Iron
Iron
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- Iron
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I've mained Nea for nearly 4 years. She has my favorite cosmetics
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As long as you know what you're doing any killer can maintain fairly easily. I had 3 merciless games in a row as trapper the other day.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1802192#Comment_1802192
He's an abysswalker, so vote for that one!
But it says abysswatcher, so I thought he was excluded, although the abysswatchers are cool in their own right.
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I've seen several through my time playing (around 15-20).
Actually found one just camping the chest in basement. He downed the person who went for the chest but let them crawl out. Endgame chat all they said was "my chest"
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I would've liked to have the option of Artorias because he's creepy, has a great backstory, and could have a couple interesting abilities imo
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All you need is one person to distract the killer in a chase long enough to progress gens and the game becomes unwinnable for the killer outside of major misplays by the survivors. I know because I'm usually that distraction, and every time I see a 2k+ point chase or a gen pop during my chase I know I've done my job.
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One of the street gens on haddonfield will prevent you from running away for about 5 seconds upon completion.
Also I was playing the twins yesterday and couldn't switch between them on over half of fractured cowshed. In the exit gate "sure, go for it", right outside the exit gate "nah, you can't do that"
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1783256#Comment_1783256
Hag has counter-play, as does Blight.
There is no counter play to Freddy's teleport, or his snares around a loop. It's like Clown, you drop the pallet extremely early or get hit. His teleport can't be deactivated and the free mechanic he has to put survivors asleep with the clock on the UI grants free slow-down without doing anything and the only counter-play is to walk across the entire map in a meta where ruin removes an entire generator's progress in around a minute.
He's stupidly strong and is the easiest killer to use.
Freddy can't teleport to blocked gens, run repressed alliance. It's also useful against pop and ruin. Just an overall underrated perk imo
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@[Deleted User] said:
They should, but that won't happen.
Even if one said it's because they are different teams and maybe that is true, if the team fixing issues is one guy working in a closet, that's still a problem.
The grind is getting a bit out of hand as well. I've dumped 6 million bloodpoints into a level 50 doctor trying to get a specific perk to level 2 and I still haven't gotten it again; because so many new and less useful perks are blocking the way.
That shouldn't be possible unless you are actively not taking perks. It only takes about 5.5 mil to all perk a killer. I've done it to all of them, I know.
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The big things that really helped me out were learning mind games and rewatching matches I recorded in order to analyze my chases.
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All I have to say is that I don't think that any single character in this game is explicitly straight. Some may have heterosexual relationships, but that doesn't mean they are.
I'm bi myself, but due to the fact that I want to have my own children one day I would like to be in a relationship that I can have one of my own blood. The way everyone takes things as cut and dry you would all complain that I was another straight character too.
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I've been playing more now than for the past few months. I've overall been enjoying the updates. I think some people just get too stuck in negatives tbh.
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They took ranks away so people would stop dodging lobbies, I doubt they'll add them back.
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@elasticheart said:
https://forum.deadbydaylight.com/en/discussion/comment/1739943#Comment_1739943
I have like 4 alt accounts that I play on. I circle through them when I get bored.
Fair enough lol
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@elasticheart said:
Those challenges are what make me keep playing the game to be quite honest. After 7k hours there's nothing much to do.
After 3.2k I've already run out of killers to level. Can't imagine how little you have to do.
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I'm doing it to save bp from challenges to level the killer from the next chapter quickly.
Other than that I play it to give myself a challenge here and there, but I understand why some ignore it.
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I find ds boring, I would rather actually try to have fun in chase. I'll run some other obsession perk if any.
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I personally run Ruin / Surveillance / Nurse's Calling / I'm All Ears
I love aura reading for cheeky through wall hits.
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I've matched against hexy, ohtofu, tru3talent, umbra, and ralph.
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31, and that's with saving all the challenges I don't need to claim to get to other ones.
I'm planning on saving what I can for the new chapter when it comes out.
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Whatever one I'm still trying to use cakes up on from the 4 year event so I can finish blight being P3 all perked (he's the only one of my roster not fully there yet)
So Screech Woman, Miss Hums-a-lot, Mikey, Fredward, and Triangle Man
I still have about 200 cakes between them.
