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Nobsyde

Nobsyde

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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/897954#Comment_897954

    It's really bothering me how small and off center that logo is. It's like it wasn't even planned, they just slapped it on there and called it a day.

    it's called Legion rework olympic medal.


    UUUUUUUUUUUHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!


    Joking :P

  • I want an olympic gold medal for my Meg.

    Untitled Image

    If the Olympic logo can't be used due to trademark then just use 5 squares or triangles - after all the Entity is just copying reality as best as it can, it's still a polygon!, it may think.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/897849#Comment_897849

    Isn't the problem with legion though THAT the stun is to long. The devs even admitted they didnt just increase nurses stun duration instead of the other nerfs BECAUSE they made that mistake with legion and didnt want to repeat it. Also this gives legion more stall since if im bleeding out my first thought aint gonna be "let me fix this gen" (the running doesnt make sense either but meh).

    Don't get me wrong, I agree that the stun is too long, in fact in the post I linked I suggest to decrease it as well.

    What I think would be OP is the amount. From 4 to 3 seconds there's a 25% decrease in stun time, that's massive. I would like to see something between 3.5 and 3.8 seconds.

  • yeah, I've read it - funny thing is that I think some of those changes would be really OP, like the 3 seconds stuns instead of 4, the FF not fully depleting on missed hits and most of all FF ready with just 50% power.

    As a killer I would enjoy those changes a lot, but as a survivor... not that much :P.

  • My opinion on Legion is found here.

    TL;DR: I enjoy this Legion more than the last iteration. I still feel some changes are needed, but it's in no way a gutted down killer now.

  • The Legion changes of this patch are the rework that we were all waiting for, or a full on investigation on them is still planned?

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/896256#Comment_896256

    Raged? My friend, I am depressed over the changes. What I rage about is people like you who don't see what they did to Legion. I've explained myself till i'm blue in the face, fought for legion changes for months and even had two mega threads of ideas for them.... for what? For the Devs to ignore it all and nerf Legion who was already one of the weakest? For people like you to tell ME that I don't know my favorite Killer who I've done so much for? SO, don't mention me again. You obviously had no idea i'd be so against you. Legion is not a good Killer and wasn't before. They are not fun, original, or anything other than an M1 Killer with a useless power that punishes you for using it.

    Deep wound should be removed from the power so they can finally balance Legion instead of nerfing them into the ground. Legion needs a full rework. That's it.

    I really don't care if you agree with me or not, in fact I much prefer people who don't agree with me, that's the basis for any discussion - if we already are on the same page, what's there to talk about?

    What I despise though is arrogance, and I'll leave you at that. Take care and I sincerely hope you'll find another game to enjoy in your free time :).

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/896256#Comment_896256

    Fun is subjective though good is not. Legion still is down there as one of the weakest killers because of primarily the stun and the addons not even working on the first stab (which is really dumb) ontop of them increasing the mending time instead of fixing the addons which made legion even worse. Maybe if he just lost the synergies id be fine with it but there was a lot of things that went into this. Especially the fact DW will never run out as long as you sprint.

    Yes, fun is subjective, in fact I said it myself:

    What I can say (and in fact, I did) is that Legion, subjectively, is more fun to play.

    I'm not entirely sure what makes a killer good in your opinion though. I can agree that Legion is not top tier, but I don't agree with them being between the weakest though.

    As for Deep Wound / mending timer changes... yeah, it's a bit of a controversial point. On paper those are nerfs that will punish Legion, but by playing I don't really see that much of a difference, in fact it often helped me (see the first post for a couple of examples).

    This being said, I opened a thread yesterday with three possible changes to Deep Wound which could be interesting to see (but we won't see because @Peanits will never read them :P)

    I copy them here:

    Proposed DW changes

    How can we make the DW effect more dynamic for a survivor POV, and more rewarding for a killer? I propose three possible changes (obviously pick just one).

