder, I am a customer, a player, and I am entitled to those rights only.
I'm going to step outside of this for a moment and say, I know DBD is the kind of game that attracts polarising mindsets, but this situation isn't unfair, like most of the world, it's ruthlessly fair. You cannot rewind time because you missed something, you do not get what others have when you weren't there, you cannot say you just didn't buy a lottery ticket that week. It. Is. Fair.
The only thing that works against the kind of fairness of life is kindness. People help you if you are kind. People want to be around you if you are compassionate. People listen when you're not screaming at them. Do you have to raise hell sometimes? Absolutely. But you have to pick your battles so that you're not the boy that cried fowl when the wolves finally come.
This case, kinda sucks in my head, I'll admit. But I've actually only gained - access to maybe 60 perks most of my characters didn't have already.
I can be mad at the perceived loss, or I can, as I'm trying to do, look at what I've actually gained instead.
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My killer rank is so low this is how I try to play usually. It's weird because the ranking system throws me up against all types now, but it used to be that I was playing vs level 18-20's, and people at that rank rarely know what the game is all about yet. Mayaswell let them actually play a bit before the next match.
Minus the hauling to the gates. I never give anyone a gate or a hatch, I let their teammates revive them or let them crawl, instead.
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3116154#Comment_3116154
i don't understand how you don't feel ripped off? another 4 years to get what should've rightfully been yours? you paid for the game just like everyone else.. and did you even get some sort of information from the actual game itself? It's 100% someone's fault the people who decided to rework the prestige system should've treated you and everyone who plays equally.. maybe it doesn't "bother" you as much as others. but it definitely peeved me and many others off.. It's not a fair system and its a MAJOR screw up that needs to be corrected.
Because they don't owe me anything. I'm "compensated" in that I didn't lose any items, addons, or offerings by not prestiging, and while that's small comfort, even if I wasn't...they still don't owe me anything, because I didn't lose anything. The characters that have unlocked perks still have those perks, the outfits that were unlocked are still unlocked.
Would I want there to be a process where maybe I could state what happened and they could evaluate it and grant me the ranks? Sure, but that would take a lot of resources on their part. Would I want them to maybe re-evaluate what happened for similar cases and decide to change it? Yes, but that probably wouldn't be possible or fair now.
It's frustrating and disheartening, for sure, but it's a perceived loss. Nothing was actually taken from us. We failed to take advantage of the system, and yeah, it might have been more clearly publicised but at the end of the day, it's not something that was rightfully mine, it's more like a promotion I didn't take advantage of.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3115972#Comment_3115972
https://us.v-cdn.net/6030815/uploads/NCNNALVCQVKH/screenshot-20220805-235949-gallery.jpg
This was all over the forums and social media for over a week before the update.
I wish I'd seen this, I didn't see it on the steam updates and I read pretty much most of the large updates patch notes, and was following this one closely.
The last time I heard anything was when they said people at level 50 would be compensated, so it made me hesitate to prestige all my survivors, who were sitting at level 50.
After the update, I have level 1 perks unlocked for all my characters (and level 3's for the 4 survivors who I'd previously prestiged) and that's about it. I don't feel robbed, I do feel a little sad and chagrined though. The latter because now when I prestige my survivors from 0 to 1, it says I've unlocked the perks at level 1 as teachables for everyone, something that had already been granted at the update.
Is this anyone's fault? No, not really. I do feel like it might take me another 4 years to get those perks unlocked at level 3, but...it's not like those perks won't show up in blood webs.
Thank you for showing there was at least more communication on this matter that I missed.
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I always go for the save. I find that more people who are suiciding on the hook do it because of how the game has been going and often as a gesture of no confidence in the team or that anyone will help them. I like to prove them wrong on the latter, at least.
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Interesting, that's good to know. Thanks for the clarification.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3110018#Comment_3110018
No it doesn't Hatch isn't considered a win or loss and dosnt affect MMR at all. All it would show is howany times someone escapes through the hatch.
Oh really? So a game doesn't show as 3 kills instead of 4 on the statistics, but instead it has a separate stat for that dev side? I'm talking about the statistics for matches, not MMR really. Like if you were to reference the numbers and it said that in 30% of the matches the killers sacrificed all the survivors, vs the real number being more like 45%, with 15% of those having the last survivor being gifted the hatch.
