Milo
Milo
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- Milo
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Comments
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@batax90 said:
I dont know the ptb work for dbd but maybe its because the dev are scare that the player base will swich to the pbe so they dont need to grind for perk they dont want
PTB Progress doesn't transfer to live.
@includedcoast6 said:
So when u use bp in the test build u really don’t use them because u get it back it’s just the test build sou get two try it out first hand
Still, why not just unlock those perks. Or make tested characters have everything. (every perk and add-on)
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1743993#Comment_1743993
Because when they bought the game 4 years ago whatever the trigger was wasn't originally there, there was nothing currently in the game for them to avoid. Before the trigger was added the person played and became a big fan of the game, maybe it was a great stress relief or took their mind off whatever had caused their ptsd. Then they added whatever the phobia/ptsd trigger is so person would DC when they would have to face that trigger to avoid it, but then DC penalties became a thing. So now you have someone that became invested in a game that now has to go afk, DC, or just entirely stop playing over a trigger that was added to the game AFTER they had already spent x amount of time/money into it.
It'd be like if you watched a horror movie you LOVED multiple times that had 0 triggers for you and then one day George Lucas got his hands on it and added something that is a trigger for you that you can't avoid without just not watching the movie.
The game is a live, "horror" game.
It's obvious they would add more killers that were similiar to "classic" horror game tropes.
It'd be like if you watched a horror movie you LOVED multiple times that had 0 triggers for you and then one day George Lucas got his hands on it and added something that is a trigger for you that you can't avoid without just not watching the movie.More like, you have a chance everytime you watch that movie, to watch a diffrent take on it.
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This would mean that the killer would only go after the weakest link.
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@includedcoast6 said:
The suriviors who dc start at the dieing state after the dcing killers that dc that come back probably have some gens done because of the dc which also they lose time on hooks and bp which screws them in the long run
How long do you plan on reconnecting?
Even 2 minutes can change the game around.
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...No?
I mean it shouldn't. It's not your fault. The only thing you can do is either die on hook or leave as quickly as possible.
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Perk rarity goes from "everything's" rarity, so yes it does make sense why it's not that ^.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/205547/make-wglf-25-per-token-not-100-from-start
Disagree,
It's in a great state now and doesn't need any nerfs.
Imagine if BBQ would get a similiar change.
Also,there are a lot stronger perks in this game than WGLF
WGLF is strong we cannot deny* that.
However there would have to be easier way to get tokens WHICH they didn't add.
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That would be too Opressive don't you think?
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Spine Chill isn't a "training wheel". It's just a generally good perk because of it's effects.
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If the passive are too strong then they create metas.
If they're too weak why even bother adding them to the game?
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If you don't have bbq i would get Bubba.
If you want a pretty strong killer then I would get Freddy.
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like maybe a pip lock? A way to prevent D/C's from gaining pips, but not losing pips, until so many games have gone by.Oh you mean i can just... stay at yellow ranks forever? That seems fun!
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Y'know how many times i heard dbd is going to die?
For atleast 1 year. Still waiting.
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I find Blight more fun tho :>
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for easier access to buildings and shortcuts"Or to sometimes aid your opponnents instead"
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Killers also need to hold down spacebar when destroying a palletThat is false.
But they could be.
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... People would still use discord? Especially
with the killer never hears the survivors -
No wonder people suicide on hook it's because of awful teammates.That's a first. Usually people suicide because ... they got down quickly (basically they dc)
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@SasukeKun said:
i mean its safe to say hes no where near new player friendly
Well duh.
The same way Nurse isn't new player friendly.
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@KatyAlex said:
Maybe add a couple of skill checks in there too? Like for normal healing or a jigsaw box?
"oh darn I got water on my shirt, time to scream to alert Plague to my position!"
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@PapaBless said:
So if you bought ice cream and on the next day you see it with big discount you also ask for the refund? I understand that unexpected sales sucks, but it's definitely not the reason to give you any refund. It's your choice to buy it or not. If you wanna stop playing because of it, it's your choice also.
That... doesn't make sense.
You eat the icecream and unless you.. puke it out i guess you can't just give it back. A better comparison would be with a piece of clothing.
I understand that unexpected sales sucks, but it's definitely not the reason to give you any refund.People just feel robbed, beucase a new cosmetic came out and 2 days later it's on sale. Let's say a new piece of clothing came out and it costs x for 2 days but then it goes on sale. Wouldn't you feel bad and have less trust in buying things on the first day?
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AH you mean Boil Over.
They're scared of buffing self wiggle perks because you're not "supposed" to wiggle out on your own.
