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Milkymalk

Milkymalk

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Milkymalk
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  • And how does TCM predating Halloween have anything to do with which DLC came first?

  • Well it sucks, but it is called an achievement for a reason.

  • @JoyfulLeader said:

    @ClogWench said:
    I thought Meyers was the first franchised killer, though maybe I'm wrong. 

    Leatherface came out years before Halloween

    Wat.
    There are several ways to interpret this statement, and all are wrong.

  • @EntityDispleased said:
    I'd love to get the rank 1 survivor achievement but it just takes an awfully long boring time to get there. Fighting your way through brain dead teammates, moris, camps, tunnels etc is a pain in the ass as well. As killer I just have to rely on myself.

    Everything you listed becomes less of an issue the higher you climb. The real problem, it sometimes felt, is not finishing the game too quickly to pip. I had a lot of games where we gen rushed and got the hell out of there, but then I had almost no points in Evasion and Altruism so no pip for me.

  • @BACKSTABBER said:
    Before judging learn a bit in YouTube

    Yes, because all the hidden truths of the world that nobody wants us to know are openly available on Youtube.

  • Wow, you are really hurt. DC sucks, but it's not the end of the world.

    If DC punishments were introduced, people would just AFK: Go to the toilet, browse the internet etc. until the match is over.

    A killer who DCs is a free escape for the survivors. Just count it as a victory, get your points and re-queue. No big deal.
    A survivor who DCs is a free kill for the killer and a more difficult match for the remaining survivors. Just look at it as a challenge. I get into so many 3v1-games right from the start (and no, not a DC because of killer offering) that losing one guy mid-match is not that much different.

  • Spirit is fun to play (especially with her schoolgirl skin - "NOTICE ME SENPAIII!!!") and quite strong. I think the only other non-free killer which comes close in balance between fun and effectiveness is the doc.

    And she comes with some really good perks.

  • Doctor of course.

    Freddy has a lot of map presence. When you hear him, you only know he is near, but you have almost no chance to hide effectively except in lockers if you are lucky. But he is helpless if you split up and is not good at turning his presence into kills.

    Billy has superb mobility, but he can easily be juked if the killer player is not skilled with him. Players have to hug the trees/barricades/whatever or they are insta-down and speed boost perks are of limited use against him.

    Nurse. Travels around the map fast and ignores obstacles. Is quite hard to master though and has no viable addons as almost all of them throw off your muscle memory by changing teleport charge speed or range. I like the bell though.

    Hag because of teleport traps, but she has to stay somewhat near, which is easy to screw up if you are not used to it.

  • @AntiJelly said:
    Well, including the tiers, there's about 151 levels required to get all perks. Each lvl 50 bloodweb is ~50k bloodpoints, and the first 49 levels are about ~40k. 49x40k=1,960,000. 102x50k=5,100,000. The total amount of bloodpoints required to get all perks is about 7,000,000 bloodpoints.

    This does have about a 500,000 bloodpoint room for error, plus or minus.

    I did the math too while I was grinding BP for prestiges since the last summer event. I leveled quite a few times from L50 to P*L50. After 1.000.000 BP I am usually somewhere between L36 and L42, with 500k-600k needed to get to L50 again. Do this 4x for a character (my math is based on killers) and you end up around 6.2 million BP. If I counted correctly, there are currently 54 killer perks, so you need a total of 54 * 3 - 3 (you start with them) = 159 levels to get all perks. So 6.2 million BP for the first 50 levels (including the 147 level-ups of P3) and 109 more levels at ~50k each = 5.45 million BP for 11.65 million BP in total.

    14 killers means all this *14 = 163.1 million BP to get all perks for all killers at P3.

    If you level during events (except the current one for obvious reasons) you will save a LOT of BP because the blooweb will be cluttered with 3k event items.

  • @ColonGlock said:
    Survivors have more matches. I play survivor and normally make 20-35k with WGLF/prove thyself and the matches are way less stressful than killer ones.

    This. I enjoy playing killer much more than playing survivor, but actually I play about 3-4 survivor games for each killer game I play when grinding up BP because playing killer is quite stressful and playing survivor has many quiet moments to relax.

    Also, don't forget to take game length into account. A survivor who dies with 10k points can start a new game right away. A killer has to stay in the game the whole time for his higher points average.

  • Really? I hardly remember ANY names from any games, neither ones I won with a 4k/3k+h nor ones where I got stomped. In fact, I couldn't tell you any names I have ever played against except for those who went to my friends list afterwards.