The reason I bring it up is for balancing reasons, not ranking etc, so I'd love to know if it was counted as a 3k win or 4k win, and how the devs can differentiate between a survivor finding the hatch or being gifted it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3110018#Comment_3110018
What numbers does a hatch escape "skew"?
How many kills per game, no?
Say you have 15% of players giving a survivor the last hatch, that means 15% of the data is skewed. 15% of the games that would have been total wins for the killer now read as 3K's, a partial escape win, maybe even the outcome behaviour skew towards.
The percentage probably isn't quite that big but I would expect it's certainly significant enough to throw off the numbers, and thus the balancing.
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I honestly don't think killers should give the hatch to anyone. To me it just skews numbers. I'm much more comfortable being lenient playing against a poor team than pity gifting things, and I never take it as survivor.
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Maybe we can just get the entity to auto-cage a survivor that's been downed for every half of the meter. It brings the survivor back into the game but not in any advantageous way.
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@Rastabooze said:
https://forum.deadbydaylight.com/en/discussion/comment/3109944#Comment_3109944
if dh would just work as intended, I would be fine. DS should be up to at least 4sec, but that will come... this exhausted on the ground thing is just frustrating af.
but ye, you are right, maybe its not the right game for me anymore.
thx for the words
From my perspective (as someone who didn't use DH much), 0.5s is kinda a short time to deal with and honestly with the kind of lag dbd experiences it threw me that they would have such a short timer on it. They mentioned adding an animation or something to clue the killer in to when it was being used, so I would expect they could balance the timing to like 1s and make the animation more obvious or what have you.
I do agree with DS being 4s. I get 5s is a loooooong time as a killer to be just staring at your screen in frustration, and I do get that a lot of people used it "maliciously" i.e. baiting the killer into a grab, but...I don't know if 3s is really enough time to escape. Hopefully the numbers will show whether it's enough or not though.
Personally, and something that no one mentions, is that it's super nice not to get farmed off the hook by fellow survivors. Yes there's tunnelling and camping, but at least there's no insta-downs when you did nothing wrong, and that's a huge win for the game honestly.
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I'll be honest dude, if you were playing the same build for 6000 hours, you were probably playing dbd to self soothe, and I gotta say I'm happy that video games can do that, but...I'm not sure if dbd is the right game for that. Even if it is, it's really not the devs fault for balancing or tweaking the game so that you can't do the same thing any more. It's not really supposed to be a game where one strat wins all.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3109298#Comment_3109298
It's because of the 10 second in crease to generators, how is this so difficult for some of you to understand?
Pre 6.1 gen time 1 Survivor injured - 84.2 seconds
6.1 gen time 1 Survivor injured - 95.2 seconds
6.1.2 gen time 1 Survivor injured - 91.8 seconds
Pre 6.1 gen time 2 Survivor injured - 88.8 seconds
6.1 gen time 2 Survivor injured - 101.1 seconds
6.1.2 gen time 2 Survivor injured - 93.7 seconds
Pre 6.1 gen time 3 Survivor injured - 94.1 seconds
6.1 gen time 3 Survivor injured - 107.7 seconds
6.1.2 gen time 3 Survivor injured - 95.7 seconds
Pre 6.1 gen time 4 Survivor injured - 100 seconds
6.1 gen time 4 Survivor injured - 115.3 seconds
6.1.2 gen time 4 Survivor injured - 112.5 seconds
I mean, like yeah I appreciate that breakdown (though I was doing my own to try to figure it out), but my comment was more about the roundness of numbers in general in dbd, and also like...2% is less than half of 5.5%, which is a pretty big balance change and forced them to compensate for the situation in other ways, introducing new gameplay (though that isn't always a bad thing).
Also from that breakdown, level 4 only shaves 3 seconds off with this balance, which feels negligible, but also level 1 adds 1.8s, level 2 adds 3.7s, and level 3 adds 5.7s. That's not a lot, just taking the merits of the perk by itself. I mean I know they did this to nerf very difficult times for survivors (which I appreciate, since I mostly play survivor), but like let's look at somewhere in the middle, 3.5%.
