LordGlint
LordGlint
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- LordGlint
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/450685/kb-m-update-hype
now I'm tempted to make you wait until Christmas :) (just kidding)
I'm looking for this to be out so much, it's one of the things that has been on my list for the past couple of years so I'm super glad we in the position where we can offer this now.
Don't play with my heart like that...
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What would you suggest needs nerfed? It sounds like you just dont like the killer as a whole rather than having an issue with something specific.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959269#Comment_3959269
I see your point but like… a 2 second buff is nothing. Insidious needs a better rework than this. There's still no reason to stand in one spot as a Killer, who is going to use this perk? Myers? Trapper? I guess you can use it at corners around tiles but why?
Its mostly for mindgames. I imagine it would work out good for killers who have map traversal abilities like Dredge since survivors would assume they teleported away, or instadown abilities.
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@calem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959206#Comment_3959206
I think undetectable until first down is actually too strong in the hands of the better killers. Imagine versing Nurse/Blight with Lethal who can injure everyone while undetectable, and THEN start downing survivors. I think a more reasonable version would be undetectable until first injury, so stronger killers like Blight don't get free undetectable while rushing around injuring everyone but weaker killers like Clown, Pig, or Trapper will likely have it longer until they score their first injury.
Pig just got a buff to her crouch movement speed. Why would she equipped an undetectable perk?
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@IamFran said:
I don't think nerfing the purple bottle and buffing the yellow bottle will make people use the yellow bottle more, it'll just make the people playing less with the clown. The purple one is his signature power, the only type of bottle he had before the rework. If you force people to use both bottles for being effective it will make him more difficult and less people will play him. ¯\_(ツ)_/¯
Just let the people use only the purple one if they want, even if it is suboptimal it felt good anyway, like the old clown with a single type of bottle. The good players use them combined anyway. Also the latency make the bottle switching fail sometimes and this issue will be more noticeable.
I'll definitely be trying it out. Only reason I didnt use the yellow bottles more is due to how far you had to toss them for it to work for you. Reducing it down to half that makes it alot easier to get value.
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@TheMonsterManor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960311#Comment_3960311
That's unfortunately because of the film's age some colors just look off
https://us.v-cdn.net/6030815/uploads/FKYUDUZN3EGG/1000031784.jpg
Here's his chainsaw used in the film i brightened it up some.
Yeah, I looked it up and it was saying the colors were different depending on the film version. Old VHS versions make it look yellow, while recent 4k scans show it as lime green.
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Im confused... the chainsaw looks yellow in the original.
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@kaneyboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960081#Comment_3960081
nope, all left. Just me and the killer left.
I had a game like 2 weeks ago where after the last guy went down, everyone started DCing... 3rd guy DCed RIGHT before his last teammate used unbreakable.
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You said everyone else left. Was there bots running around?
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@Langweilig said:
New Perk: Apocalyptic Ingenuity- After unlocking or rummaging through
2/2/2chests, press the Ability Button 1 for8/8/8 secondsnext to a broken pallet to build a fragile pallet.
Does this mean I can infinitely rebuild pallets after opening two chests or only once?
Otz tested it on stream. Its 1 pallet, and it is essentially the party pallets that auto-break.
- After unlocking or rummaging through
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Now that were seeing stats... definitely wanna give the new item a try. Healing one or 2 times is nice...not having to heal in the first place because I lost the killer is better.
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@Mr_K said:
You seem new to the game and just haven't had the experience to understand aspects of perks, addons, or killer's powers. I watched your video with the Myers that could see you through a bush.
Take note,
Bushes are not good hiding spaces.
This killer did not have it but there is a perk called BBQ and Chili that after hooking a survivor briefly shows aura of all survivors outside of 40 meters from the hook.
Meg is the loudest survivor when not injured. She has very heavy breathing and can be heard easily. You were injured and if the killer were to walk near you they could easily find you.