    1. Mending needs to be completed in one single go, like Snapping Out for Doc. It's quick and easy enough (no skill checks...) to not be a problem when the killer is not around, but the change can be very interesting if the killer sticks around - you now are really a ticking bomb, but a skilled survivor can still work around it.
    2. While in DW a survivor is on the edge! So: while in DW the survivor hears a constant terror radius like if the killer is just behind them. Again, not a problem if the player is aware of its surrounding, but could lead to wrong decisions (e.g. fast vaults, dropping pallets, wasting time running far away etc)
    3. While in DW a survivor attention is all on its wounds! While in DW the survivor is affected by the Oblivious status effect. Basically the opposite of point 2, now the survivors could end up in a false sense of security, leading them to lower their alert and helping the killer to sneak out on them if so they wish.


  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/896227#Comment_896227

    Fun doesn't equal good. Fun is subjective. You have no argument for me. Everything you listed I see the negatives for, other than pallet vaulting speed. That is literally the only good thing in my eyes.

    Don't even get me started on you saying I can't adapt or don't want too. I've played Legion almost exclusively SINCE THEY CAME OUT! I've had to roll with the punches and adapt and change and figure things out till I am sick of it now. I refuse to have faith in BHVR when they NERFED one of the weakest Killers. Literally the only thing Legion is good at is getting Emblems, Pips, and BPs which is prolly why you feel you are doing "Good" With them.

    Oh and "you think that implicitly I'm stating that Legion was buffed that's all on your mind: in other words, you really think that the overall changes led to a buff, not me" HAVE YOU NOT SEEN THE THREAD WHERE IM MAD THEY NERFED THEM AND LEFT THE GAME?!

    So you can take your insulting, condescending tone outta this talk right now or i'm not gonna bother talking to you in a thread YOU mentioned me in knowing i'd have issues with what you said.

    I'm not condescending, I'm just trying to be polite with someone that just said that people who don't see Legion as you do are either bad at using the killer or massive suck ups - not the best way to approach the other speaker, don't you think?

    I mentioned you because you raged (and considering the caps lock, still raging?) about the changes what, 24 hours after the patch? It really is not enough time to digest what changed, and since you uninstalled the game I honestly thought you would have taken pleasure to read that actually Legion is still a good killer - and maybe you were just too quick in your judgement. Apparently that's not the case, well, I'm sorry then, what else can i say?

    Yes, I do double pip a lot, I 32k a lot and 4K a lot, and yes, I think this makes me if not good with Legion, at least decent? I don't know how else should I see if I am or am not proficient with a killer, other than pips, kills and bp.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/110511/so-was-legion-buffed-or-nerfed-heres-the-answer-1

    Why do you think I got so upset in the first place? I tried them and instantly saw how badly they got screwed over. So no, I won't. Anyone that calls this a buff doesn't play Legion enough to understand the Killer (at least in my mind) That or they are massive suck ups. The movement speed "buffs" only feel better because they are a reverted nerf. That's all. Legion has no power in a chase, even less against survivors who stay injured and are any good at loops. The Deep wound is worse than worthless now, and none of the "Buffs" out weigh even the nerfs that come with them, let alone the 4 second slowdown, losing 50% of your power on an m1 and long long cool down we already suffered with.

    Well man, I do play Legion a lot and I do have a lot of success with them. If with the new patch you can't see how to make Legion work there are two possibilities: either you are not able to adapt, or you just don't want to.

    If you don't want to, maybe because you like slow down Legion, that's totally fine - there's no reason to stick around a killer / game which you don't enjoy anymore.

    If you're not able to... well, I'm sorry to hear that, maybe you just don't play Legion enough to understand the killer :).


    Also, notice that I didn't say anywhere Legion was actually buffed, I just pointed out what were the changes and how those affect the game play. If, after reading what those changes are, you think that implicitly I'm stating that Legion was buffed that's all on your mind: in other words, you really think that the overall changes led to a buff, not me :).

    What I can say (and in fact, I did) is that Legion, subjectively, is more fun to play.

  • Today (but on 3.4.0) while I was playing killer the same thing happened to one of the survivor.

    The map was exactly the same and it stopped after the survivor feel from a hill like you - maybe the stagger from the fall is what resets it?

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/110511/so-was-legion-buffed-or-nerfed-heres-the-answer-1

    This was the most well done post, not talking about opinions, you are the exemple of a dedicated user. About Legion, I tough that people would change their minds after seing that vault and movement speed are HUGE™ stuff; I always tough that was the best buff for Legion, but there is a lot of things to be changed, mainly (I think) the cooldown

    Thank you Bruce for the kind words, you're the best ^^.

