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Luigifan64

Luigifan64

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Luigifan64
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  • @[Deleted User] said:

    Lucky Break absolutely SHOULD have a timer. Not leaving any blood when being unhooked and walking away from the hook is a MASSIVE advantage that makes it very difficult for a killer to know where you went if they never had LoS on you before returning to the hook.

    Being able to walk away from the hook, or crawl away blood trail free is ridiculously underestimated and underrated. It’s a more powerful advantage than most survivors realise.

    Lucky Break doesn’t work while downed. Also in the hypothetical situation you described, sounds are way more important to the killer than blood trails. Even if the survivor was out of hearing distance, the blood would most likely be gone by that point; there’s no reason why this perk should have a timer.

    @[Deleted User] said:

    It’s already been said, but AMN is just present in the game to make killers think twice about not breaking unsafe pallets. That’s it.

    And as for AMN, so what if that’s its purpose? Doesn’t mean that it can’t be better. The purpose of Alert before it got buffed twice was to simply see the killer break something; it wasn’t very good so they changed it and then changed it again to make it semi-decent.

  • @Zumz said:

    https://forum.deadbydaylight.com/en/discussion/comment/888372#Comment_888372

    Any means necessary is SUPPOSED to encourage killers to break pallets. I possibly play killer more than I do survivor now, and if you do not break a pallet at a dumb loop, that is your fault. I'm glad there's a perk encouraging this, because I see a lot of killers stuck at unsafe, usually dumb loops because they won't break a pallet. As for Inner Strength. Do you honestly ever see a survivor cleanse a totem instead of doing a generator? It's a 2/10 times for me. Always ends in noed.

    I mean yeah, but that doesn't mean that AMN can't be better.

  • You know, that makes a lot of sense and I agree, this should be a thing.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/918055#Comment_918055

    It was brought in line with the rest of the Exhaustion perks. Most of the people who complain about the nerf are the one's who abused it.

    1) I never “abused” this perk, I rarely got haddonfield, and even when I did I didn’t have BL on. I used the perk for instances where not having the perk would have killed me because of the insanely long stagger (such as jumping off of a hill to vault a jungle gym window).

    2) Nerfing an ok perk to “bring it in line” is ######### dumb, it wasn’t nerfed because it had a passive; it was nerfed because the devs can’t design or fix maps so they just nerf a super situational and niche perk. The passive is what made that perk worthwhile because you could have that to fall back on to compensate for its limited usability. You could also use another exhaustion perk to combo with it to potentially make up for its lack of flexibility; but you can’t even do that anymore. I used to run Lithe and BL together in case I fast vaulted from a high spot in order to use Lithe properly, but unfortunately you can’t do that anymore. If anything, exhaustion perks should have more passives, Lithe should let you vault faster and Head On should let you slow vault lockers quicker.

    3) How in the ######### was this the “most safe” perk? SB and Lithe are far safer than BL, even before it’s nerf. SB you just run and Lithe you just vault something (which every map has a ton of vault points), but BL needs a large drop which not every map has nor do they have them in spots that won’t kill you trying to drop down. Hell to a lesser extent Dead Hard is safer because you can at least use it whenever, the only thing screwing you over with DH is Dedicated Servers.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/917602#Comment_917602

    The only "infinite" left in the game was Myers house. Everything else is technically a god loop.

    Hmm it’s almost like that map should have been change instead of nerfing an already super situational perk. The passive was what made that perk good, hence why it sucked before it had one.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/888396#Comment_888396

    Unfortunately the meta is "as many free hits as possible" which means in order to shuffle the meta at all, you can't just ADD perks, but the strong extra hits need to be less appealing.

    It's the same on the killer side, you want less ruin? The state of gen speed needs to be addressed OR there needs to be an actually effective early game stalling perk that can compete with ruin without stacking with it.

    Sure that may be the meta, but it doesn’t mean that these perks can’t be better. I’ll never understand why they needlessly restrict perks that could be decent but they make them awful so people just pass over the perks for better ones.