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I'm already on tier 25 and I didn't collect half of the first level. I still think the rift is fine.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1701555#Comment_1701555
lol. you sadly don't amuse me, if you don't understand oh well
It wasn't meant to amuse you. I attempted to simplify it, but hey, if you don't get it, that isn't on me.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1701370#Comment_1701370
Reread what they replied, my quote, their quote, and both messages because im not going to repeat what I already have said.
I read it like 4 times before I replied, you're misreading it and quoting as badly as political ads.
I'll give it to you another way.
Think of it like a dress, they are changing the fabric because right now the fabric they are using has too many issues. Implementation of DH with servers.
A functionality change would be like changing it from a slip dress to a skirt because they want it to have a different use.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1700354#Comment_1700354
Why are you going back on it? Don't go back on it you literally said "Any changes to its function will be for design reasons, not due to implementation details." after saying "The intention was not to say we're changing it function entirely".
I mean not to say that I think most will believe you even if I grant you on going back on this, we are talking about buff/nerf to one of the most fundamental survivor perks.
I want to say its safe to say Dead Hard won't get a buff, so the changes likely aren't a buff (unless you guys don't even pay attention to the perks that are commonly used, much like the perks that are broken but aren't commonly used such as Object Of Obsession which I will add NEEDS changes as its only used as a perk to bully).
So the only other possible outcome would be a nerf, but that's just as unlikely with your guys track record on balancing but not only that but I don't see it to common someone complaining about Dead Hard, not to say its not unfair, its just not everyone's concern at the moment with the firestorm you guys have created as of late.
So logically there likely won't be any real chance to the perk taking everything previous into account so by its nature saying something like "rebuilding it from the ground up." is misleading.
You just admitted that you do both programming as well as design to I don't understand how this could be a misunderstanding that is so drastic as that would require a significant amount of lack of thinking before stating something, in either case then however ok then.
They didn't go back on anything. They said in the original quote they are changing its implementation due to server side issues with timing, not it's functionality. "If" they were going to change it's functionality it would be for design reasons, but that is not what they are doing, they never said they were.
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No, he's actually fun to play as/against and he takes skill now to play. You don't get your braindead zoning back.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1693229#Comment_1693229
I swear to god I'm the only ######### person who find nurse fun to play as and against.
I'm with you on that, I've loved playing as and against nurse for a very long time.
Also I've played 2 games with revamped PH and feel he is much more fair and fun than before.
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@SquillDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1690378#Comment_1690378
You do realize that is the whole point of what I'm trying to say. A mori should not be something that benefits the killer it should be a reward for 4king. Ivory and Ebony moris need to be removed from the game.
Ok, by that logic then should survivors not have items? They benefit them before their objective is complete. Do you realize how stupid that sounds?
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I like it except for the fact that it would simply just outclass devour hope if it were worked this way. I like the measure of restriction by forcing a hook event on the survivor before a mori can be performed, but I do appreciate the creativity.
@SquillDBD said:
No. The simple change is to just delete mori offerings and make the cypress mori core game so the killer has an opportunity to mori in every match if they 4k.
Cypress mori is nearly useless if you were going to 4k anyway.
Ivory moris are able to be used strategically which is something most people don't understand if they just mori the first person they see (if they are weak the team won't miss them as much as if they are strong).
Ebonies in their current state are the only overkill that causes issues, deleting them and ivories because you have a personal problem with them is not an actual valid solution.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/1689028#Comment_1689028
I Was thinking something similar. I don't know what your numbers are but I'm thinking something like the following.
Must obtain 4 hooks before being able to mori a survivor that has previously been hooked. Can mori the last survivor remaining in the trial (cypress mori base kit on all moris)
I was thinking of 5 total, just because let's say you hook all 4 separately then I think you shouldn't be able to just mori the last person off hook immediately. That being said I think ivory should be handled in a similar manner, but I was thinking 2 actions, that way if you tunneled the same person after 2 unhooks they were going to die anyway.