    BHVR is doing everything right, from their perspective. People rage, rant, tell stories of great and horrible matches. Every DBD player has emotions attached to the game, good and bad ones. It's not a game you play and forget about. We all hate certain aspects of the game, but we keep playing even if it infuriates us. Because, at its core, it's a damn good game that we care about.

    As a developer, it's better to have a game that is hated by every single player, than to have a game everybody is indifferent about. We hate the game because we love it and want it to be the best it can be. It's just that we have different opinions about what is "best".

  • @SenzuDuck said:
    No it wasn't, they stated a few streams ago when they released they only had time to do KYF or SWF, and they opted for KYF.

    "few streams ago" is fine and all, but back when it was introduced, they said that the constant lobby-hopping was the reason behind the decision for SWF. It wasn't even announced before that. I experienced it all back then and it was unbearable. 10 or so people would leave your lobby (or the same person over and over again) until all 4 would stay and play.

  • @TheMidnightRidr said:
    I promise you that if SWF was taken out of the game, DBD would die.

    You DO realize that for its first few months, there was no SWF and at some time survivors would lobby-dodge until they wound up in the same game as their friends? SWF was introduced to stop that. Until then, there was no SWF mode. The game was balanced around being isolated.

  • @pemberley said:
    What is NOT okay is the groups that do try to make the killer miserable. Body blocking. Dsing. Blinds at the pallet. Wantonly tea bagging. 360ing. REFUSING TO LEAVE THE MAP AFTER THE GAME IS OVER AND GATES ARE OPENED. etc. And that needs to be resolved.

    DS is a thing and I have accepted that in nearly every game, there will be someone I have to catch one additional time. Or just ignore, especially if he is wearing flashy clothes and taunts me all the time. He is probably the one totally out of rank who is responsibe for keeping me occupied while his baby friends do gens.
    Body blocking? That's okay, they trade me a free hit for an escape. Not even salty when that happens.

    The rest however? Real problems. Especially the last survivor walking all over the map to look for that extra 2k points from the hatch, instead of just leaving through the gate that has been open for ages and is on the other side of the map.

  • BP offerings are just making bloodwebs cheaper by paying you back an amount when you use them. If I buy a 25% offering for 3k and max out the category, I get 2k back, so that bloodweb spot effectively only cost me 1k. The thing is, you have to buy this spot anyway. You probably shouldn't go out of your way to get a 25% offering, but a 100%-to-all offering is always worth it if you can reach it without any detours and a normal 100% or even 50% offering should influence your decision which way to go if both ways cost (almost) the same.
    These are not about making a profit. They're about spending effectively less.

    Of course, this stops being true if I already have so many of them that I will never use them up anyway.

  • @White_Owl said:
    Don't act as if he's special, maybe he's the antimate, the one that crouched around and did nothing all the time (just like it happened in the match that made me write this).

    Exactly this. I had to witness a killer endgame farming with the guy who did nothing all game except trying to troll me, smear the killer on me during a chase while I was working on a Hex and bodyblock me when I was carrying a lantern, finally getting me killed when he quickjumped a window next to me to alert the killer. Sure the killer meant well because it was a 3v1, but that guy did not deserve any mercy at all.

  • I liked hallowed blight best. It gave survivors something to do except gens and killers didn't care whether you did your extra objective or not. Matches were longer and I sensed an overall "let's just have fun!" attitude. Most players didn't care whether they escaped after all flowers were sucked dry, so might as well play the rest of the game without being tryhard.
    I am aware of players complaining about some people who did a "harvest and suicide" in order to fill their points quicker, but I played A LOT during that event and I can't say I observed that often. Maybe because I usually only hover around rank 10.

  • I would stay close to the hook and not leave unless I see a mildly good chase offered. Not someone teabagging at 50m distance, but someone I could realistically catch before he reaches the exit gate. If I give chase and he sprint bursts away or starts bullshit like looping me around timewasters, I return to the hook.

  • I'm formerly killer main, now I play 50:50 both sides and I have to say that this is the first event I don't enjoy.

    As a killer, you have to INVEST TIME, the one ressource that decides whether you win or lose a game, to find those lanterns after a hook. With that few envelopes going around, you can bet that all lanterns except the one of the guy you just hooked, are being carried around.

    As a survivor, you are fighting over those lanterns with your "teammates". So you want to secure one for you early in the game, except that you don't want to, because they make you a beacon of visibility with no added benefit. But if you don't, either other survivors take them and screw themselves over as well as the team, or the killer destroys them.

    I wanted exactly one outfit from the event and now that I have it, I will ignore the event objectives.

  • @JammyJewels said:
    But isn’t this just enforcing the event-based Survivor VS Killer thing I saw so many get worried about prior to the event?