  • @Plaquer said:

    https://forum.deadbydaylight.com/en/discussion/comment/893202#Comment_893202

    It wouldn't have granted two, it used to have a 20 second cooldown between hits, also it is likely a bug rather than a balance change since downed survivors are "survivors in need"

    I really hope it’s a bug.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/893092#Comment_893092

    As I said, they can't actually escape the killer unaided even if you go down for them. They can crawl away, sure, but even if the killer doesn't find them they're still marked for death until a teammate comes to save them.

    Ok, here's the scenario that happens a lot for me: I run up to the downed survivor, start healing, tank a hit, finish healing, and then tank another hit for them leaving me on the ground and they escape. Old MoM/WGLF would (potentially) grant me 2 stacks for that situation, but now it only grants one if I go down for that survivor when it should grant 2. Regardless if they get up or not, I'm still sacrificing myself for another person and it leaves me screwed anyways so there's no reason why it shouldn't grant a protection hit.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/892762#Comment_892762

    Perhaps the difference is that in one scenario you're buying them time to save themselves, while in the other you're not so much. People can wiggle off the killer's shoulder and run away if you take hits while they're being carried, but they can't get off the ground and run away without specialised perks no matter how many hits you take next to them.

    But they can though, I have gone down for a lot of people and they've been able to get to safe ground without using any perks.

  • @Fibijean said:

    I think Lucky Break is good as it is. Reducing bloodstains for the entire game would be a bit too strong, in my opinion. It would basically be No Mither with no downsides (yes, I'm aware that No Mither also grants the ability to pick yourself up from the dying state, but this ability is practically worthless since the killer knows you have the perk and therefore will almost certainly never give you the chance to use it).

    The way Lucky Break is now, you basically have to manage your injured time. If you keep yourself healthy for most of the game, Lucky Break will see you through most of the time you spend injured and help you to escape the killer more easily during that time, especially if paired with Iron Will. It's a great stealth perk, it just takes some skill to use well.

    @soshidow said:

    https://forum.deadbydaylight.com/en/discussion/comment/890750#Comment_890750

    As Killer I find more injured survivors by sound than blood (assuming they aren't running Iron Will of course). And I can track sound on any terrain (i.e. grass does not cover it up) as well as track through walls.

    With that said, Iron Will is a permanent effect. Even if both Iron Will and Lucky Break were permanent effects, Lucky Break would be weaker in my opinion. If I could only run one, I would always pick Iron Will.

    What you say about "No Mither with no downsides" is true but I could say the same about Iron Will's 100% reduction vs. No Mither's 50% reduction + downsides.

    Personal opinion and conjectures of course, feel free to disagree/ignore.

    What this second guy said, not only is sound far more important to a killer’s tracking than the blood trail; but you also would be using 2 perks to get the full effect. No Mither has quieter pained sounds, no blood, and free self pickups; yes it has a huge downside, but it has 3 effects in 1. Lucky Break doesn’t, it only has one, and a very underwhelming one at that, it really shouldn’t be restricted by a timer. It doesn’t require skill to use it well, it requires you to use a healing perk as well as iron will to actually use it properly; that’s 3 perks dedicated to a build that’s lackluster begin with, even more so when your perk runs out.

  • @White_Owl said:

    I agree, but I think those charms are mostly about the lore (if you read their descriptions you'll understand)

    But who gives a rats ass about lore?

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/876115#Comment_876115

    Oh really? I thought the black ward guaranteed the item to stay in your inventory

    If it does then it’s bugged, the description says it only protects the item if you die; and even then if you drop said item or use it the black ward won’t work.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/108043/ultra-rare-key-addon

    It seems a little useless to me because you can just use a black ward, which is cheaper

    But a black ward won’t protect your key if you use it on the hatch.

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/874666#Comment_874666

    And "sorry to stab your ego", here's a chart to further prove my point, made by DBD. (I dont talk just to talk, i DO base my comments with facts)

    https://us.v-cdn.net/6030815/uploads/170/Z99S4Y69FGH3.png

    In this chart that shows you how many shards you get per level (shards are earned by leveling up, you level up via XP) to get 720 XP (less than the 800 you need for one level) you need 2 games total.. totally proving my previous point ;)

    Oof now that’s what I call a major roast.