    I'll save you for last 😎.

  • @toxic_clown said:

    but FF doesnt apply the mangled status anymore, right?

    Exactly - that's the reason why slow down builds with Sloppy don't work anymore. You can put a patch on it using dedicated pins, but the effect would be much less prominent.

  • @PigNRun said:

    You are really overestimating the Pin add-ons.

    Or you are really underestimating them, who knows!

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/110511/so-was-legion-buffed-or-nerfed-heres-the-answer-1

    While I respect your analysis, I have to disagree. I think the cases where you are able to get FF rolling are few and far between and deep wounds is pretty much useless. I loved slow down legion and he's gone now leaving a fast, but ultimately weak killer.

    I cannot disagree with you: if you loved slow down Legion, this new Legion is something you really won't like. You should try out some different builds. Mine is:

    Hex Ruin, Monitor & Abuse, Pop, STBFL


    I tried thana instead of STBFL but for my play style it doesn't work.

  • bring a map with killer belongings add on and make sure to have all totem cleansed before only one gen is left.


    bring borrowed time.

    play the game normally and don’t 99% doors: once exit gates are powered, open them.

    eventually someone will be hooked, rush for the save through BT and don’t worry about NOED, you already cleansed it anyway.


    It could take some time, but you can’t fail

  • ...run towards the door - the three bright red lights on top of the lever are almost erotic to you. Safe at last!, you shout in your mind, but then your heartbeats grows stronger, much stronger...

  • I apologise in advance but I haven't got the time to read the whole thread, I've read OP and the first few pages though.

    As a killer I play mostly Legion and Hag, my Legion build was PWYF, Ruin, Monitor, Pop - as add-ons I usually used the Button + longer FF (the green one). I played just a couple of games with the new Legion, so that's very early to reach any conclusions, but I can point out some first impressions.

    First of all, I tried to switch PWYF with thana, and instead of Button I chose the pin which gives the broken status effect.

    The increased speed in FF is convenient with sprint bursters, but not that effective to chain hits if survivors split up. However, the quick vault is huge - there's no looping them while in FF, exactly how it should be. Thana + broken effect did their job, mostly by keeping survivors on edge, but considering the 4 seconds stun after FF is over I still prefer to do a basic attack if I know a survivor is most likely alone. Here the lack of PWYF is felt strongly, which makes me wonder if I should try to use the perk anyway.

    The mending speed, as expected, is a nerf which shouldn't have been made: just change the add-ons if those are the problem, ffs!

    The Deep Wound timer instead is something I don't really care about - considering Devs didn't want Nemesis to synergies at all with Legion, the change doesn't matter at all; survivors were already able to mend without any issue.

    However, if they didn't change the mending time, the DW change could have been an interesting buff - survivors could have been more easily found after switching targets: either they would have run around (leaving scratch marks), or they would have had to be stuck in place mending. We're stuck with what we have though, so there's that.


    I will probably try to switch again thana with PWYF and see how it goes - I won't get tokens nearly as fast but maybe I could try to even it out by smart hitting the Obsession (that is: always only one basic hit for them). We'll see.


  • @Aos said:

    Anyone else seen a vast improvement in performance since the chapter came out, my frames have been perfect as far as console goes and can now finally hit skill checks for once

    Great jobs devs 😊

    drastic improvements in the lobby and with 2D animations, not really sure about any changes in game since I played only survivor (which was already improving every patch) and Oni (which someone says is very sluggish..). All in all it seems a pretty good job so far.

    That being said, the new map is dark, like some places are basically pitch black. There was a blendette with blue sweater which was practically invisible - no, not in the bushes, just standing in front of me. Couldn't see her.

  • It got delayed. It will be released with Tome 4.


    (this post may or may not be a joke)

  • Currently I'm rank 3 killer on PS4, so I can vouche that there's at least one red rank killer somewhere in europe :P.

    This being said, playing killer recently has become not that fun. I always - always - face very organised swf teams, and the only way to 3-4K is for me to abuse their cockiness / over altruism behaviour.

    One can't play as a gentleman, if I hook someone I have to proxy camp, since they're always on comm and as soon as I leave for a generator the ones on the gen will run away on the opposite side of the map and the survivor on hook will be saved.