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@bigfootismydad said:
https://forum.deadbydaylight.com/en/discussion/comment/1688863#Comment_1688863
The issue with this is that you just need to have a player hide in the corner all game and it negates the mori ability completely. Or if you have a swf group running OoO...ouch. I'd rather they just make the mori an option to do only on the third hook. It's a bit faster than carrying them to the hook for the sacrifice so that should keep the killers happy. And since they would be dead anyhow it's not as much of an issue in terms of fairness for survivors.
Neither of those 2 options will keep killers happy. Mori instead of death hook is actually only useful if the animation is substantially shorter like PH's conditional kill. Otherwise it's almost useless unless you are trying to get around a ds timer because you wanted to tunnel someone.
Personally I believe ebonies should work similar to how devour hope works, with an overall hook action count. The difference I would give between the two is that since you can't take an ebony away from a killer that they still need to hook the survivor once before they can mori.
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To answer your question, having those perks can help keep the game fun on killer side.
To your other question, no, I don't find meta builds fun, sometimes I'll go perkless just to challenge myself again, but I personally find themed/meme builds (all eye perks, only aura reading, team medic) to be the most fun to use.
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When I'm playing killer it gives me a certain joy if I look at a profile and see a couple thousand hours, because it might be an interesting match (over 3k hours myself)
It's never really fun facing the people who are red ranks that clearly have very few hours.
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Plague when corrupt is up, ds stun doesn't take her out of it
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Hard cap 1 hatchet and minimum of let's say 12-16m, I can't decide exactly what it should be.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1652601#Comment_1652601
You’re basically asking me, “how long is a piece of string?” It doesn’t matter what I would personally find a fair number, what matters is rebalancing the grind so that new players can feel like they’re unlocking content at a reasonable rate while retaining the grind for people who enjoy grinding. Having grind at all isn’t the problem, it’s the fact that it’s mandatory to grind for hundreds of hours to unlock basic content.
I honestly think that reworking how teachables are unlocked would help resolve this problem without causing other issues. Rather than having them be purchaseable nodes in the bloodweb at high character levels, make them purchaseable outside of the bloodweb at lower levels. So say, I have to hit level 20 on a character and then I can pay X bloodpoints to unlock any one of their three teachables. This way, rather than having to level Bubba to 35 to get BBQ, for example, I could level him to 20 and choose between BBQ, Franklin’s or Knock Out. And if I don’t want to unlock a given teachable yet I can just hold off purchasing it.
This would cut down the grind for new players, keep the grind for existing players (P3ing with all perks would still be a massive time investment), and wouldn’t affect the “bloodpoint economy” or whatever the devs are worried will become unbalanced if they change bloodpoint gains.
I'm not quite sure you know what the difference between a fact and an opinion is. I was asking your opinion, asking how long a piece of string is would be asking for a factual answer.
Disregarding that, it seems as though you don't understand I'm ok with decreasing the grind. I just think that reducing it to such a point where 50%+ of it is gone (no more perk tiers, let's give everyone every perk at level one, double all bp gains forever) is ludacris.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1652268#Comment_1652268
I have over 400 hours in the game. Only one of my characters have all perks unlocked on them. Only 6 or 7 of them are actually level 50 across both killers and survivors btw so I'm not even close to getting everything I want on all my killers and survivors. I don't even know many MMOs that make you play for that long before you finish the grind to endgame and don't have to worry about levelling anymore. It's obscene.
You proved exactly what I was saying in that comment though. In a little over 400 hours you leveled every character to get their teachable perks and then decided to all perk a character while still having others at 50. You may think that's obscene, but there are 43 characters in this game. You spent on average about 10-11 hours for each of them.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1652268#Comment_1652268
The health and long term success of this game requires attracting and keeping new players, not shrugging that nobody is hardcore enough to commit to the grind.
And 200 hours is a huge commitment to ask for. Most people probably only have that number of hours in a handful of games.
What is a fair hour amount then in your opinion to get let's say 5 characters to a spot where you feel that they have a viable build?
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1651685#Comment_1651685
An increase to the weekly shrine might negatively effect their bottom line since selling chapters is supposed to be easier than waiting around for them to pop up in the shrine teachables. As a player I agree that would be nice but I can see why it would be harder to sell if it has a risk involved with direct sales.