  • @CrowFoxy said:

    Seriously? Look at these numbers? That's ridiculous. This is not fun for anyone is it? It adds more a grind to a game with an already ridiculous grind. You may say "it's only cosmetic" but, I personally will never be buying the pass again.

    Yup! Agree 100% these challenge have made me not want to play this game, they gate the more doable behind nearly impossible challenges. I don’t even want to touch the killer ones because of how stupid they are; it’s all luck-based unfun garbage.

  • I agree, some the survivor and killer challenges are way too hard and luck based to be doable in a realistic timespan. I think killer has got it worse though (like seriously, sacrifice two survivors AFTER EGC has started with NOED? ######### are they thinking?), but survivor still has some terrible ones too. Just think, this isn't even the fourth tome yet, and that one has some challenges that are virtually impossible.

    These challenges need tweaking, really badly

  • @liquidlight said:

    There are 14 perks/add-ons/abilities that put survivors into an exposed state (not counting green/yellow moris) and 8 aura perks, 8 killers with aura revealing add-ons, and 2 add-ons that let the killer know you’re in the area so that you can be found. Let me know if I’m missing any.

    Why does Distortion have limited uses again? How is it fair that killers aura revealing perks don’t? Distortion should have unlimited uses if killer gets unlimited uses. It won’t break the game anymore than the things mentioned above have. At least bump up the number of uses. Three goes fast with BB&C and/or Nurses Calling and makes the perk basically useless, which is why you almost never see anyone using it that’s not new to the game.

    Or break Distortion up into multiple perks that allow you to counter at least one of the 8. One that hides you when your healing, a different one that hides your aura when you run, a different one that hides your aura if you’re a certain distance away from the killer, a different one that hides your aura if you’re close to the killer. That way it doesn’t cancel out everything at once but gives players the freedom to pick and choose what they want to hide from.

    I personally like the latter option with multiple DIFFERENT aura disguising perks, with no limitation on uses, are available and it would bring more variety to builds.

    It either should have 5 total tokens that you can't get back or you should be able to regain tokens every 30 seconds you are in the killer's TR (you'd start with 3 and would only be able to gain them back after a token has been used).

  • @Walker_of_the_fog_96 said:

    well, we all know that killers are mostly violent so if YOU were on your knees and crying in front of one of them who would let you live?

    when you choose one, say it in the comments, I made the list that way to minimize it xd

    Wraith, he didn't want to kill the guy at the wrecking yard and the Entity was just like "you're evil now I guess". I feel like he'd have the most sympathy because he's not psychotic at all, just a regular dude who got screwed by his employer.

  • @bendermac said:

    We can pretty much agree this perk is way too good. I've no problem with the speed boost and 75% reduction of stagger. But this should only work if you're not exhausted. This would make the perk more in line with the other exhaustion perks. They don't give you any benefits when you're exhausted and so should it be for Balanced Landing.

    @Peanits

    It used to be that way and the perk sucked ass because of it, the perk should stay how it is, but what needs to change are the maps. Some are poorly designed and seriously need retooling to prevent infinites from happening with BL, but not making the map terrible without it (Hawkin's being the prime example of how NOT to design a map).

  • @DarkPit said:

    So i just wrote this Discussion because i couldnt find any discussion like this before. But imo some of the Archive Challenges are WAAAAY to hard to achieve. But before you write me that they arent that hard, i dont mean every single one challenge. I mean challenges like "do 3 gens with dark sense" or " kill all 4 survivor in the basement". And the reason why i think they arent achieveable without the perfect situation is thr fact that those have to be done in one match. If you dont play in a SWF party, the dark sense challenge is gonna be very hard to do since you have to FULLY repair 3 of 5 gens.

    I think most of you will agree, because i totally am a no-lifer in this game,and its very hard to archieve these challenges, and i hope the devs will at least take away the "one trial" condition.

    If you have another opinion or want this to get to the devs, you can leave a response

    I think that this second tome is the perfect balance in regards to challenge. Some could be made slightly harder for higher level tomes, but not by much. Some of the challenges are too easy, but on tome 2 they kinda should be, I just hope the difficulty isn't increased too much because if it is, the challenges won't really be doable; especially if they have to be done in a single match.