    On the contrary, the 1% of the games where I face non swf players, I stomp them so fast that I end up farming with the last 2 survivors because I feel bad :(

  • git gud 🤡

    Jokes aside, I second @twistedmonkey, play Legion with some slow down capabilities (e.g. ruin + pop) and abuse their feral frenzy power to hit as many survivors as you can.

    That's basically a guaranteed iridescent chaser, but for the other 3 emblems.. well, it depends on you.


  • @OswinOsgood said:

    https://forum.deadbydaylight.com/en/discussion/comment/884940#Comment_884940

    Nah i didnt take it personally :) but yeah i think we are agreeing cause i was meaning an irl urget thing as a reason to dc because the other person was questioning why even have the button in the first place if you are going to punish. I never really have any irl urget matters tbh my family understand some games you cant simply pause haha

    every time I think about pausing a game this video comes to mind (especially 3:10):

    https://www.youtube.com/watch?v=vQSCKAPqxoo


  • @OswinOsgood said:

    https://forum.deadbydaylight.com/en/discussion/comment/882402#Comment_882402

    So if you suddenly have someone at your door and have to go do a bunch of things you SHOULDNT be able to leave?

    Thats why a leave game button exists. I personally use it if i have to leave to go eat because my family have made dinner. At which point a 5 min timer wont mean anything to me because ill be eating.

    The timer is only going to bother those that quit because they got mad they got downed / mad that they have lost all gens and havent downed anyone etc

    If not a timer then what? What discourages rage quit dcs?

    If you have some urgency IRL:

    • if it's temporary, just go afk for a couple of minutes
    • if it's permanent, just DC. You won't be punished that much if it's a one time thing (let's say, a couple of times per week?)

    If you have a lot of urgencies IRL that would make you DC even more than one time a day then play some solo / mobile games, dbd is not for you.


    EDIT: on a second read of your post I think we are actually on the same page, so don't take the reply personal, it's not directed (exclusively) to you

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/883034#Comment_883034

    I have noticed this but it rarely happens, maybe because I'm on PS4. Are you sure it is not a dedicated servers issue?

    No, I’m on PS4 as well and gf reveal mechanic is bugged.

    if your character is somehow in the middle of the screen, covering gf, you won’t reveal him.

    in other words, the nearer he is, the more difficult it is to reveal, since your character will obstruct the view of gf.

    they should simply remove collision with the player in their raytracing, or whatever method they use.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/878092#Comment_878092

    You might say this, but it's too much punishment for something so easy to do.

    No I think it’s fine

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878450#Comment_878450

    I can imagine that it might be annoying to code, but I don't really see a problem with it. I guess I just don't see any burning need for it either.

    Fib, you are the end user, you shouldn’t care if something is “annoying to code” - would it improve your user experience, yes or no?

    That’s my point.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878434#Comment_878434

    Less like being robbed, and more like the TV was out of stock. It would still be nice to buy it once the fixed version comes back into stock, and in the meantime it sucks that I didn't have a TV, but in hindsight it's probably a good thing I wasn't able to buy it, all things considered.

    So you agree that to have both a killer and survivor challenge active at the same time is the right way to proceed or not?

    User Experience is important in software design you know :P

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878334#Comment_878334

    In hindsight I'm rather glad that they locked it to one challenge, period, because half the challenges were bugged such that you could earn progress based on what other people in the game were doing - for example, you could earn progress on a sacrifices challenge from others being sacrificed while playing as survivor. I'm sure they didn't lock the challenges for that reason, but as it turns out it was probably a good thing they did.

    mh, ok...?

    To me this seems like saying that you are glad you were robbed of 500€ the other day, prompting you to not buy that new Samsung television, because later on you discovered that the same TV set had some hardware problems.

    Maybe it would have been better to not be robbed and have Samsung recall the TV (or deliver a properly working product in the first place) what do you think ;)?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878272#Comment_878272

    I think all we're supposed to understand from that quote is exactly what they said - that they had originally designed the system such that, between the challenges and the passive XP gain, players would be able to earn roughly 700 Rift Fragments just from working their way through all the challenges.