After every match, hover over the killer's perks and addons. The Myer's you said can see you like they had wall hacks is because they do. Not hacks but the addon Scratch Mirror.
https://deadbydaylight.wiki.gg/wiki/Scratched_Mirror
By learning what perks the killer used will help you when facing them in the future.
I went and watched afew videos after seeing this. I feel like its gonna take some time... OP seems to suspect cheating alot. Fortunately they are playing both sides, so maybe they'll figure out exactly what each side sees. I just watched a video that ended when they ran up to a locker while injured, quickly got in without quick and quiet, then got yanked out afew seconds later. Its understandable why a new player might find that suspicious since they might not know about scratch marks or the loud noise indications.
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959484#Comment_3959484
Suppose a trade off is we got Cenobite perks made general but yeah I wish BHVR would add more general perks too. Almost every new DLC has a new player friendly perk and I get they gotta make money. Just wish that they'd at least let's say every anniversary add 1 new perk to the universal perks for both killer and survivor. Just one freebie a year would be nice.
It wouldn't affect me because I usually buy DLC's at launch but I know a lot of people don't do that. Variety is what makes this game so great.
Demo's perks WERE general for awhile, but they got removed from the pool as soon as BHVR got the license back. I assume the same will eventually happen with Cenobite.
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959474#Comment_3959474
Absolutely a fair point - although I wanted to point out the perk anyway so it isn't overlooked. I admittedly tend to forget having played for many years MMR is a thing.
Its the reason I tend to eye roll when ppl claim killers who use NOED are bad. No... killers who use NOED are probably new and using the only general chase perk they have besides unrelenting.
Wish they'd go back and add to some of the general perks, or maybe just update them.
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@Dustin said:
While that is just a typical lunge as everyone said if you're new the recovery time might have seemed odd and what threw you off. One perk to take note of that they had was Unrelenting which isn't super common.
It's okay if you're new and to ask questions - just try to avoid assuming everyone is cheating. Good luck in your future games.
Would make sense seeing unrelenting from a very low MMR match. General perks like that tend to show up from new players.
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@Marzipan210 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959151#Comment_3959151
He shouldn't be slowed as much as huntress. Huntress has greater range and more axes to throw than he does.
Agreed
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He IS slowed, its just not as much as Huntress. He moves at like 96% survivor speed, but generally survivors are weaving left and right to dodge it... so he can still close in on you.
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@TheTom20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958995#Comment_3958995
Seeing a few posts on reddit about it now some on xbox an some on pc
PS users were just too strong, they had to protect everyone from us.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958795#Comment_3958795
Yeah a distinct lack of the word "Switch" anywhere in there ...
I dont think the switch itself has kb/m support. I know my PS5 supports kb/m since I can use them on other games.
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@Yggleif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958891#Comment_3958891
Yeah it almost kinda fits cuz I think it's taken from when Quinton watched over Nancy when they were doing their plan to get Freddy at the the end of the movie.
I think anyway, it's been forever since I saw the 2010 NoES.
Has it been that long? I now feel old...
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@snowyhans said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958874#Comment_3958874
Definitely, once I get a chance to test it in practice it's probably fine, This discussion should be mainly about first impressions and initial concerns.
The main reason I dont CURRENTLY use yellow bottles more is simply because the activation time makes them kinda unwieldy. With them shortening that down... I could definitely see myself utilizing them more. Kinda just depends if it hits that sweet spot.
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@EEP said:
II'm Sorry I thought
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958846#Comment_3958846
I'm Sorry I thought i had edited my original post already. My question is on the broken keys as the rare and very rare already open the hatch. The broken keys are useless except some aura reading with addons. When you find these in chest they can't be used at all, with the updates I am asking if they have been updated to at least open chests or something for some kind of use.
Probably. It seems like they are completely reworking the effects and adding more base uses rather than just being a holder for addons.