  • Replying so more people read this, it voices my opinion on the matter better than I could have. Seeing the amount of people getting upset is super funny to me, even though I have most of the stuff being made free. They act like it’s a slap in the face and “ruining the game” but I’m pretty sure that’s just cuz they spent money on it. Idk this whole situation is pretty dumb, it’s an overall positive edition that should be getting more props than what it’s getting right now.

  • @Rydog said:

    You want them to give exclusives to exclusive owners to make up for making exclusives non-exclusive?

    Do you understand why that would be very counterintuitive?

    Honestly I’d be fine with just some sort of shard or auric cell bonus, but then again I’d be ok with nothing seeing as I only paid for the Bloodletting (their merch store) and Donkey David ($50). The rest I got free through giveaways, so it’s not like I’ll be too butthurt about not getting anything back; I’m just glad I can FINALLY use Golden Feng and Ace Hats without paying $800 for just one.

  • @2Khours said:

    Behavior has no idea when to stop with the nerfs, it takes them 1 month for a nerf but 2 years for a buff,

    And when they buff it's something really small, but when they nerf it's massive, every single time, first it was legion, then it was nurse, and now it's spirit,

    Collission removal, ok, fine!

    Vault animation, PAIN IN THE ASS!!!! but fair i guess since every other killer has one, but still a pain in the ass.

    Activation add-on, just being a pain in the ass, why nerf these? just why?

    The Yakuyoke Amulet, freaking why? 3.5 seconds extra for loosing 15% speed? that's an overkill nerf, what the hell are you thinking? it could have been 3 commons in 1 instead of 2 uncommons, why the overkill?

    The and the , why nerf the tsuba? yea sure the wakizashi needed one i agree, but not the tsuba.

    you need to stop doing overkill nerfs, look at the nurse now, for sure it doesn't affect the spirit base kit that much, but some changes are really annoying when they weren't an issue.

    I really start to feel like you only want we hate you, why you do so much to make us hate you behavior? you don't seem to know how to balance your own game, you take so much and give so little, maybe play more than 5 hours a month to your game and maybe you could balance it better.

    BEhavior: *releases small tweak to spirit to give her some counter-play and make two of her addons not busted*

    Bad Killer Mains: OMG HOW COULD YOU NURF HER LIKE THIS SHE’S LITERALLY F TIER NURF TOO MUCH LITERALLY AS BAD AS LEGION AND METTLE OF MAN NURF!?!3)3hruru)4$!4!4$

  • @Rin_is_my_waifu said:

    I don't mind that she doesn't have collision now since I don't rely on it but why not vaulting animation? I only use this for the shack loop but still it is very helpful.

    Please devs, don't add this

    Also I'm so relieved that they didn't gut her. I can stll destroy SWF teams ?

    Uh she HAD one on the PTB, but they removed it. Not sure why because it honestly looked really cool and it’s an essential part of survivor gameplay to be able to tell if someone is vaulting. My guess is it was just a bug they left in.

  • @PNgamer said:

    Hello,

    Legacy will never comeback ? after the upcomming changes about the exclusives; i don´t accept this answer anymore. BHVR knows aloooot ppl want Legacy. It doesn´t matter if the Bloodweb in history was harder or not. For Exclusives i have invest alot of time to get theese Items in history and money. So give it to us for Auric coins and BHVR can make alot of money !

    BHVR is big a company and this is an logic way to make money. I mean why not ? Every company want to make money. A logical thing i think

    Greetings

    It should only be for console, seeing as they never had a chance to get it while PC players did, they want to keep legacy exclusive because they promised they’d never devalue it by brining it back.

  • Bloodletting and Streamer exclusives will stay exclusive

  • @Nexey said:

    Disclaimer: I know this has been asked many times before. That was a while ago though, and the team has come a long way since then, and have vastly improved their skills.

    I was wondering if it would be possible to apply a blood overlay to other outfits rather than having a bloodied version of the default outfit.

    I believe this would add a nice touch to the game, I want to show off my prestige levels but some cosmetics are just way better.

    Anyone saying that it isn't impossible wouldn't be further from the truth, just take a look at the Plague's vomitting overlay.

    I mean a lot of the more recent prestiges just look like overlays anyway so yeah, this seems feasible.

