OniWantsYourMacaroni
OniWantsYourMacaroni
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@PrincessBubblegum said:
Hey, everyone!
I have a question... What's your opinion about "the hatch"? I play a lot of Survivor and I think the hatch is a kind of broken, like u get a free survive if you are lucky or you got a key that u took on the campfire or find in a chest. But the fact that u can open the hatch with the key and close it and it get opened again because u are the last one is kind a stupid. Killers get pretty rekt by the hatch. This is pretty hard to kill all survivors, expectially if u wanna do Adept [Killer Name]. I think the hatch needs to get nerfed like once open, never get open again after closed and I don't like that this activates "Endgame" I would enjoy it more as a survivor to finish the last gens.
What's your opinion? :)
I would enjoy a skill based mechanic much more honestly.
You could be a blendette and do absolutely nothing the whole game and still be lucky enough to escape via hatch.
On the other side you could have been a really good survivor that did everything but your teammates couldn't carry their weight and now the killer got lucky with the hatch/door spawns.
Something like a last man standing would be awesome where both sides have equal chances on escaping/getting their last kill.
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@CLAUDETTEINABUSH said:
Heyo, today i want your opinion about camping. Persons I don't really care, if a killer camps then I can safely do gens for a minute and if I'm getting camped then either A. I did a good job at looping or B. I found a poor soul playing this game, well that's just sad.
Tbh I don't really care about camping since it's almost like giving up as killer, but it's really effective on solo q. I just wish my team sticks to the gens and pray things work out.
What do you guys think? Let me know down below.
The only thing i hate about camping is watching my stupid teammates looking at the camping killer instead of doing gens and just feeding him kills that way.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1283818#Comment_1283818
All of those things you listed are secondary objectives that give something else to do? Isnt that something we are all clamoring for because gens are SO BORING?
Gaining as much distance as possible without just looping is another counter too. Dream Snares being placed behind you do nothing. The only counterplay to clown is dropping pallets. Again, where are the threads that Clown is SO BORING?
Why is a killer being easy to use a problem? Or is it a problem that some people put a lot of work into harder killers(see: Nurse)? Sorry, I forget which one is the issue. Never mind that Survivor is the definition of easy to use.
1.Yes that might be true but those aren't side objectives that are exactly required in order to escape,like looking for parts in order to repair a gen would be.
2.Gaining as much possible without just looping ins't a counter.It's the way a survivor is supposed to play their chases (Try to get as much distance between you and the killer,when he catches up to you go to a loop near to you,drop the pallets if he gets to close to you and force him to break hit ;repeat)
-There may be not that many threads about clown,but if you ask others then most will tell you that clown is also a very boring killer to verse
3.It's not a problem of how easy he is to use but how strong his power is in comparison.My ideal of balancing characters is that strong power = hard to master it/needs a certain timeinvestment; weaker power = easier to master it/only needs a little time investment.
I do agree that playing survivor can sometimes be quite easy.
The problem with that however is that the only time a survivor can show their skill is in chases,but often times games aren't long enough that every survivor can prove their skill so they only have to sit on gens and escape.Therefor adding new mechanics that requires survivors skill in something other than chases would be super interesting and very much needed honestly.
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@DelsKibara said:
I see this being brought up a lot now.
Rather than calling him Overpowered, I see his complaints of being boring more often than not.
So, I'd like to open a thread to air all that out. How would you make Freddy more fun?
Personally, if I were to choose it's to make the passive sleep slowdown during a chase. Not stop it entirely like with Pig's RBT, but slow it down to half so if the Survivor can dodge and weave him the whole time he can stay awake for longer, becoming less susceptible to his traps.
I personally find Freddy to be a fun Killer to play against, and I know waking up can be rather finnecky with how he plays during chase. So instead, maybe reward the survivor for not getting hit by him by not have them be affected by his Dream Snares/Pallets. And reward Freddy for catching up to the Survivor with no power to aid him by doing what he already does, put people to sleep during chase.
(Please for the love of the Entity don't make this a Killer vs Survivor thread, we can come to a compromise guys.)
