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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2662776#Comment_2662776
I'm not sure "the devs haven't done something yet" necessarily speaks to it being the correct decision. How many things have gone or are still going unfixed?
There is a difference between say, fixing gen speeds, or fixing tunneling, both of which are tied to the core gameplay mechanics of the game, or, changing the BLOODPOINT_MULTIPLIER variable to be 2.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2662776#Comment_2662776
Because of the "bloodpoint economy" excuse, because people would get the best addons/items more easily. That's literally the only problem.
Then they could double the price of certain add-ons. It's not rocket science.
Yet they didn't do that either.
and I bet people are playing as much as they can to get the most of double bloodpoints this weekend.
But tell me again it isn't good for play retention to intentionally make it grindy...
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2662768#Comment_2662768
But on balance, you have to make the assumption that more people are staying because of the grind than are leaving because of the grind.
Otherwise, the grind is a bad thing for the game as a whole. It doesn't matter if some people stay because of it if they're outweighed by the people who leave or never join.
If they wanted to, the devs could probably adjust the games code in a single place (or multiple, depending on how shoddy the code actually is), and switch on double XP for good. It would not be difficult for them to do this as part of any patch.
They still haven't, and that speaks volumes to me.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2662744#Comment_2662744
Yes grind can be addictive, but I think most people play this game because it's the only one in its genre, not because they like to grind and grind.
I think it's both, and it probably varies depending on the person too. But the grind is there for a reason.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2662744#Comment_2662744
That only makes sense if you assume that the one person who hasn't quit would have quit if it was less grindy.
Myself, I find this quite depressing; there's a double BP event on and yet it doesn't feel like I'm making all that much progress in perk unlocking... heaven forbid I might want to play more than one character at this stage.
I don't see where I said the grind was the only thing keeping people here. Marigola pointed out people have left because of the grind, I'm just pointing out that the grind could be a contributing factor to people staying, I never said or implied it was the only factor keeping people in.
I'm assuming people who stick around also enjoy the gameplay to some extent. But the fact is, as long as it is, the grind itself provides an objective. There's always that one extra perk you didn't have on that one Killer yet. That in itself gives the game a goal.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2662734#Comment_2662734
I've had friends giving up because of the grind, and I'm sure others have too. If I were to start playing this game today I wouldn't have the patient anymore.
I know they like to bring the "bloodpoint economy" but at this point that is just BS.
For everyone who has quit because of the grind, I bet there's someone who hasn't quit though, and they're still grinding away for reasons they can't put their finger on.
Cause the grind is addictive. People still play WoW for example.
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@Marigoria said:
We're at 29 survivors and 26 killers, all having 3 perks each + all the general perks.
Bloodwebs are full of useless stuff like Hatch/Basement offerings, reagents, luck offerings, some going as expensive as 6k bloodpoints.
How hard would it be to just either 1) remove perk tiers and remove some of these useless offerings, 2) just make double bloodpoints default?
I have thousands of hours, and I'm still grinding. I can't imagine being a new player and seeing all these things I would have to unlock.
"How hard would it be" very very easy, but I assume BHVR think the grind benefits them in terms of player retention, otherwise surely they'd have done this by now. Would love to see them go to double BP permanently though
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I think everybody can agree Killer is enjoyable on a good day. I don't think people would stick around and complain about the role so much if they didn't care about it.
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@clowninabout said:
I would quite like to see the exhausted status itself be reworked to be more punishing. For example if you're exhausted you cannot drop pallets or fast vault etc. Or it requires you to "recover" in a way similar to mending otherwise you collapse after x amount of time.
I like this idea. Remove bloodlust and just make it so that exhausted survivors cannot fast vault, they're stuck with medium vaults.
Now there's also benefits to not running exhaustion perks, and someone who is a good looper can no longer use something like DH to loop people for minutes on end.
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@[Deleted User] said:
You aren't getting paid at all. You are paying them.
Think they meant BP, not real currency lol
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2662624#Comment_2662624
https://forum.deadbydaylight.com/en/discussion/comment/2662627#Comment_2662627
I would still argue Sprint Burst is stronger due to its infinite utility all match, and for rescuing you out of dead zones. But it may be a tie when you consider that Dead Hard can be activated on demand (given you are injured and not exhausted).