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@Yggleif said:
Anyone want to take a wild guess at what "Insomnia" is supposed to be? It's not wake up and the only perk I can think of that really interacts with clown bottles is maybe vigil but that interaction is so minor lol.
Would make a pretty sweet alt name considering its the nightmare on elm street IP
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I feel like we need to try it out before making a decision. A
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Consoles dont have kb/m support for dbd yet... They were talking about adding it later this year.
Edit... just read the ptb patch notes...disregard, lol
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Yup... I'd use that over a medkit, lol
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957718#Comment_3957718
So here's the thing. I get that the bar is yellow. Fantastic. They've created a system that makes a progress bar go yellow when the kill is face camping. Wonderful.
Since it was an edit, you seem to have missed this:
What, exactly, is choosing to stay on hook doing that not having AFC at all accomplishes? Both with it without it are "wasting the killers time" because they're standing at the hook, in this case hitting someone repeatedly.
And if jumping off hook into face camping is the wrong play then this mechanic is not just bad at combatting face camping, it's making the situation actively worse for survivors who choose to jump off here.
I keep going back to "what does this do", and, for two years now, the answer is "it's anti-FACE camping" and the result is that the killer has to stand farther away from the hook, eventually. It doesn't stop face camping for at least 20 seconds, and if the killer backs up slightly farther away they can circumvent it entirely. The barest minimum of effects on the player's behavior.
It isn't solving that survivors are trading in that scenario, it isn't solving that killers can still stand at the hook and do nothing (especially since proxying is generally more effective than face camping anyway), and it isn't generating gameplay since the killer is still effectively afk but in a slightly different spot. It's not solving those issues, and apparently it wasn't trying to.
The only thing, we've been told, that this AFC mechanic actually does, is combat and punish FACE camping.
But it doesn't. And demonstrably so.
And maybe it's just not working as intended, or bugged, but that's not the argument I'm getting from you, it's that it is doing what it's supposed to. I think we're both in agreement that the mechanic isn't bugged, but when I can show that it isn't working in its intended, only purpose, then there's this argument that occurs that somehow "it's working, bro. trust."
So the end result then is that the mechanic is meaningless, since I'm saying right now that having this in a face camp scenario apparently means that using it is the wrong play. The player on hook should act as though it doesn't exist to get maximal value, using it is a detriment. Which, in other words means: the killer cannot misplay around this mechanic, facecamping, or not, is a win-win for the killer who has decided to stay at the hook.
The biggest indicator to me that this mechanic is insufficient is the community reaction. There are always at least some killers on this forum at least who will decry every change in the game. Yet as soon as AFC released, people realized that this isn't an effective or meaningful mechanic. No one complained after launch, because it's trivial. And the only thing we've seen for two years now, is "it's not anti-camp, it's anti-FACE camp" with a zillion upvotes. Which is generally intended to mean "of course the mechanic does nothing, it's not supposed to, and don't change it because it's fine if it does nothing".
And yet, when I point out that "hey, this mechanic seems to do effectively nothing", I get a flurry of pushback and downvotes because those same people do not want a mechanic that actually deters camping, or FACE camping in any way. If there's one constant on these forums, it's that (for some people) you simply cannot make any change that might impact how killers play in a meaningful way.
Im not going to reply anymore... I've tried to explain the obvious, but you still aren't getting it. I give up...truly.
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I'd imagine the Dracula from the first clip used his bat form to teleport. No matter where he spawns on that map, it wouldn't be surprising to reach across fairly quickly.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957910#Comment_3957910
I wish there was a ingame option to add our clipped video to our ingame report so we wouldn't have to go through any extra hoops and loops or just in general a WAY easier way to do it. Not that its had but it could be smoother.
Same… I've never dealt with adding videos to YouTube through my PS5 before dealing with DBDs report procedure.
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I wonder what the queue time would be like for people who are simply good at the game. Theres a streamer who hasn't bothered using perks in 5 years. Should his queue times tank simply because he knows how to loop? Im sure the killers players he goes against would find competent survivors frustrating.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957393#Comment_3957393
The video literally shows the option for the survivor to unhook, and this is after the game is effectively over at this point.