If my calculations are correct, and there's no reason why they would be, at 3.5%:
1 injury = 3.15s extra
2 injuries = 6.3s extra
3 injuries = 9.45s extra
4 injuries = 12.6s extra.
This nerfs the top level significantly to 102.6s (which I assume is the least used case) while providing more utility for killers and also not adding a crazily heavy burden on survivors. And that's a 2% decrease. 3% looks even better and more tame, while still providing value on lesser hits.
All I'm saying is, I know the devs have the facts and numbers, but I've seen many people jump from large to small and then finally (years later) settle on a middle ground, and I'm just curious what makes people do that, because on paper, it looks like a pretty significant change.
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I would agree with the OP if Thanatophobia was a weak perk before, but...I don't think it ever has been? As far as I know it's been pretty strong, not overpowered but still very worthwhile, and if the other changes they've made have unexpectedly made it difficult to deal with in certain situations, I think it makes sense to change it.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3109225#Comment_3109225
But what if every perk was as bad as poised? I mean if you think about it, IF there were never any meta perk to begin with and know one really knew what a good perk was and every perk in the game was bad, know one would think it would be bad because there was never anything to compare it to (if there where never any good perks in this game).
Obviously that's not possible because there has been and still are meta and good perks but I'm just throwing out "what if" theories
I think it wouldn't be too bad. I mean a lot of people starting out play games with very few or limited perks, often those which aren't good (which they don't know anyway, but still). I think there's something to be said for toning down power on perks but I do think that that's kind of what the devs just did. Some things have been overpowered for a long time, or should have been basekit and just weren't.
I like to hate on things like autodidact because you tend not to get skill checks once you've gotten it levelled up, or you tend to not be healing many people after that point. Most people aren't doing 5+ heals in the majority of games, it's more like 2-3, I'd say. But while I think autodidact is not worth taking, I do love the style of it, and I'm not sure that if you reduce the strength of perks you won't have things like that cropping up and becoming surprisingly powerful.
Also someone mentioned player choice, but I think about it more in terms of is game diversity. Something has to be a viable choice to create a difference in the game, and while I do think a no perk game can be fun, and is viable, it will probably be less interesting for those who play more than a little. Perk choice gives the game flavour and replayability, tbh.
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I'm not much of a killer player and I don't use thanatophobia much, but what I'm really curious about is jumps in balancing. I've seen it in a lot of games, but honestly it's interesting to know the reason and number break down behind them.
Like, why 5.5% to 2%? Why not 3%? Why is it 8%+12% and not say...10%+10%? Or just 15% overall? Is it because of other perk interactions that make up the percentages or..?
For that matter I'm kinda curious about why so many percentages exist in odd forms in dbd, like a 2% action speed bonus in spine chill. Is that a holdover from something else, or just to make the ranks up?
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A bit frustrated tbh. I think the changes are mostly good, but a lot of survivors are acting like it's the end of the world, and on the flip side some killers are camping as some sort of protest? I don't really understand either of those, and honestly it just seems a bit petty to me. When both teams play normally the game seems a lot healthier to me tbh, and honestly I'm happy not to have to be carrying BT around all the time.
Some few things are weird, like Iron Will having an exhaustion condition to it - I mean, I feel like it's most useful after an exhaustion perk has been used. And I'm not sure about DS being 3s instead of 5? 5s is a looong time for a killer but 3 isn't always enough to get away, I think?
But you know, when you compare perks to autodidact you have to think...well it's not that bad, is it? :P
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/3093264#Comment_3093264
And? That only gives lower skill people the incentive to, you know... stop being low skill? That's where the "git gut" retort comes in.
I'm so confused. DBD has a pretty high skill floor for newbies and it's the highest time for people leaving the game and being turned off from it. My point is that the lowest skill bracket doesn't need more things to contend with to frustrate it. Something that affects the high skill bracket? Sure, bring that on. But NOED definitely is not one of those perks, and never has been.
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You do realise that NOED is most effective against lower skilled players, right? It's like the oldskool ruin, barely effected the upper tiers and crippled lower skilled teams who couldn't get the skillchecks.
There's a reason some of these perks are made more player friendly.