I'd argue against "infinite" utility. Perhaps I suck with it, but I find I always waste it at the start of a match as I don't want to walk everywhere, then end up getting into a chase whilst exhausted. There's no such timing disadvantage with DH. When you need it, it's there.
Also I often see the dead zone argument, but this can be mitigated by staying away from dead zones (DH + Windows is just ultimate for me).
I could see an argument the perks are equally effective in certain scenarios but can't see DH as anything other than the strongest exhaustion perk right now. Especially post the validation buff.
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Yes please. I'd even stop playing basement Bubba for a weekend.
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Yep, I see DH in pretty much every game, and when I'm on an MMR tear it's not at all rare to see all 4 survivors running DH.
Do people still claim sprintburst is more powerful than DH these days?
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It doesn't even need to "replace" DBD. Even if it does well enough to take a small percentage of players from the DBD playerbase, then that is hopefully enough to make the devs think about some health changes to the game rather than rushing out new characters all the time.
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@Kasamsky said:
https://forum.deadbydaylight.com/en/discussion/comment/2662495#Comment_2662495
Well at least it's harder right now with Unbreakable, DS, BT, Souldguard and so on.. As tunneling will most likely cost you the game.
Now imagine this without all these perks. Why wouldn't you just tunnel survivors straight from the hook if you don't have to fear anything.
I would not feel the requirement to tunnel if Survivors didn't have Dead Hard to give second chances or extend chases, Iron Will to get an advantage in mind games, and DS/UB to give them many second chances... Etc etc
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I feel like perks change the game up TOO much.
If you think about how the presence of a single Unbreakable can completely change what is a correct play into a very incorrect play and lose you the game. The Killer basically has to guess around this perk as well. I've lost kills over a "For the People" play which is simply so rare that you don't play around it (e.g. don't leave a slug near a closed gate), that it felt like I simply lost there because of the perk.
Then you have perks like Dead Hard which are so powerful, you have to do this boring 2-3 second wait "mind-game" each and every time you press M1 for most of the game.
Sure there are very powerful perks on the Killer side as well, such as Tinkerer, which completely change how the game is played (although it's easier to spot quickly).
Looking at a game like CoD (which introduced perks), I can't think of a single perk the presence of which completely changes the game, or caused me to play the game differently.
I feel like perks should be less powerful overall, and add a flavour to matches rather than a handful of perks basically defining the entire meta and game. Some perks are basically more powerful than a Killers power.
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@clowninabout said:
https://forum.deadbydaylight.com/en/discussion/comment/2662463#Comment_2662463
I suppose I'm thinking about normal, sensible people playing. I mean wth would anyone do that? But I do see your point. Can't imagine it would actually happen much though.
That's your first mistake, thinking about normal, sensible people when designing anything.
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I think he's using the perk DDOS, when within the terror radius of a Killer, your router has a 10% chance of dropping any given packet.
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@clowninabout said:
I've wondered if it would be a good idea to allow killers to be able to trigger the exit gate at any time, starting egc no matter how many gens were done. It's not like it could be abused in any way to bully survs, they could always just leave. It would also provide an easy way for a killer to surrender when they are against teams they stand no chance with and allow them to move on to the next game. I suppose dedicated no lifer hackers could still hold your game hostage but I can't see that happening all the time.
"It's not like it could be abused in any way to bully survs"
What are you joking? So immediately opening the exit gates 20 seconds into the game (when Survivors likely took 5+ minutes to find a game) is not abuse?
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@Aven_Fallen said:
The Devs were talking about changes to Daily Rituals. Because there are more Killer Dailies than Survivor Dailies, which results in more of them popping up.
IMO at the very least, if you delete a Ritual from one side, you should get a Ritual from the other side. I do almost all Rituals, except for Killers I dont like to play. So if I delete a Hag-Daily and get a Trickster-Daily, nothing changed. And sometimes I even got the same Killer again, just a different Daily (Hag Daily to teleport-->Deleted-->Got 2 Sacrifices with Hag...).
This would already do a lot, if you get a Survivor Daily and dont want to play Survivor, you can reroll it and get a Killer Daily. And vice-versa.