I already pointed that out... they still insisted it was useless.
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@scoser said:
The annoying part is that everyone has to be a streamer and record every second of their games to catch the constant hackers, or you can't submit any reports that'll do anything. The game should track exceptions to the system so if you do an ingame report of speedhacking, the devs should be able to see that a survivor was moving around at 30 m/s without video proof.
Not sure about other consoles, but the PS5 at least keeps a recording of your last hour played. Makes it pretty easy to go back to and edit a clip from your last match.
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@StalkingYou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957826#Comment_3957826
well its just the attitude on the forums; the second the killer deviates even an inch from the wholesome nice boop pig 12 hook playstyle they want you to play as, you are a trash killer and your evil strategies should be nerfed immediately
That wasn't even the strategy I was going for. I would've gladly hooked if they ran off. If there's another target RIGHT THERE though...
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@StalkingYou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957822#Comment_3957822
yes because killer is not allowed to down more than one person at a time
Some people ACTUALLY dont differentiate any slugging. I had a team last night swarm me after a down last night as Bubba. They said I was playing like a dick for not letting them get a flashlight save. I had 3 ppl swarming a down under a party pallet until all 4 of them were downed...
I tried to let them reset after I got my hooks because... it was a 5 cake game. They all DCed.
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So just so I understand this...
If a killer makes a play like this one, the first 2 downed would just...get up?
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957754#Comment_3957754
How? I've seen 5 alone this week as teammates lol Insta healing from across the map as well as some have been outright invisible lol I get them constantly in SoloQ.
Could very well be people just dont notice the same things. I run bond+open handed, so if my teammate was hiding underground...I'd be more likely to notice it than my teammate who DIDNT bring aura perks like that.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957725#Comment_3957725
And that functionally hasn't changed.
Imma be real... sometimes back in the day, I'd do it just to screw over 1 guy. If 1 survivor was a royal pain in the ass, I would throw the game to make sure that 1 guy never leaves the hook. The other 3 can leave, me and my new friend can be losers together.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957529#Comment_3957529
So, what exactly do you expect this mechanic to do?
It clearly isn't stopping or functionally deterring face camping, it isn't addressing camping in any way, and it isn't addressing any of the issues surrounding it. If killers are able to hit you in hook for half a minute with the mechanic in place, then what exactly is this actually accomplishing?
Instead of speaking to *any* of the reasons I have why I think this is useless, we're now just dismissing it outright.
Apparently, what I should expect is a full "progress bar" that you can't effectively use. Because that's what it feels like you're saying is the "value" here.
Let's break down this clip... I thought it was PAINFULLY obvious, but apparently I need to spell it out since you are still thinking the only thing here is a funny bar.
The reason the survivor didnt get off ASAP was to hold off having another chase as long as possible. If their teammate came for an unhook, it would've turned into a trade, followed by a chase of the guy who just got off hook... Instead, he stayed on hook for the time being so his teammate could finish the last gen and get the door. He still has about 30 seconds he can wait before he unhook himself. Doing it THIS way gives a chance for both remaining survivors to escape, either booking it to an open gate or grabbing hatch.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957564#Comment_3957564
Fair enough.
If the Survivors played perfectly, you shouldn't have gotten more than two Kills. Admittedly, that's asking a lot.
Regardless, AFC has been a functional failure if it intended to prevent those circumstances and situations. If it was literally only meant to move Killers a second away from hook, then I guess it worked.
I think it was just meant to give survivor teams SOME room to work with. I usually run Kindred on my survivor builds so I can mirror the killer and get in close without being found. Most hooks arnt in the middle of a field with nothing around to block LOS. Theres generally jungle gyms, or bolders or... the stuff loops are made of, lol. As long as I can sneak in close before closing the rest of the distance, thats usually enough to get the unhook without it just being a trade from 2 hits.