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To be fair, if you complete all other generators, the remaining event generators still give you their bloodpoints.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1706336#Comment_1706336
The point I try to make is that rarity in this game has always been tied to how impactful an item/add-on/perk is in the match. For instance, brown medkits are less impactful on a match than yellow medkits than green medkits than purple medkits, and a brown battery on a flashlight is less impactful than a low amp filament than a green battery than an odd bulb.
It used to be the case that like everything else, perk rarity told the players how impactful the perk was on the match (with a few exceptions such as Monstrous Shrine). For instance, Deerstalker (I) was less impactful than Stridor (II) than Devour Hope (I) than Brutal Strength (II) than A Nurse's Calling (III). Over time, this changed slightly (i.e. Brutal Strength was nerfed, pallet count was generally reduced, and its rarity stayed the same), but rarity was clearly tied to impact on the match.
This held true for survivors as well. Iron Will (I) was less impactful than Quick & Quiet (II) than Lightweight (III) than Leader (II) than Sprint Burst (III).
It all made sense: a higher rarity meant the perk was more impactful regardless of the tier.
However, the developers started paying less and less attention to this as they strangely wedded themselves to a "formula" for perk releases (and add-on releases) for newer chapters that made it so that balancing was harder because inherently powerful add-ons / perks by their use on a killer could not be made a higher rarity if there was already a perk occupying the space for that rarity. Furthermore, with the bloodweb rework, the devs mashed together the bottom two rarities and the top two, muddying the logic in greater amounts.
Then we started getting things such as: NOED now gives Exposed at green rarity (doesn't make sense at all for the system). Balanced Landing now gives a speed boost at (what used to be common) tier I. Ruin now affects how much regression is happening vs number of survivors per tier (made rare Ruin much more powerful than the corresponding rarities of perks like A Nurse's Calling or Thanatophobia). Discordance starts at uncommon rarity and moves to rare at tier III (even though it was significantly more powerful than other perks at the same rarity).
The change the devs did most recently was basically: "Well, we ****ed the logical system we set up, so let's just get rid of it entirely while keeping the grind." The reason higher rarities are more expensive is because they're more impactful, and what we have now does not reflect that at all.
So, this is why I don't agree.
@APoipleTurtle I think the intention was misplaced. If the devs wanted to make a change for the sake of organization, they should have implemented alternate sorting systems rather than throwing the logic behind why things were the way they were in the trash.
I mean, perks technically still do this.
With your example a brown medkit has less impact (even if only by little) than other rarity medkits.
Wouldn't you say Iron Will 1 has less impact than Iron Will 2 or 3? In their own little triangle, it works.
On the grand scheme of things, if they kept the old system, they would have to change rarity of perks they just released every mid-chapter (because this perk wasn't as strong as they anticipated).
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@Mendax said:
https://forum.deadbydaylight.com/en/discussion/comment/1706091#Comment_1706091
I saw this message on Friday in one social network. Perhaps it was taken from the discord.
https://us.v-cdn.net/6030815/uploads/74A67T5H7ULD/image.png
It's sad that they didn't immediately respond to this thread. But I hope they answer tomorrow, after the weekend. And change their mind.
And that is fair... However not literally 2 DAYS after it was released.
Why should we ever buy anything on day one from them anymore?
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I somehow didn't notice that... Thanks.
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Deep wound (in it's current state) isn't supposed to be threatening. It's mostly a time waster.... Weak one, but a time waster.
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@B_Random said:
https://us.v-cdn.net/6030815/uploads/VN94PJF7H9BH/image.png
It took under a minute for me to find someone and injure them. Within that minute, this gen in the screenshot was completed. And this isn't just perfect timing to say the gen is too fast and there is no photoshop. This is a legit, 100% real image of a game I had where I was stomped by survivors and it all started because of this unchecked BS.
I have to mention that I've never experienced a team who's done this while I played survivor, this only happens when I play killer. And it's the dumbest thing ever, since the Discordance Nerf.
I'm sick and tired of the return of insta gens, because it ruins the gameplay and doesn't even allow the killer to do anything about it.
Please, get rid of this bullcrap.
That is a fast reaction seeing the gen still says 5 gens are left! Impressive.
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like why???Because it's a challenge.
It's literally impossible to have every playstyle as a diffrent section for each invidual person. They would get even more repetetive or sometimes ridicolously specific.
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You see, that change was made because of mmr system.
They however removed mmr system but didn't remove not being able to swap out killers (I think they plan on bringing mmr back).
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@Angelicus23 said:
is not a set, outfit, there's a difference.
btw I love how deep the eyes look with Joey's mask
Must've been so tired that i forgot there's a diffrence now, haha.