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For what it's worth, I've always thought of DBD as "Hide and Seek" with death. It's thrilling to evade the killer by a whisker and outplay them in a silent dance of search and hide. You have to return to somewhere the killer would expect you to be, but a lot of the game is in that play between getting caught and not, because the punishment for getting caught is death.
Don't get me wrong, it's still fun to be chased by a killer and try to escape, but by the design of the game that's supposed to be harder rather than easier. People say looping is easy and escaping is fairly likely if you're half decent, but I really have to ask, after playing four years and for over 650 hours, who is that comment aimed at? Sure I have to git gud, but I'm not terrible by any means. If a killer decides they have to have you, by nature of the game they're supposed to be able to do that.
That's where tunnelling and camping is weird. It's not an exploit and it's not against the gameplay, it's just unsportsmanlike. We all know it is. That person isn't really there to play, if they were, there are tons of fun things you can do in dbd and still dominate, and I really think the buffs were made to reflect that.
tl;dr: It isn't just the chasing and gens, it's the hide and seek that's a large aspect of the game.
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Tunnelling is a great strategy. It's one of the most effective ways of crippling an enemy team early on, especially if you're a decent killer and can keep some pressure up.
The reason most killers don't do it is because pretty much everyone knows it's unsportsmanlike and not fun. That's also the reason why people resort to tunnelling when they get taunted by survivors, because it's effective, aggressive, and one of the simplest things (along with camping) that you can do to ruin someone's enjoyment - and let's face it, sometimes people deserve that when they're doing the same to you.
The idea behind both killer and survivor gameplay though is that it's supposed to be a challenge, and tunnelling really isn't. Pretty much everyone knows that.
I feel like the way to get rid of tunnelling isn't to do anything specific to the game mechanics, but instead incentivize not tunnelling (and camping). Devour Hope already does this to an extent, and I don't think it'd be a stretch to roll some sort of haste (or similar) effect - and crucially bloodpoint scoring - to award not staying nearby after hooking a survivor.
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I hadn't thought about it before, but I honestly do think Boon: Exponential addresses this issue effectively now. No more having to get a singular perk for yourself, you can get a team protection and there's counterplay to it. Yes if you're all downed there's nothing you can do, and that will still happen, but if this is becoming a consistent problem, bringing Exponential would probably nerf slugging pretty effectively.
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It's interesting when people say they run the same perks because they have to, which is literally what I've been doing as survivor since the beginning.
There are a lot of perks in this game that don't get enough love, and some that are very strong. It all needs balancing and honestly always has, but it's a long process.
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It would be pretty funny if you could turn boon totems into hex totems. Like that would be the vulnerability in using them, yes you could turn a totem, but the killer could spend a few seconds and get renewed life on a hex xD
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2596123#Comment_2596123
Ruin used to be a different perk. When the hag first came out ruin made it so when you got a skill check while repairing a gen, regular skill checks would "regress" the gen and perfect skill checks would not provide repairs at all. It would only prevent the gen from making a noise and regressing. Back then you either had to learn to hit great skill checks, find the totem or push through it. Old ruin actually slowed down gens from progressing if you couldnt hit great skill checks. But that was deemed too strong against newbs so bhvr reworked ruin. Current ruin is only good if you can push survivors off the gens. While it rewards you for playing well the issue is some killers are clearly better at that than others.
Honestly, with nearly 600 hours in the game I do not reliably hit great skill checks. Ruin was unfortunately strong enough to be pretty oppressive in the state we had things before, especially because you couldn't really counter it. That meant that you could be in a match where it was quickly a non-issue and the hex was found, or in matches where you spent 5-10 minutes searching for the hex, or in matches where simply no generators got done.
I'm glad they changed it. Yes, it was actually a pretty interesting perk before, and sometimes led to really good games, but when it became the meta it just made most games a slog.
And let's be real, the majority of players in any game are never the highly skilled ones. We're somewhere in the mediocre to pretty decent bracket where this kind of thing has real weight. Too much weight, really, for a single perk.
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@kingbojenbo said:
https://forum.deadbydaylight.com/en/discussion/comment/2594288#Comment_2594288
I agree with all of that.
I've seen what the game was like in the earlier days and that was 1000 times survivor sided. Now the pendulum swung to the killer side. The weird part is that no one actually realizes it.