I prefer it how it is now, usually I'll be re-rolling cause I don't want to play Hag or something, but I do want another Killer challenge usually.
@Zboard said:
https://forum.deadbydaylight.com/en/discussion/comment/2662437#Comment_2662437
Oh, i have 2.5k hours so more or less i know what to do as a killer, problem is i always end with 4 escapes tbags and so on, so i stopped bothering with killer
Love people that accept Killer is a mess to play but still go on to main Survivor.
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Very true, pig needs a nerf
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Face camp
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@Wedeguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2662388#Comment_2662388
So what's the point in having the system?
I suppose they want to try and keep the "competitive" players together, but it often doesn't work due to skill level not being normally distributed. Not to mention you can easily just throw a bunch of games every now and again to lower your MMR.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2660897#Comment_2660897
VHS is no competition. Not even close.
All the Killers who claim that they get "bullied" in DBD (which often just means that Survivors won the game...) will not have a good time in VHS if Survivors can fight back there.
VHS is just one of those asymmetrical games which is announced as a new DBD-Killer by the community and will then die like any other "competition".
Since you seem so certain about this, would be interested to know what is "close" to a DBD killer, in your opinion.
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This is what the game was like before MMR though. You either stomp a poorly co-ordinated Solo team, or get your ######### pushed in by a SWF.
All MMR does is make it a bit more predictable.
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It has on the Epic games store, for like a week
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You can still run it on every Killer, it just takes one of your slots for teachables.
TBH I was mainly thinking for Survivors anyway, given there's 4 Survivor builds to deal with per game.
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I had a similar-ish idea, were each Survivor/Killer could only run two other teachables not from themselves, which would tone down the strength of certain builds, but it was very much rejected by the forums lol
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Coming up to 1K, I started playing during the Halloween sale last year
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No hook camping at 5 gens
No tea-bagging/general obnoxious behaviour.
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@El_Gingero said:
Never. It is intentional.
DBD is not truly a game and is in fact mind control software created by The Order of the Atlantan Oysters, a black budget secret society founded in the 14th century upon rediscovery of Atlantis and its subterranean kingdoms.
BHVR themselves are all of the order, descendants of the spawn birthed from ancient sex rituals within the bowels of Atlantis itself.
Their goal is to pit survivor and killer gamers against one another, consuming their data and offering it to a wretched monolith they name “The Salty One.”
Why? Well, it’s complicated. As they say in Atlantis:
“Wuh mish-vel e'shua avon-telik na' ish-veh faik”
or crudely translated
”{The} {machine} ðyrs {hungers} hwæðre êower {data}”
The emperor of Atlantis craves Oysters, but it has consumed them all. What we know to be Oysters in our world are in fact flawed genetic replications created by the CIA to prevent total destruction of space time.
This worked…for a time, but the emperor is not so easily fooled.
Long story short, a deal was made. The many secret societies of the world now work in tandem to collect the data of every human. This data is offered to The Salty One, and if accepted, is fed into the Large Hardon Collider, which is actually an A.I. codenamed The Mind-Brain. From there, our data is transformed into pure, genetically perfect Oysters for the Emperor itself.
In exchange, we may all live. What happens once our data is fully assimilated? I do not know. But what I do know is, we must continue to play DBD, no matter how torturous the “devs” make it, no matter how insidious, for the sake of the universe itself, we must soldier on.
That’s what I tell myself anyways.
I heard that if you offer the salt pouch or the salty lips in a game that it generates extra faith for the Salty One. Is this true?
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@dictep said:
I love how kindred makes basement campers useless
When I go basement camping I love Kindred. How else is the whole survivor team going to see me nodding??
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2654056#Comment_2654056
They did acknowledge it but yeah it is hard to know if they'll actually do it in a timely manner. They're going to have to at some point though because this stuff is potentially life threatening against their playerbase.
I guess its life threatening in the same way leaving the house is life threatening because you might get ran over by a car. I.e. extremely low chance. Probably lower even than that.
To OP: I would assume they'll have a fix for it as part of the next patch in the normal release schedule
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"I do not understand why the devs have ignored The Game for such a long time."