Im by far not the best survivor... I suck pretty bad at looping, lol. Even I can work with a 16 meter gap though.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957556#Comment_3957556
Facecamping with Bubba never netted you more than two Kills.
The issue was that there was no way to realistically unhook, ie, normal gameplay.
I actually tested this back in the day with old Bubba. Can't remember the exact loadout, but I remember doing corrupt to have slowdown that didnt require any action from me, along with NOED at the end. I might be able to find a picture later. I actually got a surprising amount of 4ks from facecamping with the saw up.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957525#Comment_3957525
This is why I say this mechanic is useless:
Others are likely to show up anyway and provide that free pressure and maybe even a down. It's not preventing that. You're basically still trading.
It's not preventing the killer from hitting on hook, because it's better to stay on hook.
So, to summarize:
If the killer backs away 5 feet, the mechanic does nothing because it's "not anti camp, is anti FACE camp".
If the killer doesn't back away and actually face camps, the best play is to pretend like the mechanic doesn't exist and you'll get the same result.
If the killer face camps and your teammate shows up, then it's also like the mechanic doesn't exist, since the killer has already gotten pressure off of gens, and will probably get the trade.
And on top of that, every killer in the game can stand 11m from hook and still beat a survivor who shows up for rescue to the hook, which is the exact same scenario as the one above.
So it's not anti camp, and it's not anti FACE camp. It's apparently so niche a problem were "solving" that, regardless of how the killer or other players play, the best play for the hooked survivor to stay on the hook.
So yeah. Astonishing levels of value.
You picked the 1 clip where the effect is actually working... but somehow twist it to claim its useless because you didnt see the survivor unhook themselves in the 40 second clip. I have no idea what you want...
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957509#Comment_3957509
That doesn't make it better, it actively makes it worse.
If the mechanic is active and it's still countered by checks notes FACE camping, then it's still really not doing what it's supposed to.
ETA: I'll elaborate here... What, exactly, is choosing to stay on hook doing that not having AFC at all accomplishes? Both with it without it are "wasting the killers time" because they're standing at the hook, in this case hitting someone repeatedly.
And if jumping off hook into face camping is the wrong play then this mechanic is not just bad at combatting face camping, it's making the situation actively worse for survivors who choose to jump off here.
The survivor at any time can choose to get off the hook, which is what face camping was preventing before. Its a short clip, so we dont get to see when they no doubt did just that.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957390#Comment_3957390
Here:
This is a video from a few days ago. The survivor is already on hook when the video starts, the killer is actively hitting them on hook for the 30s duration.
There is one gen remaining (so not end game, the mechanic is still active). And yet, the AFC does nothing.
This is FACE camping. Period.
The mechanic is useless. And it's useless for is intended purpose.
I feel like your missing an important detail with that clip. The bar is full... that survivor can hop off the hook any time they want there. It looks like they were trying to hold off on doing that so they could buy their teammate more time.
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@Rapid99 said:
Also they said they stopped it from spawning killers in the middle… I have spawned COUNTLESS times in the middle, with no one using any spawn offerings. I thought I finally had escaped from this insufferable design.
I dont think any offerings are suppose to effect killer spawn location anyway.
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@TWiXT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957378#Comment_3957378
If maxing 40k BP per match, you reach 1mil after 25 matches, and 5mil after 125 matches. Each match taking an average of 10 minutes is equal to 20.83 hours of playtime just to Prestige up a character 4.8 times. This is the standard grind of the game, so if played for 4 hrs a day, it would take you 5 days just to reach the max BP and dump it into a character you want to prestige. However by bringing in 100%+ BP offerings, you can cut the grind in Half, Making the it only take 2.5 days, or 10.4 hrs, Drastically reducing the overall stress.