Why do the devs always favor one side then favor the other but never find a spot in middle?
It's easier to see the flaws in something when you're the one using it. When you're designing it it's much more difficult. Most games have this issue, and it's rampant in the real world in everything from factory machines, to software, to governmental systems.
The fact of the matter is, there's just not enough space to thoroughly test something while still iterating on it, so with anything that isn't a finished product, you can expect there to always be issues and bugs. The only way you can avoid that is with something that is only being fixed for many years, and even then you're catering to such a widely innovative creature as a human, which will probably still find ways to create issues in the system.
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Just by the way, sometimes survivors kill themselves on the hook when they're being camped, to prevent other survivors stepping in to a no win situation and prevent a team loss. There's no way to remove hook suicides for people who want out of the game without also removing this altruistic action.
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@Veinslay said:
I just switched to survivor, it's so much more relaxing and easier to win. I can still escape because the devs are holding my hand and pulling me out the exit gates even though I spent the whole match kicking pumpkins and farming protection hits
I do love this. I just went back to playing killer for a while and it's so much more chill and empowering. I don't have to worry about anything and I especially don't have any concerns about having a hook through my chest. If players escape, okay. Do I still get a bunch of bloodpoints and enjoyment? Heck yeah. Does it feel the same on the survivor side usually for me? Not as much as I'd like.
But then, this is why I think no one should just play one side of this game. The other side of play is always worth doing.
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I expect the reason why the perk is so powerful is it's the dev's attempt to flesh out the soft secondary objectives in the game (totems) and create a real gameplay layer out of them. I wouldn't be surprised if a bunch of boon totem versions of regularly used perks come out fairly quickly, and then slowly get balanced back into line.
Honestly this is probably one of the better ways to try to expand the game, and while it may be more difficult in the short run, it'll probably end up being better for the game in the longer run.
Would be funny if they replaced the healing boost with an autodidact effect instead though :P
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@SuperSaiyan4GT said:
Screw this game. The developers care nothing except to catered to killer mains. Once a survivor gets a good thing going it has to be taken away because it's "too op". Our job is to escape. You took away another means of escape by making the hatch spawn when there is only one survivor left because killers are complaining too much.
Screw the wraith and his super speeds and his silent bell
Screw Freddy and his super extended lunge
Screw broken Ghost Face and his inability to be revealed
Screw Michael and his fast stalking at 60 meters
Screw Bubba and his stupid chainsaw with charges to allow him to jet across the map and chainsaw through objects
Screw the clown for having so many bottles of gas which is OP as f. You shouldn't be able to throw more than 3 bottles during a chase. It's bad enough that killers are fast as hell and you can't get to a pallet or a window in time
Screw the trickster and his OP blades. 6 blades to down a survivor?? It's super annoying. All he has to do is avoid a pallet and throw all 6 blades at you in a matter of seconds.
Oni can easily gather all the blood orbs (which stick around for minutes) and enter his rage then boom game over.
The hag's traps are broken. You don't even need to be near one for it to set off. You can just walk right by it. You should have to walk over it to set it off.
Cenobite is super OP. His chains are absolutely excessive and annoying. He shouldn't be able to chain you 3 or more times in a chase for him to catch up. He' already faster than a survivor. You can't solve his box when you have chains coming at you which is stupid
Screw anyone who uses the twins and camp hooks with them. Victor doesn't even need to be accurate to be able to attack you.
Screw all of you killer mains who camp hooks, tunnel, go back to hooks while chasing other survivors. Don't tell me it's good strategy because that is not strategy. Strategy is forcing survivors to three gen themselves. Camping and tunneling is a desperate way to win. Makes you look unskilled and pathetic
Screw all of you noob survivors who keep bringing killers to hooks and others working on gens or you just run around the map doing absolutely nothing.
Enough of these new chapters and updates. Fix your broken ass game, fix your broken ass servers. You have games that require more data feed to their servers and they get it right so why can't you? Until you make some actually good changes towards this game to make it more balanced and skill based, this ######### will forever be broken and killer sided.