The sad thing is, this is one of the maps they remade most recently, so we can only assume BHVR have absolutely no idea how to balance things, and this map is going to be like this for a while.
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@TheGentlemen said:
https://forum.deadbydaylight.com/en/discussion/comment/2653157#Comment_2653157
Understandable. I'm not exactly complaining on the forums, I'm just genuinely interested in if others share my opinions.
Sorry, I wasn't at all referring to you there when I mentioned complaining about the forums. I mean myself, I was constantly complaining about the game here, yet still playing it.
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Uninstalled 3x this week and this time I even uninstalled the PC Xbox app as an extra barrier to returning. It's simply too stressful now to play, and rather than keep playing it whilst complaining about it on the forums, I'm going to try and channel my attention and energy into less destructive habits.
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I used to enjoy the odd game on him. I have not tried him yet in this post SBMM world. I suppose SBMM might help with him to some extent, as you won't go too high on the MMR just by the fact you are playing Trapper.
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edit: nevermind lol
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Just play Bubba and facecamp
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2652286#Comment_2652286
They should've gone with "chainsaw go brrrrr" for Billy, instead.
I like it, accurate name
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@sizzlingmario4 said:
“Bear Trap” and “Chainsaw”. Like, it’s literally just the object they carry. Not creative at all.
The coolest? I’ll go for Carter’s Spark or Rites of Judgement.
Chainsaw is extra funny cause then they added "Bubba's chainsaw"
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@dictep said:
Devs should apply the same nerf to pgtw they did to ds. If you hit someone pgtw deactivate. Totally fair
Why? The DS nerf was to prevent it being used offensively as it is designed to defend against tunnelling.
PGTW is designed around slowing down gens, so it is absolutely irrelevant what you do between hooking someone, and kicking the gen.
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@kaneyboy said:
instant terror radius when loaded in and killer being next to me? (they didn't have lethal persuer) doesn't help it's an insidious bubba and you die on first hook lol.
I mean this could be more of an advantage to you than the Killer. A Killer is going to run straight to the other side of the map, since 99.99999% of the time, survivors spawn across the map. Just crouch and hide if you're in a TR and they will leave you soon enough.
If they spawn looking at you, well then you're screwed I guess!
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2652031#Comment_2652031
Well, both are probably never going to happen tbh.
True, but one is way more likely!
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@Labrac said:
They will never get rid of map offerings because the population on Low/Average MMR likes them for fun purposes. It's the high MMR that uses them for gameplay advantages. Imagine someone who just started playing the game and is a huge Halloween fan, so they put a Haddonfield offering just because he likes the map, he doesn't even know it's a god tier map for survivors.
What they need to do is balance the maps. Balance them and map offerings aren't a problem anymore.
Balancing every single map in the game is a huge task though and will never be done. Turning off (or tweaking) map offerings could be done in a single patch.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2651981#Comment_2651981
I rarely ever play blight and i don't think that most of my games ive played with him are 4ks. Meanwhile my billy has a 4k streek of 15 so far and yet i havent gotten a god team. Infact i just played on badham and the survivors let me get a 4k basement because i downed two and put em in the basement the other 2 got greedy and got downed so i just hooked all 4 of them. I guess can happen to the best teams though.
I dunno then
Just remember that the MMR system only works as well as the available players it can actually match you with. So depending on the time in the day you play, and the luck of the draw, you might just end up with random stuff like this
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I feel like kicking gens should give you -5 or -10% progress on gens, even without Pop. You know, so kicking gens isn't a total waste of time.
Then could buff Pop to reduce the progress even more, and keep the cooldown what is it now.
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Even though you have a separate MMR score across Killers, I would assume it is exactly the same system and calculations in use for each. So I think any oddities you've spotted are probably coincidental.
It could just be your MMR is higher for playing those Killers (definitely makes sense for Blight, as he is one of the easier Killers to win with), so you just see better teams more often.
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It feels like only yesterday Pinhead was added, and already I'm never seeing him in games.
I would honestly be fine with no new Killers/Survivors for 6 months to 1 year, if the devs instead spent time on balancing tweaks and stability fixes. Or worked on something like a new game mode.
But that will make them less money I guess? So buggy chapters is probably the way forward.