100% BP offerings like BPS and Pudding/ECake's show up in Bloodwebs an average of 1 every 5-10 levels, giving you about 5 BPS, or 10 puddings/ECakes every 50 levels, or for every 800k-1,050,000 BP.
The anniversary event Provides on average +/- 1 Scream Pie/anniversary cake per level, favoring giving the cake 80% of the time per web/level, especially if using bulk spending. Each one providing 109% BP gains, at a cost that is lower in BP and at a frequency that is far better than you could ever get with the Standard 100% BP offerings.
if you want to reduce the grind, you need 100% BP offerings. The standard offerings show up too infrequently in Bloodwebs to be relied upon, whereas the Anniversary Event Guarantees that, if you grind a little for them, you can ensure you'll have enough to last you for every match you play following the event; Allowing you to reach your prestige goals in half the time, and significantly reduce the stress of the standard grind of the game.
I know a seasoned player like yourself may not understand this, what with years of experience, thousands of hours, multiple P100 characters, and massive stockpiles of add-ons/items/offerings in your inventory, but to a mere casual player who doesn't play more that a couple of hours a week, or any new players who've come to the daunting realization of the sheer magnitude of the cliff they're expected to climb in order to unlock all the perks, and prestige their characters… The Anniversary Cakes are a Godsend!
In previous years, stockpiling them was much easier to achieve, so hopefully you understand now why people are so "pissed" that it's become a grind to accomplish this time around. Especially with all the new players who just joined up with the FNAF chapter.
TL;DR:
BloodPoints = Time. Anything that guarantees 2x the BP for the Time you put in is something worth investing time into stockpiling isn't it? Especially for new or Casual players.
side note:
By saying "I just don't understand ppls obsession with mass hoarding these things." You might as well have quoted Marie Antoinette's "let them eat cake." a quote used to illustrate the perceived indifference of the wealthy and powerful to the plight of the poor. I find it hard to believe that you've achieved so much over the years that you can't even remember how difficult the grind was for you. Are you really so callously out of touch, or just trolling?
I thought I explained myself pretty clearly... I guess not. Im NOT saying the cakes aren't useful. I completely understand ppl wanting cakes...im not stupid. I DONT understand ppl wanting more cakes than they'll ever use. If someone is a casual player with a full time job that is only going to play a game or 2 a night... they obviously dont need 2000 cakes. It wouldn't surprise me at all if BHVR noticed that ppl were earning way more cakes than they could use and lowered it down so people wouldn't have a huge stockpile still when next years cakes are released.
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957412#Comment_3957412
I actually got the game then I think hahaha
but yeah, it'd be great if they deleted the ones that havent been used
Obviously alot of ACTUAL ppl got the game then... but there was also massive amounts of bots creating accounts. You can see videos of cheaters getting banned, then swapping to an obviously new account that tells them to play the tutorial when they start it up. If an account hasn't been used a single time after like 5 years of its creation date...it should be obvious thats not a real person.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957378#Comment_3957378
If you play a lot you'll burn through the cakes pretty fast, though. I like to hoard enough that it gets me through the year (using them in most/all matches). I'll retain one of each (to scratch the collector's itch), then stock up at the next anniversary, then rinse and repeat). I just want enough to get me to next anniversary.
But I don't play an insane amount, and the spawn rate this year is probably going to leave me short.
Also, I think players have a stockpile of cakes also helps with the map offering issue, as people seem burn cakes over other stuff if they have them to burn.
Thats the thing though... players who play alot will naturally ALSO be earning alot of cakes. Players who DONT play alot won't earn as many...but they dont need as many either. As long as they're providing enough to last players for the year... it shouldn't be an issue. This is a giant nothingburger of a complaint at this point.
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@Chiky said:
sadly not even presenting 10 minutes of video evidence is enough to have them removed...
I've done it. The main issue is the sheer amount of extra free accounts that were made from the Epic store. If the devs cleared out all the accounts created during that time that haven't even been used for 1 match, alot of the hacking problem will be gone.