    So presumably, the number of challenges, the release schedule and their difficulty level were all designed with that estimate in mind. I don't think anyone will be able to guess exactly how it was calculated because I assume there were a lot of different factors that went into it, but I'm guessing there was an average number of games or in-match hours that each challenge was estimated to take.

    Incidentally, that's probably also the reason that they locked it to one challenge at a time, so that the above calculations would be realised in practice. Perhaps they assumed that players would find the Rift less grindy if they could essentially complete it just through pursuing challenges, and weren't forced to work their way through it very slowly just by earning XP.

    Then, following player outcry, they decided to adjust the challenges to be less difficult and/or time-consuming, but this threw off their earlier estimates such that the Tome would now take less time to complete, and therefore players would be required to grind XP to finish the Rift after all.

    Yes, that's the obvious explanation, but you have to consider that certain challenges, like the deplete 7 keys, are not difficult in any way, it's just a synonym of play 7 games. Others like unhook 25 survivors are play a lot of games :P, in other words: they are not challenges per se, they are an incentive to play the game, and that's it. For me that's a bit of a lazy design. I hope they will learn from this going forward.

    Now, back to

    Incidentally, that's probably also the reason that they locked it to one challenge at a time, so that the above calculations would be realised in practice

    Again, you are 100% correct, but notice that I explicitly stated "only one challenge at a time - no matter if killer or survivor". I wish they would permit players to have two challenges active, one for survivor and one for killer. It's a simple QoL change, especially because you have always to remember to pick the right challenge when you switch side, and the game is very laggy in Menus, at least on console.

  • As I always said, I love the Archives addition, I don't care at all about the Rift Pass since I'm not going to buy anything but I enjoy the concept of challenges, the lore and, well, some charms here and there are welcome.

    What I don't like is that the designers that are in charge of challenges design are at the very least out of the loop of how the game is played, plus they have made some very questionable decisions in the concept of the Archives itself:

    • only one challenge at a time - no matter if killer or survivor
    • grinding challenges as gatekeepers
    • seemingly random balance between survivor and killer challenges


    What I hate is the lack of interaction between CM/Devs and players in regard of those challenges. Ok, they are going to fix Tome 3, but why are they? Because they know they did something wrong? Or simply because we flooded the forum and they had enough?

    For example, take this BHVR statement:

    When we originally planned the Tome and Rift, we had designed it in such a way that you would earn enough fragments from Player XP to finish The Rift by the time you complete all the challenges. Since the challenges can now be completed in fewer matches, you may need to play additional matches after completing the Tome in order to reach Tier 70 in The Rift. 

    What should I understand from this? That you are still thinking that Tome 3 challenges, as they were, were ok? I really would like to understand in how many matches they thought a solo player could achieve the 2 EGC safe unhooks, just to say one.

    Also, should I deduce that a challenge like deplete 7 keys was in fact a "play 7 games"? That's where something is going really wrong in challenge design.

  • As a Legion big fan and player, I disagree.

    The hit miss penalty is basically the only counter play to their power, plus it rewards skilled player able to chain hits without getting juked.

    And I speak as a console player, where hitting is much more difficult!

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/876889#Comment_876889

    If they release it now, they'll get bashed again for releasing a broken, simple update to challenges.

    There's no winning with the community sometimes, so might as well lose with a fixed patch.

    Yeah, I said it myself that yes, they can't release a bugged patch, but as for myself I can say I would have preferred to do at least the 15 iridescent shards challenge properly and go on.

    Now what :P?

    Then again, I can empathise with their situation but well, it's not like the backlash from Tome 3 challenges came out of the blue. It's obvious to me that some game designer wrote these challenges considering how they think the game is played instead of how the game is actually played.

    Otherwise the unhook safely 2 survivors during EGC wouldn't ever be a thing, every player knows that when the doors are opened it's because survivors are already escaping in a few seconds.

    And the 25 unhooks as a gatekeeper challenge? Again, of course it can't work, I called it a few minutes after challenges were unlocked (link here), and here's what Peanits says about it, today, when someone argues that in Tome 2 the same challenge was 15 unhooks, more than the new one (10):

    Correct. Since the node is right at the start of level 3, it creates a bottleneck where everyone's fighting for unhooks, making the challenge take even longer. We want people to get through that one sooner rather than later.

    I don't think I'm smarter than devs, simply I play the game, they develop it.