  • Mine is probably the streamer Morf_UK because he's really funny, has REALLY high production value, and is actually skilled at DbD unlike some other more popular streamers/youtubers who play this game. He really knows his ######### and actively wants the game to be improved, all around a great content creator

  • @thefallenloser said:

    The bloodpoint grind is absolute insanity.

    There are 19 playable survivors and 17 playable killers currently (as of Nov. 12, 2019). That is 57 survivor perks and 51 killer perks to reach for. Maxing a character takes about an estimated 1.6 MILLION bloodpoints, with all characters currently requiring around 57.6 MILLION bloodpoints. On average, players will earn between 10-25 thousand bloodpoints per game. That's about 64 games before maxing a single character. Having such a high requirement for bloodpoints (especially to newer players) is an extremely tedious grind.

    Prestiging is even worse, as it's not worth 1.6 million (per prestige) bloodpoints for some bloody clothes.

    An easy solution to this is to make Bloodhunt points gained the standard. Having new players intermediately face this intense grind is harmful to the overall health of the game and discourages newer players from advancing.

    Yup, agree 100%; kinda wish they'd do a second Legacy, but they never will

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/103288/sole-surviver-change-like-dying-light-art

    Wouldn't mean that if somebody dies on first hook or something like that you'll get less stacks technically making it potentially more worthless than the original one

    You could have the stacks be gained through hook states rather than instances where they get hooked. So in the case that they die on first hook, you’d still get all 3 stacks for that person.

  • @Volfawott said:

    Can we have a little rework on how charms look on survivors.

    1) Style them in a similar way to the hooks. Don't have all of them cluttered one side of the survivor for example have to two on the right hip and one on the left. Also position them so the two on the right are symmetrical on either side of the right hip and the one on the left hip is the middle of the left hip.

    2) With the suggestion above you should have enough space to actually make the charms bigger because right now they're really small and not very noticeable. This way I could show off my charm to other survivors without their eyes and the screen having to make out with each other. The only one actually gets a good view of my charms is the killer and that's because first person camera when bending down to pick me up.

    3) if a survivor has a cosmetic which covers the hips. So far the only culprit of this Min's cardigan I am glad that you've moved the charms so they're more visible. #ThereWasAnAttemptMade

    However could you make sure they're directly centred in front of me rather than heavily centre right because it just means that only one charm is showing whilst the other two are hidden by the cardigan which kind of undermines the attempt

    Honestly I couldn’t give less of a ######### what other charms survivors have because they can just be fast passed with money on the BattlePass. The only two worth a damn are the ones earned through the tomes and the fog whisperer one, because those at least have to have challenges be done first or show you that someone’s a partner.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/828369#Comment_828369

    nObOdY rUnS iT aT hIgH rAnKs

    Thats What I’ve been regularly coming across, so that’s what I’ve been using and it’s working

    Still doesn’t make the perk any less #########, luck dependent, and screwing over your team to make it work. I run into nurses about 4 times in 50 games and I can’t even remember the last time I saw a deerstalker. Running 1 perk to only counter 2 not very used perks with a huge prerequisite that requires you to ignore your team is not a good perk; it’s as ######### as the old Dying Light was.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/828349#Comment_828349

    I’ve been using Sole Survivor a lot playing solo lately. With the rise in killers using NC and Deerstalker, Sole Survivor has saved my arse countless times.

    And it’s amazing with OoO

    1) Not many killers use NC at high ranks. Inner Strength exists so it completely counters NC; and if you’re healing someone else, just do it outside of TR. It doesn’t counter nurses if you’re healing someone else, it still shows the other persons aura.

    2) Nobody runs Deerstalker at high ranks, and even if they were, killers almost always pick you up upon downing you. Running SS for the slim chance that a killer doesn’t pick you up, and the even slimmer chance that they are running Deerstalker isn’t worth it.

    3) While I agree Object does pair really well with it, having a perk exist to only counter another perk (Calm Spirit - Spies, Hangman’s Trick - Sabo, Boil Over - Iron Grasp, etc.) is not good game design, and the perks are terrible because of this. Running Object by itself is better because you can use much better perks over SS that are way less dependent on luck and screwing your team over.