If you're getting that angry at playing survivor, I'd honestly recommend trying out killer for a while and seeing the other side. I still think it's easier to win at, at least at lower levels, but it's by no means a cakewalk, and if getting baited by survivors while trying to play a decent game doesn't make you feel like they deserve a hook you'd certainly have a better temper than I.
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I don't think the negativity is just limited to this forum, tbh. I find a lot of games forums are filled with people who just want to rant and not be very helpful, or who literally cannot for the life of them consider another view before making their statement.
That last is a real issue. Both in gaming and in the world in general.
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I don't think I'll ever understand this forum community.
Doing gens is the task a survivor should be doing.
Gen rushing doesn't exist in that way.
That being said, I'd rework all items that give a boost to generator progress because they're either next to negligible or overpowered in effect, and just remove the progress boost entirely. This would remove all the unfair scenarios a killer has to deal with while only very slightly impacting general survivor play.
End of issue.
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If 5s is too long and 3s is being thought of as too short, there's always a middle ground of like 3s with 5s of light scratch marks, or 3s with 3s of no scratch marks. That would also pretty easily let you shoe in the whole "deactivates if you do x-thing for 5/10 seconds" to round out the perk.
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As much as I would love to be self-healing for less time, that kind of defeats the point of the killer using that status effect. If you mangle someone who's only self-healing, you put them out of the match for a whole 40 seconds, which is half a gens worth if they continue trying to self-heal instead.
Most killers feel like generators get done too fast as it is, so this isn't really going to help that.
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I am not that low rank tbh (although I'm kinda convinced ranking doesn't mean more than experience right now, so it's good that they're changing it), but I run into a camper maybe once out of every 3 or 4 games.
It's not exactly ineffective. It's probably hella ineffective against people who live and breathe dbd, but spoiler...that's not actually everyone, and it's certainly not everyone who gets into red ranks in the current system.
I feel like:
- a) someone who's trolling you in game - via perfectly legal game mechanics - maybe gets more out of the game than you do when you're in that situation, and that's sort of an issue (since you're a captive audience, lol)
- b) people still earn more bloodpoints than the enemy team for this (granted not collectively, which should not be dismissed)
- c) killers sometimes do it because there's not something more fun and more advantageous that they feel they could be doing
And I don't really know what to do about all that. Should killers get more bloodpoints so they don't feel cheated and penalised and angry when people escape? Should killers get less bloodpoints to discourage this kind of behaviour? Do bloodpoints have any affect at all?
Should there be changes to the hooking system to discourage camping (e.g killers can't stay close, or the entity takes possession, or the survivor is moved to a different location, etc)? Should there be perks developed and added instead that discourage this? Should it just remain as something (pretty imaginable) that a killer would do?
Do killers feel...mis-matched and disadvantaged too much that results in this behaviour? Is that a legitimate concern? How can actual camping and "camping" be managed individually? How can survivors come away without feeling cheated?
I don't really have answers, but clearly the borrowed time/decisive strike meta exists and it exists to fill a need. Those perks have a long history of being tweaked and growing with the game. Is it just that the current incarnations aren't quite right or is it a real flaw in the game that needs to be addressed?
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Most things have few people at the top and much more as you go down. If you balance things for the top only, you usually end up losing your player base pretty quickly.
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I think they always make one good perk for a character, then a sorta okay one, and one less useful.
That aside, I do think people forget that at different ranks there's a lot of differences between what's useful, and as your skill at the game increases, certain perks become redundant, while others become more useful. And some just remain good because they complement your game style.
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Eh, I don't know if saying a gen being done in a super short time is okay just because everyone died. There's a middle ground somewhere in there, and tbh it just seems like it starts with a cap on how fast gens can get done.
Survivors can always be compensated in other ways, if we manage to make things not get crazy at the thin end of the wedge.
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What NuclearBurrito said is sound advice tbh. Noed is basically the end to altruistic actions at that point, and if you do them, be (even more) prepared to not leave alive. It's a bit sucky but the reality is if you turn back at that point, you shouldn't really complain about Noed.
If I was going to rework it, I'd say limit it to x number of downs or being exposed for x amount of time, buuut you'd have to balance that by making it not a hex perk, so at that point...you're making it either more difficult to counter, or encouraging people to just hide in the map somewhere.