    ...we should do the opposite bhvr! :P

  • @Boss said:

    Better that than have people reset their progress. 🤷‍♂️

    I suspect that for the vast majority of the player base this is the opposite of the true - everything is much faster to get now, not mentioning the bugged 15 emblem challenge.

    I'm not saying that they should have released the update if it was actually resetting challenges for someone, of course, but considering that now everyone but three players will be stuck on the iridescent and EGC safe unhooks challenges for at least 3 days... well, do your math :P

  • Everywent thing betthan ter expected.

  • of course it was sarcasm, come on guys, how sadistic do you think BHVR can be ^^

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/874886#Comment_874886

    That's not honorable at all.

    I'm not trying to be pessimistic, but they need to listen better. You don't give someone a pat on the back when they fail to do their job two times in a row and even lied the second time.

    As far as I'm concerned, they're listening - in fact they are changing Tome 3. Before Tome 3 release, no challenge needed to be changed, so there's that. I don't know what they have lied about, since, as you quote, some Tome 4 challenges are placeholders. Tome 3 sucks as well, but they didn't promise anything about it.

    However, they still are not replying to my threads, so I guess I'll give them 1 star on Yelp or something.

  • don't worry, they'll reset tome 3 for everyone to zero, so you can start over again with less demanding objectives!


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/874873#Comment_874873

    I will.

    People saw the challenges on the PTB. Feedback was negative. No response.

    We saw leaked level 4 challenges. Feedback was negative. We were told they were placeholders.

    They were clearly not placeholders. We were lied to. Again, feedback was negative. Third time's a charm. Only now they listened.

    At least they're conceding a change just a few days into tome 3, that's honourable.

    ...but I still want to see what changes, though :P

  • Tomorrow on Dead by Daylight:

    Locked & Found- Fully deplete 5 keys, down from 8

    Hope is All We Have- Escape 1 trial using the perk Hope, instead of through the exit gate

    Property Damage- Damage a generator or destroy a dropped pallet 30 times, down from 40


    /s

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/873864#Comment_873864

    Sure, but in this case, it's not just a couple of people, it's a sigificant chunk of the community. And the reason those people enjoy the challenges is not, for the most part, because they like making other people's lives miserable.

    I would make the argument that a significant chunk of the community likes to make the killer DC, tbags and/or is toxic in other ways.

    In any case, remember that one of the reasons why the new Halloween event wasn’t a simple copy of the past one was because of all the commotion due to people suiciding on hook as soon as they got their vial - and notice that I did like the event, but if they want to facilitate a certain way of playing the game they should know that these challenges are very quickly going in the opposite direction.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/873102#Comment_873102

    I see your point, but at the same time there are a significant proportion of people who feel the opposite way - they prefer challenges with very specific activation conditions because it gives them something to strive for. No matter what kind of challenges they put in the Tome, a bunch of people are going to be unhappy about it.

    Well, this is not really a fair argument, you can stand by anything at this point, there will always be someone, somewhere, that likes a certain thing, no matter how depraved that is.

    Write gg ez in post game chat 10 times.

    Make the killer rage quit exactly after you flashlight save a survivor

    Slug all survivors until they die


    ..

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/872377#Comment_872377

    Anything that involves escaping under certain conditions is going to have people who fulfill those conditions and then go hide in a corner for the rest of the game to make sure they're the last one left alive.

    Escaping/4king within a certain amount of time won't encourage abnormal gameplay, I grant you, but it will encourage optimal strategies such as tunnelling or genrushing, or the use of powerful items such as keys and ebony moris, all of which have a reputation for making the game frustrating and unfun for the opposing side. It's also very much dependent on the other players and/or luck, which I believe is one of the chief complaints people have about the current challenges.

    Lasting a certain amount of time during a chase, again, is very much opposition and/or luck-dependent. It also encourages the use of "infinite" loops (again, perfectly acceptable but not fun to go up against) and even exploits, since you can bet people will be doing whatever they can to win the chase, just like they're doing with challenges right now.

    Vaulting windows during a chase will have people throwing chases just to get as many vaults in as they can before they go down, similarly to the problem that the pallet throwing challenge in level II suffered from.