  • @Bluepach said:

    Hi guys, how are you ?

    I'm just writing this topic because I'm quite tired of running against the Pig when I have a hellmet (dunnot know if it's the right word) because as soon as I get enough distance I go out of chase so the coutdown is going down while she's still following...

    Why wouldn't the countdown stop as soon as you are in the terror radius ?

    This is just an idea, I play both killer and survivor.

    Thanks for reading and let me hear what you think guys, see you in the fog !

    They already did this and the undid it because the Pig could just figure out if survivors were around her based on if the traps stopped counting down when she uncrouched. Plus this would be a really unnecessary nerf to pig.

  • @[Deleted User] said:

    No.

    Sole Survivor is already a powerful perk. That’s why it has the downsides of only gaining tokens when a teammate dies.

    Its ESPECIALLY powerful paired with OoO. Even at 2 stacks it makes it easy to avoid the killer, and difficult for them to track you, particularly 24m or smaller TR killers.

    Lul wut, no it isn’t, it’s one of the worst survivor perks in the game right now, Distortion is a better SS even though it only has 3 tokens. By the time the whole team is dead it does jackshit to help you unless you also have object. It doesn’t counter BBQ at 2 stacks of SS because the range where it’d help you is only 8 meters outside of BBQ range (which doesn’t help). The only perk it only is decent against us Nurses, but even that isn’t good because inner strength exists. Even if you heal someone with SS the other persons aura will be shown so it makes that worthless as well. In the same way that Dying Light was a bad and unfun perk on the killer side, SS is for the survivor side, incentivizing you to let your team die.

    The OP’s idea for budding the perk is a good one and honestly should be implemented in the game.

  • Yeah some “test” they’re janky and overall worse than peer to peer and yet you still leave them on. Turn this ######### off it’s horrible to play in.

  • @MoonwalkMyers said:

    the connection isnt important but the Characters. What is the connection between the nurse and nea? Or the Doctor and Feng?

    Those are original characters though, they don’t need a connection because they don’t have anything preestablished that affects their stories. Heather and Pyramid Head DO have preexisting stories that matter heavily to their continuity. Having Heather and Pyramid Head together would make no sense, you’d either have to replace Heather with James Sunderland, or replace Pyramid Head with a monster from SH3.

  • @[Deleted User] said:

    A green medkit is actually better for healing yourself than a purple one is.

    No it isn’t, a purple medkit has 2 full heals by default while the green medkit now only has 1. Its way worse than it used to be, especially if it is the medkit with no perks or addons.

  • @SirBassington said:

    So in light of coming back to DBD after a 3 month stop (college, life threatening medical emergencies, etc., life got in the way basically) I was welcomed to a glorious thing called the Rift and the Archives.

    Archives: fantastic! Finally storytelling that goes deeper than the 'casual' stories we had from the start. Loving this idea.

    Rift: oh dear, 2am math, grammar and typos here we go... leveling through the rift is done through completing challenges that are completed during a match, I like that. There is also a reward system which I will use with Tomes interchangeably, badically a limited timed event (or so to speak) with special items and such, nice, not complaining on that particular part. A Tome is 70 days long before whatever happens then, per Tome there is 70 tiers in a Tome, for rewards. To level up to the next tier requires a flat rate of 10 Rift Fragments, okay sounds easy. Lets break that down further into how to get 1 Rift Fragment; a single Rift Fragment is a total of 800xp from any means. So for 1 tier level, we take 10 Rift Fragments multiplied by our 800 xp requirement which comes out to 8,000xp total. Alright, now to the grand scheme here: 70 tiers multiplied by 8,000xp comes to be a whopping 560,000xp for an entire Tome (if I have all my terminology correct).