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I don't understand, isn't this literally what they're supposed to be doing in the game? I mean bloodpoints aside, which I do not consider any part of the objective of the game - at all - is this not their objective?
If you want them to be doing something else, don't you need to design a game with different objectives in it?
Or is your suggestion just to increase gen time-?
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I currently use Stake Out and Diversion as alternatives to Spine Chill and...it sorta works but it's a completely different flavour.
Still it means if I'm careful I get a little bit of a notification of when the killer's around, and I can use that to hide while I'm also getting a little bonus in the future. Sure I never get a full 4 tokens but, it means at 3 tokens I still get to know when I'm within the killer's radius.
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The free Rift is pretty poor, I have to agree on that. Charms are nothing, at least to me and the handful of people I play with. The other stuff is really quite thin on the ground but...I don't really mind because I treat it as a non-entity really (no pun intended lol). The thing they should really get rid of is the reminder that you've levelled up in the rift and need to claim your "rewards" which...turn out to often be nothing.
On the other hand, I love the Compendium, the Tomes and all that lore and I think they're doing a great job with that. I enjoy unlocking those things for the bloodpoints but the voice overs of the log entries are really wonderful. Also hats off to that voice actor for bringing those to life, really enjoyable and atmospheric.
Perks are whatever. Almost every single game company out there unbalances things on release and needs to rebalance them to make them...well, balanced. That's not a trick that they're using to sucker you into buying things, it's game development that's all. The difference between widescale use and small-scale feedback.
I'll be honest with the DLC's, I only ever buy them on sale. There's not usually anything I absolutely need right then, and I'm usually pretty good at waiting.
The in-game Store on the other hand is a bit of a poor show. One full outfit does, as you say, cost $10 which is actually off a few dollars for a game like this, I think. The problem for that, though, probably stems from the fact that they've priced it to be just under the Auric Cell bundle cost and they pretend it's a discount for the full outfit by putting the -10% stamp on it.
That's actually (imo) not something that's earning them more money but earning them less. Practically every seller in the world uses the 9.99 system because it works, buying a set for 1080 just doesn't have that added edge of savings. It's not even 1000 on the dot. There's really no good pricing strategy there. Tbh it should be 10% less for an outfit on what the ($10) Auric cell pack would buy you - e.g. 990 cells, and top level individual pieces should be priced around that - 350 or 365 cells or something close to that.
The rest of the gear I'm not sure about. It's tough to get high rarity gear for iridescent shards but the 900 and 1800 sets are very reasonably priced in shards and relatively easy to save for, which I like a lot. I think the gap between the common clothing and the higher rarity clothing is pretty okay in terms of Shard pricing, but I think there's not as much incentive with their Auric Cell pricing right now to intice as many people into buying as they could.
Which is a shame, since there's a good middle ground between earning more money and having customers feel satisfied with their purchases.
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To be honest, sometimes I think if the game just immediately finished if you were the last person left, or if all the remaining team members were slugged or on hook, we'd get a completely different dynamic going on with these arguments.
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@Rydog I mean yeah, it definitely does, but most not to the same degree. Not even close to the same degree. I mean I'm fine with changes if the gameplay is rebalanced to accomodate them, but let's not just pretend that these things have no real gameplay impact when they do, that's all.
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@Theetis said:
https://forum.deadbydaylight.com/en/discussion/comment/1307641#Comment_1307641
Those skillchecks occupy like half of the skillcheck circle. You'd actually have to have your eyes closed to miss them.
Oh, fair enough then 😀
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No, wait until you get hooked. That's it.
I thought that was implied, but I guess not lol
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The only issue I have with skillchecks is that they're harder on newbies, so you might get a lot of deaths at yellow ranks that would otherwise have been prevented.
I know I would have died by accident a lot.
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"I'm pointing out how unfair it is to play survivor in a lot of situations. The killer can have a lot of really dirty advantages but if all 4 survivors are experienced and coordinated they can still all escape."
I'm confused. The asymmetric part of this game isn't just that it's 1 vs 4, it's that that 1 had a big knife and a lot of advantages to be able to put the 4 in very clear danger, and only by working together, being careful, being skilled, and with a bit of luck and sacrifice can they escape.
This is really just the other side to "survivors have it so easy" and it's just as derpy.