    What, Survivors VS Killers? Unthinkable! What is this, a game that pitches two sides against one another? Pfft.

  • A possible solution:
    "When only one survivor is left, an alternative objective is unlocked: Instead of repairing all generators, opening an exit gate and escaping that way, the last survivor left can cleanse all remaining totems to open the hatch."

    As almost all perk only help with defending generators and totems don't notify the killer when they are cleansed except for hex totems, this is easier to do than finishing gens and opening one of two gates (effectively giving the killer a beacon where to go whenever you make progress), while it disencourages people from hatchcamping and you still have to "earn" the hatch. There is exactly one perk to help defend totems, Hex: Thrill of the Hunt, and Hex: Haunted Ground also might help, but that's it.
    What's more, players already cleanse every totem they find for points anyway, so there won't be that many left to look for.

  • No can do. Have to go to work in 10 minutes and will be busy tomorrow until evening. I thought it starts tomorrow evening or the day after.

  • Wait, it starts today? Damn, I just spent ~1 million BP on a prestige.

  • I thought of Shelter Woods but I was not sure :D So, one of three variants of one map of 14. I'd say Balanced Landing is pretty low-risk to take.

  • Simple idea: If players DC before the match, keep the reduced generators to do, and give the remaining survivors a BP boost dependent on the number of players. 1 pre-DC = +25%, 2 pre-DC = +50%, 3 pre-DC = 1 survivor alone = 100% more BP. Do it per event and not post-game to not encourage farming. So if there are 3 survivors in the game, a totem earns 750 BP instead of 600, solo generator is worth 1562 instead of 1250 and so on.

  • @Aven_Fallen said:
    it can be activated on nearly every Map

    "nearly"? Which map doesn't have any hills or other drops (not even counting the basement stairs)?

  • Change the Cypress Mori to this: Instead of the last survivor, any one survivor on his last hook. Cypress Mori deserves to be used more and this way it hardly makes any difference for the match.

  • I don't care much for the Huntress cosmetics (because Bunny Huntress = Best Huntress), but I like the one for Feng Min. Will there be more or just those two and Ace?

    As for the event itself: I find those to always be fun, just because they break up the routine a little. I liked the summer event because it somewhat gave certain gens priority over others, and the halloween event gave survivors something else to do besides gens, which is something many players are constantly asking for.
    The same goes for killer hooks (priority). Plus, everybody is a little less tryhard and that lowers frustration when a match is not so perfect.

  • You need about 1.5M BP for one run level 1-50, so about 6.0M BP per P3. Divided by 90 days means that you have to farm 60-70k BP per day to keep pace if you only level one side (killer or survivor) and 120-140k BP per day if you want to max out both sides. The first goal can be done in 3-4 games if you do your daily rituals (so around 60-90 minutes per day), the second one needs 8-12 games. Party streamers and high-score games cut this down rapidly, and double BP events boost your progress greatly.
    So, if you concentrate on only one side, keeping up with new content is no problem as long as you play a little each day. I actually did the math because I want to P3 every killer and wanted to know what it would take to not only keep up, but actually level the old killers as well.

  • @Orion said:
    The question is still essentially the same. How does this change anything? Do you have to see the Killer's perks at the end of each and every trial or else you can't enjoy it?

    Sometimes I want to know why certain things happened. Did he have Nurse's Calling or did he find me by chance? Was him playing so "badly" hinting at NOED? Which addons did he use for his killer power to feel like it did? And many more.
    Currently I can just look at it and get on with the next game. In the future, I will have to wait for the 3-man-SWF to be done teabagging him and finding the hatch, camping it until he finally shows up only to jump in as he approaches.
    If I am part of a SWF, I have to wait for the match to end anyway in order to queue again with my friends, so it doesn't matter much.

    What's so difficult about only hiding the end screen from SWF members, or better, only SWF members who have other members still alive in the game? Non-SWF players can't tell the others anything anyway unless they in a hurry added each other before the game specifically for this reason, which is a huge hassle and hardly worth it.

  • @Faceless said:
    SWF is balanced.

    Killers use ebony memento mori and ruin + noed all the time.

    Moris get used up whether you get to use them during the game or not. Is it the same with your friends?

  • Ruin is inherently unbalanced. The survivors might find it in 10 seconds, then it's a useless perk. Or they spend 10 minutes looking for it and still can't find it, then it wins the game. It's most balanced when it's found around the time 1-2 hooks have occured.
    I'd like it if a toolbox countered Hex: Ruin but got used up really fast in the process.

  • I think the issue is that you as the killer have almost no influence on DS besides not picking him up. So as soon as someone has DS, you WILL get -3%. Not really enough to jingle my keys but it's an issue.