    According to a post I saw on here by a moderator, the average xp gained per match is average 500. And of course we are talking about "on average", what we want for technical and statically correct data is the mean value across the board how much xp is gained per match, but we aren't given that so allow me to express me concern further: to get 560,000xp at a rate of exactly 500xp per match comes out to be 1,120 matches. Now take our known time limit 70 days divided by our total matches "on average" of 1,120. We are left with a daily quota of 16 matches a day. 16 matches a day (for the 500xp requirement) takes a LOT of time once you take into account matchmaking which can extend this process dramatically. On average I know a normal/decent match for me last around the range of 7 to 12 minutes on either side. My matchmaking is quite slow a lot of the time, I came back from an extended time away so i am climbing back towards red ranks on both sides quite slowly due to various variables (including the matchmaking process). If I take my person time per match plus an average of 4 minutes per matchmaking (including ready up in a lobby once found), and that's being generous as I often have to wait beyond a 10 minute interval, I sit with Eclipse open and just program away or watch videos waiting on this process. To meet the said daily quota comes out to be 16 matches multiplied by 10 minutes per match one average plus another 4 minutes per matchmaking on low waiting time. That comes in at a 164 minutes, or 2 hours and 44 minutes, per day to must meet the daily quota with expectations to reach tier 70. 2 hours and 44 minutes per day for 70 days comes out to be 11,480 minutes, or 191 hours and 20 minutes.. hours.

    As a person in a society, with a college attendance that consumes most of my time and soon to be a part time job to add, I can reasonably say this is a HEAVILY predatory system that favors those who have ample time to play non stop or also (from what I read as I typed all this) a possible monetary option to use auric cells to skip ahead. I shouldn't have to comment on that, and i won't but as someone who has played since before Nurse was released, I can say this entire Tome thing is a stretch from the original game and how it could've gone in ways. The Tome feature just seems like a weird heavy burden on those of us who don't want to, or don't have the literal means to particpiate legitimately whether it be financially or because time constraints.

    Idk though, maybe it's just me who sees the extreme incapability of the casual player to legitimately play this game and it's new features at a normal/casual speed with or without outside, systematic events that prolong the time it takes, and forces monetary extortion if you will. I' can say I'm certainly overwhelmed as this feels like this favors those that can "output a little more" time or money than the casual player whom can only play minimally or so.

    I digress for now, what do you all think on all of this? I'd love to hear what anyone has to say on this addition!

    No, you're correct; you need a lot of free time to do this in time. In order to fully complete it you have to play around 10 matches a day in order to get that tome level (around 10 rift shards) which can vary drastically based on a number of different factors. Sure the archives exist, but they only provide a couple levels of help, assuming you do every challenge (which not everyone will do). It's honestly designed to make you spend more money on a battlepass that already costs $10 in a game that is collectively $118 before the cosmetic shop.

  • @stylisticx said:

    So I play often but I RARELY ever get the Plag so I had honestly no clue until today, when someone took the time to be rude through messages, that you shouldn't cleanse. I am pretty decent at the game but I just never took the time to learn how to do well at the Plag when I see her the least. I'd rather not get messages from people saying I am **** and don't deserve my rank because I didn't do well against a killer I rarely play against. I guess me being rank 7 I should "just know," but I don't. So please any info I could get I'd greatly appeciate.

    Side note: I feel like like it should be obvious to every human being no matter the game that you have your good days and your bad days playing. Like today I can't win for losing, but the other day, I was pulling off the most awesome and insane stuff. I don't message people who do genuinely awful things or are horrible sports or teammates being rude. I never understood why people do. Like just be annoyed and move on. It is just a game and you make it not fun for yourself taking it TOO seriously.

    Rant over ?

    Oh the strategy against Plague is a little complicated, but once you learn it, it becomes fairly easy to master. Ok, so first thing, you load into the match, you first have to determine if it is a Plague in order to immediately start the strat. If you hear water running or see a fountain, then BINGO! you can start the tactic. Alright, so second thing, you need to stop what you're doing and press esc; then you press the "leave match" button and click it again; and now you have countered Plague 100%. Now whenever you're faced with this challenge again just repeat the process, although be careful because it may vary based on what map you're on and what perks you have attached; but the basic idea should remain the same.


    Hope that helped ;)

  • @arslaN said:

    https://us.v-cdn.net/6030815/uploads/715/E7LLZ75DTJ8K.jpg

    I think he looks fine right now. Very similar kyle gallner don't you think?

    I'd use the LUL button....





    IF I HAD ONE!! >:(

  • @HatCreature said:

    It would be nice to see his handsome face in this game.