    I'm not trying to throw cold water, just trying to prove the point that whatever challenges they come up with, people will pursue them without care for anything else, and will go out of their way to throw matches or to make their opponents' and even teammates' lives miserable for the sake of completing the challenge. Some of this stuff is fine if it only happens occasionally, but when it's every other match it gets demoralising for the other players very quickly, and we're back to square one.

    one thing is having challenges that change the monotony of a player normal play style, another thing is to ask for very specific conditions to be met in order to complete them, especially when they rely so much on things beyond your control (like never being found, have team mates still alive in EGC [but potato enough to getting hooked anyway...?], don't have survivors run to the opposite side of the map because they don't want to give you the basement..)

    Take the Spine Chill challenge - you have to escape without getting hooked. It's not at all an impossible challenge, in fact it can even be easy for certain players, but it goes in the opposite direction of what a good challenge should be, since you can fail the challenge as soon as... what, 20 seconds into the game?

    You could change with something like Using Spine Chill, don't get chased for more than 2 minutes and survive. Now even if you get hooked you have a chance to complete the challenge and you can't really know if you were chased for more than 2 minutes - and since you also need to survive, you won't simply throw a chase to avoid it getting too long.

  • use Furtive Chase, it was in the shrine 2 weeks ago.

  • @Mert_MK said:

    Anyone got this yet?

    I don't think i have to explain why it's very frustrating to finish this challenge and how lucky you have to get..

    I got 6 unhooks out of 25, how far am I?

  • @FancyMrB said:

    They are challenges for a reason. They are not meant to be easy or purely skill based.

    The issue is not the challenges but how people go about them. Some people have no patience and want to rush through it as fast as possible. Yes people DC when they know they can't get the challenge, or play toxic and destroy the match for others... and it sucks... but people just be that way.

    I found Tome 1 and 2 fun and I didn't have to go out of my way to complete them. I am sure its like this for a lot of people, they just don't voice it here.

    Heck I never play Trapper and got his challenges done over a weekend ^^

    I enjoyed tome 1 and 2 as well, but this doesn’t detract from the fact that there’s obviously a pattern in how some challenges are created.

    We were told those were just placeholders, but right now devs don’t seem to have changed anything for tome 3, and it already has very questionable challenges.

    I’m glad they want to explore different things and let players tryout various perks, but just watch how the EGC unhook challenge would be more fair with my proposed changes.

  • I forgot in the thread I linked I even addressed a possible solution for the EGC challenge:

    Last Minute Hero - Unhook safely 3 survivors after the EGC begins

    • too luck based
    • too swf oriented
    • 100% counterable by the killer
    • change it to unhook safely a survivor 3 times after at least 4 generators have been repaired. It would still be very situational, but at least it would make a bit of sense, and even promote altruism in 2v1 situations. Remember that EGC usually don't even begin before players are sure everyone can escape - 99% escape doors is a real thing ;)


  • As said elsewhere, the problem with these farming challenges is that they should be at the endpoint of a branch, not at the very beginning. Its right spot should be where Decisive Light is right now, just to be clear.

    There are a lot of other challenges which are either more entertaining, more situational or more difficult to achieve for some reason - let me try those first!

    Once I played all the interesting challenges I can gladly spend my time in the farming ones - I'll just play the game normally for a few days and eventually get the challenge done.


    Using farming challenges as an early break point instead is non-sensical: you promote farming behaviour (duh!) or, if I don't want to partecipate in this farming fest, you'll simply alienate me from the Archives altogether - not saying I'm not going to partake in the game, but I'll surely be less engaged now.


  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/871574#Comment_871574

    Even the regular "challenges" are annoying. Getting 25 unhooks is not a challenge. You play the game normally and get it. It just takes a very long time and you only get 3 rift fragments.

    not to mention it being the first survivor challenge, it prevents you from trying more intriguing ones until you either farm or do the killer ones (...but then you reach the 15 iridescent shards challenge, fun fun :P).

    I mean, it's ok to have those farming challenges, but let them be at the endpoint of a branch, not at the very beginning, precluding the other challenges. Let me play normally and try for hard challenges, then when I've done everything was somehow challenging (or just random, let's be honest), I can go back to the farming ones.

  • oh nice, then they are exactly the same as the leaked ones.

    I see Devs are listening to the community! /s

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