  • @tennmio said:

    Well that Kate was the only one getting tunneled after getting off the hook. Everything else was fairplay.

    I think your interpretation of what constitutes tunnelling is a little wide. But that's probably just another case of entitlement: "When I am unhooked, I am entitled to get away while you chase my saviour." It's an either-or choice. If you get chosen, either by chance or because you were in the best position to be chased, deal with it.

  • @Star99er said:
    Pig and Michael are the most fun to play imo.
    Cannibal has the best perks but he’s weak and has a bad playstyle imo.

    You can't buy those three with shards as they are licensed killers.

  • I never use PGTW. For that, I need to be able to hook someone in the first place :'(

  • "All remaining survivors are inside the exit zones. Press X to end the match."

  • Three survivors suicided, killer had pity on the last one and decided to give him a few points so he doesn't suffer from his crappy teammates. All fine.

  • @purebalance said:

    @AgentTalon said:
    That's a solid idea and I think it would be fun.

    Terrible idea. It should go from points farthest from the gate, but also affect the killer. Someone is just sour over the gates being powered and people not leaving because they were bad.

    Why should it affect the killer and why should it start AWAY from the open gate? The purpose is to tell survivors "You opened the gate? Great, now get out and don't unnecessarily prolong the game. The killer knows he lost, don't waste his time."

  • @OGlilSPOOK20 said:
    Community is so split between survivors and killers and so toxic that there's no fun in this game.

    Oh boy oh boy, you obviously never played any League of Legends. There is more salt in the aftergame chat there than in the Dead Sea.

  • @Strider said:
    The Trapper's padded jaws. It has no upsides whatsoever other than the bloodpoint bonus (which is still capped at 8000) and you don't hurt survivors that step in them at all.

    How often do you max out Deviousness with Trapper anyway? Trapper is the only killer whose power depends on survivors being stupid. I might have the wrong spots for trapping, but if three people step in my traps that's a lot.

  • Every Nurse add-on except for "Bad Man Keepsake" (tooth) and "Pocket Watch". Without the tooth charging the blink takes too long and all other add-ons mess up my timing.

  • To qualify for mercy, several conditions have to be met:
    1. The match must have been fun for me so far.
    2. No teabagging, flashlight for escapes or at pallets, or endless looping from pallet to pallet or around the same building all the time.
    3. I believe I have made a lot of points.
    4. I have the impression that you are having a bad game or belong in games with worse killers. For example if I would hook you for the third time in the first 5 minutes or so. Then I only slug you and you can get healed.

    In short, if I have a fun game, I will try to not ruin yours.

  • Killers can't lose progress
    Killers can't get hooked before they can drain a plant
    only long Queue times

    Dude, these queue times easily last as long as two complete survivor games including their queue time. And bad killers who fail to catch any of those toxic SWF swat teams don't get any serum at all! All a survivor has to do is run around the map, hold M1 when he finds a plant, get killed and repeat.

  • I get lots of points because I always have 8k in Chasing (full before the game is even close to ending) and more often than not 6k+ in Deviousness and/or Brutality. OTOH I don't get pip points from Gatekeeper or Devout most of the time so I kinda float at my rank.
    Rank average means nothing if one player is so out of rank. He is almost unstoppable and also coordinates the rest of his team. Tell a noob what to do and he suddenly is a lot better.
    The screenshots are mostly from games with ridiculous or remarkable results. For example depips and/or 4-escapes when I have a lot more points than everyone else, 4-kills when a red rank was playing, and so on. There were lots of games where I killed one of the "scrubs" and the rest escaped, and I had similar points to them or fewer. I didn't screenshot with the intention of posting these or I would be able to show more "normal" games where this happened.

    Unfortunately, Doc is already P3 50 and I didn't find BS or End in my bloodweb yet, Ruin and BBQ only at level 2 and 1 respectively. By current build is Bamboozle, Overcharge, Distressing and Unnerving Presence and I try to drag the game out until no pallets are left. Combined with "Order" which creates fake pallets this helps a lot against the cheerleaders, but the quarterback is still a problem.

  • Just to be sure: You DID level up a survivor, right?

  • Those with 1 Perk are rank 20, 17, 18 and so on. Oh, you mean the two rank 5 in that ONE screenshot? That completely nullifies everything. Of course.

  • It never was as bad as now. I've been playing almost since the very beginning and while sometimes I had a rank 1 in my rank 6 game (back when you could rank up with 9k points), it was just more or less a regular occurrence and not the rule. I am genuinely surprised after every game that only has equal ranks.

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