    Yeah, there's even a fan made mockup of it that looks amazing. :D

  • @JDenson said:

    Laurie's hair just doesn't move in game at all

    Her newest headpiece does

  • @Keanuqwerty said:

    hello quentins your fellow survivor(god) jeff is here, and he agrees too

    lol

  • Yup, I agree completely

  • @NMCKE said:

    Prologue

    It seems like No Mither is just a hard core perk for bragging rights if you escape. However, I feel like the perk could be made more useful while still providing that "Hard Core" factor to the perk.

    No Mither

    You are affected by the Exposed status effect for the remainder of the Trial.

    You are granted the ability to recover from the dying state, and while not crawling, you bleed-out 50% slower than normal.

    Passively gain a health state after being injured for 40/36/32 seconds.

    While healthy, with the exception of repair speed, you perform all actions 25% faster than normal and you don't leave any scratch marks.

    Review

    You are affected by the Exposed status effect for the remainder of the Trial.

    Unlike broken, exposed doesn't automatically giveaway that you have No Mither because you can pretend you aren't exposed by: Remember, these aren't the only things!

    1. Injured by a bear trap
    2. Injured by a hatchet
    3. Injured by sickness
    4. Dying by a locker grab
    5. Dying by chainsaw attack
    6. Dying by killer perks
    7. Dying by killer add-ons

    You are granted the ability to recover from the dying state, and while not crawling, you bleed-out 50% slower than normal.

    Basically, this is like an upgrade to our current No Mither ability to recover from the dying state. Now, you don't have to worry about getting slugged to death because while not crawling, you don't bleed-out as fast. You can also recover more often within the extended bleed-out time.

    Passively gain a health state after being injured for 40/36/32 seconds.

    This isn't a huge buff because you're already exposed, being injured or healthy doesn't make a difference. However, being healthy does hide your blood trail and stops you from grunting in pain, so that is something to consider.

    While healthy, with the exception of repair speed, you perform all actions 25% faster than normal and you don't leave any scratch marks.

    This is what makes this perk difficult because you are able to juke the killer easier but at the cost of being exposed. The added bonus to all actions (besides repair actions) is an additional reward for not being downed while you're in an extremely vulnerable state.

    Epilogue

    Hopefully, this perk will reward players for making great plays while still containing the hard core function.

    Any feedback is definitely appreciated! ??

    Or just make it start you off as uninjured and have it not show that you’re broken when you become injured. A way simpler buff that makes it compatible with No Mither perk combos, don’t need anything more than that.

  • @SebaOutbreak said:

    I have yet to encounter a toxic Nancy.

    No because they’re all brain dead xD

  • I mean it is just an over glorified meme perk, it’d only be useful if it could be used by itself without Q&Q. Also if it’s 3 second countdown started when you start entering into a locker instead of after the animation finishes. Also the fact that it leaves you exhausted makes it utterly worthless against exhaustion addons and makes it suck compared to every other exhaustion perk. The perk should be a 40 second cooldown perk, not exhaustion based.

  • @Dr_Loomis said:

    What do you think of the newly included charms available in the rift?

    If only you had to actually EARN them would they be cool, but you can just buy your way through the rift like a dumbass (and yes, people have already done that for some reason) and get all the charms through BS ways. The only charms that are cool are the ones from the tones because those are the ONLY ones you can’t throw money at to get.

  • @drimmalor said:

    From a game design perspective, incentivizing players to not use the things they've worked to get just feels bad. Perks help the game not become stale, as you can switch them up and try different builds. If you got more points for not running them, then what are you ultimately gaining points for?

    But We’re Going to Live Forever exists, a perk that famously does jack ######### in regards to helping you. All it does is waste a perk slot for a potentially better perk, and that just circles back to your argument; why use it if it wastes a slot for something else you earned? The reason? POINTS. There’s nothing wrong with giving the player more options to gain points and incentivizing them NOT to rely on perks is going to ultimately help them in the long run. I’m not really sure what kind of argument you’re trying to go for, it doesn’t make a whole lot of sense; again, seeing as the perk WGLF exists and it doesn’t to a single thing, unlike BBQ&C.

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