10~15 hours on average per character on either side using offerings, dailies and archive challenges is still a pretty intense grind. You have to think that could be almost 2 weeks for a casual player who plays a 1~3 matches every evening for their dailies.
People like you and me who have been playing for years and have unlocked everything have to step back objectively and try to see this from the average target market... BHVR's only risk in removing "too much" of the grind is that people might ultimately run out of things to spend bloodpoints on at some point other than Prestiging III on each character over again. There'll still be more than 500+ minimal hours of game time investment which should retain players since they release new chapters (killers, perks etc) and even gameplay changes or balances.... heck even cosmetics keep people invested to some degree.
If tiers won't be removed from the game then the webs need to be significantly smaller with 6 perks available instead of 4 at a time. There should be less than half the current nodes that just suck up points even if you manipulate the web well - as grabbing more addons and offerings can be that ending point sink once all the perks are unlocked.
The category limits for each match being at 8k should be lifted or at least keep the post game 1.5 or 2x Bloodpoint type postgame reward (like event times) as a constant effect. Rework certain perks (Distressing, Beast of Prey, No one Left Behind, etc) and killer addons (Especially ones that give a detriment in exchange for more bloodpoints like two of the Nurse addons) that give increased bloodpoints in certain categories to work like post-game rewards for those specific categories so they actually stack even further with BBQ / WGLF and aren't limited by the current 8k cap. There is no reason for those even trying to specifically BP grind to run these like "Speed Limiter" Hillbilly if you're maxing out those categories anyway through normal play.
I think we're pretty much on the same page tbh, I think we're just going off of different parts of it.
I would be more than happy if all perks and add-ons acted like bp offerings adding to the after game score. I'd also be fine with probably around 10-12k in each category in game.
I fully agree with the 6 perks per bloodweb, but I'm unsure how you would reduce the web size unless you just eliminate a few branches.
Overall I do think it should be reduced in time to grind. My main issues with these threads is that people normally want to reduce the grind to such a point that it could all be done in a few months of above average play time and I don't think they realize what they're saying.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1651613#Comment_1651613
These were all positive changes, but they all came hand in hand with yet more perks and more characters to unlock them on, so they didn’t reduce the grind so much as stop it from getting astronomically worse.
Besides which, BPs are easy to get when you know the game. When you’re a new player, you struggle with BPs because a) you don’t play in a way which maximises BP gain, b) you find it harder to complete challenges, and c) you don’t have any farming perks, any BP offerings, etc.
A new survivor will probably earn like 10k bloodpoints in a match if they’re lucky, and that will be it, no multipliers. How far does that get you on a bloodweb? Two or three nodes?
The grind is an issue for NEW players, because they have absolutely nothing to help them with it. Nobody is concerned about someone with 1000 hours grinding P3 on everyone (I’m in this boat myself and it’s not really an issue for me), we’re concerned that new players have to sink tens of hours into the game to unlock a few measly perks and will get frustrated and give up. Especially since every time a new player complains about something like being tunnelled they get told “just run DS” or flashlights they hear “just run Lightborn”. Perks are the answer to every annoyance in this game so if you’re new and don’t have them you’re ######### out of luck.
I understand where you are coming from with this, I really do, but if people are giving up because of not having a perk or two then maybe this isn't the game for them. It's going to sound harsh, but it's true. I started playing with earbuds that had no bass so I couldn't hear a heartbeat, when insta moris were a thing, and when 3 bnps ruined a game. Here I am.
Players that want to play the game will learn what they want and how to get there, it's not some astronomical 1000 hour thing, it's maybe 200-300 hours to get some characters in a really good spot and still have back ups.
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@Angel_di_Soufre said:
https://forum.deadbydaylight.com/en/discussion/comment/1651685#Comment_1651685
Yes, it’s too much, I can beat other games in 10 hours, and then, 10 hours for the chance of getting the perks I want, 10 hours is too much of commitment for finally having options in a single character in a very casual game
This is not the type of game you beat in 10 hours, I honestly don't think you should be given everything you want in 10 hours.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1651613#Comment_1651613
I would have to disagree here just because I've visibly seen new players drop the game upon realizing the sheer amount of games they would have to play just to feel like they had "options" even for the few people who picked up chapters on sale. I always try to downplay that aspect as it's not that serious of a game and it's entirely possible to get every teachable without a since auric/chapter purchase if you're determined... still doesn't keep more than half the people around.