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I think it's green because the other map offerings are also green.
So probably to bring this sort of "balance".
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@SunderMun said:
It's already getting a buff; it's going to increase healing on dying survivors by 100% and I can get behind that as a default perk to run; nothing broken, but at least it does something helpful now. I do think that stacks should be obtainable by healing full health states of other survivors, though.
While it is helpful. However it does nothing to help you get more stacks!
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Just run around with Bond and go on a gen with someone.
Tell people before match you're doing this challenge, they might ignore it but still there's a chance.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1676131#Comment_1676131
While I agree with you there are exceptions:
Killers like Legion(Spreading damage/Hit and Run) or Oni(Instant down/Rampage killer) who like to spread out the damage and usually don't both pick up the first person they chase.
So I have had games against Legion/Oni where i did do most of the looping but just Feral Frenzy chained off of or get demon striked into the ground and slugged until picked up while he runs off to try to down the rest of my team.
That being said however it doesn't sound like either was the case for them in their games.
Good point!
In those scenarios you cannot do more than just get downed for someone and hope he doesn't commit further.
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@Radiosity said:
They're not cosmetics, they're consumables, you're meant to use them. If you want to hoard them instead, then it's like hoarding in any RPG: Your problem.
However, event consumables are rare. I don't see an issue with them persisting through prestiging.
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@TheDeadlySpecter said:
Well yeah, but what if you do help your team and you're so good that you don't get hooked once, but then they all die?
Well congrats then, but still you have 2 hooks which can also be used to help your team. They maybe would even help push it so it isn't a 1v1.
and you're so good that you don't get hooked onceDo you mean, you're so good he leaves you while he's chasing you or so good that you never are found while being altruistic? -
@Mat_Sella said:
I find the ability to change aura color both hilarious and vitally functional, but that opens up trolls to green light impending doom.
RED LIGHT......... GREEN LIG- RED LIGHT!
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@Slashstreetboy said:
Well I play Clown quite a bunch and I disagree. 1. It would be a bit too strong imo, the general slowdown seems sufficient. 2. Making it slow even more would be prett unfun as Survivor. "Great, I´m a snail, gj getting that hit, guess I got outplayed."
Isn't that the main complaint against Freddy in general?
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Well yeah, you have 2 hooks in you! Why not use them while trying to help the team? You can allow your team to reset with those 2x60seconds.
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Also showing if someone left the chat already would also help. Hate talking to the void.
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@AhoyWolf said:
I wanted it to activate once per trial on an individual item.
So if you deplete your medkit and BTL recharges it and you deplete it again, finding or taking a new item could reactivate BTL.
Although this could be kinda bonkers.
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Why tho.
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I swear they forget BL exists sometimes.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/196603/this-whole-game-is-broken
The entire real world is broken; we play the cards we are dealt. If you are unhappy, find another game. Vote with your wallet. I'm not being snarky, just stating the obvious. Venting here won't make you feel any better, nor will it result in any changes you want. Forum posts like these just turn into a negative echo chamber.
Not entirely, but yeah most of the time.
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Agreed.
After the first three rifts and only getting to level 55 (after maxing out my challenges) I kinda gave up on this one. (+There weren't any characters that interested me). This time I didn't have motivation to even complete the challenges.
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@SloppyKnockout said:
Distortion.
Off the Record.
Small Game.
Detectives Hunch.
Maps + Addons.
All those DIRECT counters...but still "broken" because god forbid you give up a perk slot for one of those.
Killers have a super powerful perk combo now. Sucks, doesn't it? Good. Now you know how we've been feeling with DS/Unbreakable for YEARS now...and more recently, DS/Unbreakable/Soul Guard. Except - our "super powerful perk combo" STILL isn't nearly as powerful as yours. Ours has a counter. Yours doesn't.
"Git gud. Don't get caught. Don't tunnel generators" 4head.
D-did you just mention Distortion? Where 2 tokens can be eaten by one totem?
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And this change is fine. Heck even force the last survivor to be obsession.
As long as the location revealing isn't tied to exit gates powering i am a-okay with this... QoL change.
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@Toybasher said:
IMHO more things should also count towards the "Survival" BP score category like searching chests. Currently only escaping, dying as obsession, very specific killer interactions (mending, snapping out of it vs doc, and I think cleansing vs plague? Heck I'm pretty sure removing Pig RBT's doesn't even count, even though you're doing it to literally survive) self-unhooking (usually very bad idea to try) and self healing give Survival BP. Struggle gives a pitiful amount (and is aborted if you're the last survivor) and wiggling free is very rare.
Also self-caring!