I'm not saying that a long grind doesn't serve it's purpose for keeping certain personalities invested in the game (as someone who has basically finished getting every perk on every killer and now doing something similar to Survivors - something I prefer to do over trying to P3 everyone to dump my excess BP when I already have other cosmetics) but it's definitely a large barrier to entry for people who are just trying to casual play and experience different builds and situations.
The devs said they were reluctant to change bloodpoint caps or even webs directly because they want people spending their bloodpoints and not hoarding them... they're missing the forest for the trees. These older players just sit it at 1mil and hope for other kickbacks to push it to 1,500,000 etc for when they pick up a brand new character on release day. The 2 out of over 20 friends who I have introduced to this game who stuck around have pointed out that after 100~150 hours of gameplay they're still barely level 40 across all their characters and just now starting to have all basic (no dlc) teachables across a single character. Increase that investment by about another 200+ hours if the players decided to pick up all the chapter dlcs and want those teachables too.
MMORPGs require less initial investment... probably something BHVR should keep in mind
I understand that there is a lot to do, but realistically looking at it, is 10 hrs on average per character really that much to just get them some decent perks? I've put my time into killers more than survivors with all but 6 of them being P3 all perks (the remaining ones are still P3 50 minus blight), but I still have 6 survivors all perked and most every other one is prestiged at least once. I'm just saying that it's not as bad as people say it is.
I would still like maybe one more set of perks per bloodweb and to increase the shrine amount of perks to 6 or 8, but I don't think much beyond that is really needed.
I'm still grinding like 90% if people, but I guess I'm just seeing it differently since I started nearly 4 years ago now and saw how bad that all was.
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Most people will probably disregard my comment considering I'm an older player, but here we go.
The grind isn't that bad. They have added additional perks to bloodwebs to decrease the grind, they made shards worth about 10x the amount of bloodpoints they used to be worth, they made dailies easier and worth twice as much, they've increased the worth of all bp offerings for single categories by 25%, they've increased scoring event bp in game multiple times, they've created multiple different double bp offerings that are stackable, and they introduced the rift, which has a few million bp in challenges every time.
Bp are easy to get and if you're not a completionist then the grind isn't really that much.
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I just played mint rag hag with make your choice. Took 2 games to get it. Then I played her later for a daily and did it again without mint rag.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1640996#Comment_1640996
That can’t be true..
I still have left over challenges incomplete and a reached lv 70 almost a fortnight ago just via playtime.
Yea, I finished on Sunday and I didn't play for the first 11 days, I don't get why people complain so much
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@Karltastisk said:
https://forum.deadbydaylight.com/en/discussion/comment/1640985#Comment_1640985
How am i not willing to complete the rift when im just pointing out that after i have done ALL the challenges im not even close to finish the rift. And to ease the pain of hardgrinding the remaining levels i will use Mories to make that point.
I mean you aren't making any other point than that you are mad and taking it out in a childish way, so go for it I guess. I was merely stating that if you can get this motivated to do what you are doing, then maybe it would've been better served as motivation earlier in the rift
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I still don't think that it needs shortening or at most very little. I didn't play at all for a couple of weeks at the start and I finished yesterday. I'm aware that's not average at all, but I'm a very sporadic player. I'll play for 8 hours, then 2 the next day, then none for a few days. I still work up to 50 hours a week and go out with friends, so idk
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1633456#Comment_1633456
And how often do you find keys in chests? Not very often, right? And even then, you may not even have a chance to even use them during the match.
Moris, however, can always be used and are much more common in matches than finding keys in chests.
There's also Franklin's Demise. Just pointing it out.
Keys are pretty common in chests. I had a game where I was doing a chest challenge so we added 2 more and 3/5 chests had a key. In the end I gave every person on the team a key and I kept a purple flashlight. Granted this situation was with plunderers, but I have plenty of times that it isn't.
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Honestly the community is fine, it's this forum that's toxic and can't stop arguing or calling for nerfs. A lot of people on here need to take a break from the forums, and I think I'll be doing that as well.