Honestly the freddy rework was a big dissapointment for me.I would have loved it if the devs were a bit more creative with freddys power.
His gen teleport and fake pallets were definetely new and interesting ideas but the snares felt a bit unfitting.
After all he is supposed to be the one that is in control of the dream world.So adding more ways for freddy to interact with his environmet would have been awesome.
But realisticly speaking my idead to change freddy would be:
-Falling asleep takes 120 seconds instead of 90 seconds if you wake up at a clock
-passive sleep takes 90 seconds instead of 60
-the timer is paused in a chase
-Or you can wake up at every clock not just the one that is the furthest away fron you (the most fair idea of all in my opinion)
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@Nurgling7 said:
Accept that he is a strong killer and adapt to his playstyle?
Honestly, the claims that he is boring are bullshit.
"Oh, all he does is spam snares."
I'm sorry that somehow messes up your brilliant, intuitive plan to juke him... Oh wait, no, you were just going to run in damn circles around the pallet. Just like the rest of the killer roster.
Give me a break. Who is the boring player, really?
The problem with freddy is that his counterplay IS boring.
You have to stay awake as long as possible by wasting time through going to clocks,finding teammates or failing skill checks and freddy doesn't even have to do anything for it as well.It also doesn't prevent you from falling asleep even if you didn't get hit before.
And if you do fall asleep your only "counter" to him is to drop all those paletts earlier or risk getting hit.
And the fact that his power in general is just really easy to ise makes it even worse.
There are killers like Huntress,Hag or Oni that are very hard to survive againstif they are good but still have decent counterplay to them.
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Play against really terrible survivors or derank.
You can play perfectly the whole game and then all it needs is a survivor to dc or hook suicide to ruin the whole thing.
It's soo unfair how hard killer adept achievements are compared to survivor ones.
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@Hoodied said:
HIS LUNGE IS THE SAME AS EVERY OTHER KILLER!
He has an extremely small weapon, so when he hits survivors it looks weird but its the EXACT DAMN THING as all the other killers
Hell, pretty sure a Dev mentioned this before....
BuT hE hIT mE aCrOsS tHe MaP.
Some people will always complain about something no matter how much you will explain it to them.
Might as well talk to a wall at that point.
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@VentingSylar said:
So I believe I thought of a good buff for Any Means Necessary
You stand up for yourself, using whatever's on hand to gain an advantage.
Press and hold the Active Ability button for 4 seconds while standing beside a dropped Pallet
to reset it to its upright position.
Any Means Necessary has a cool-down of 120/110/90 seconds.
Auras of Downed Pallets are revealed to you within 64/96/128 metres of Range
If people consider the range too strong it could always be 40/50/60 aura reading range instead.
I thought the added benefit of empathy but for downed pallets instead of survivors would be a cool added benefit to the perk.
Also for the love of god add a score event for Resetting a Pallet. Like "Pallet Restored" gain 300 Survival Points. :D
Please give feedback and don't be afraid to suggest your own buffs.
Seems like really nice buff to a very situational perk.
Because then you wouldn't have to waste your time to look for any drooped pallets on the map
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@Poweas said:
Makes no sense to me, it'd be kinda good if it did.
Would be too OP otherwise
/s
No but seriously,perks like that make me questioning those Devs that do the balancing.It's more or less the same like Urban evasion and they STILL make fixated only work when you're uninjured.
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@gatsby said:
This Killer is really bad at chases and got gen rushed with no kills how are they at my rank?
Hex: No One Escapes Death
Ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
It's not because of Noed but 99% of all survivors playing like bots.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1281878#Comment_1281878
Honestly? I'd rather go with the BP Increase + Actually making Ultra Rare add-ons.. You know, rare.
Because right now they're too common for them to be called "Ultra Rare". I see BPS much less than I see UR add-ons.
I don't understand rarity in this game.Why do all my killers have 3 or even 6 times more ebony moris (ultra rare btw) than bps???
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1281674#Comment_1281674
Yes! I've seen plenty of these kinds of threads, but I really just want something official from someone from BHVR. It isn't hard to just tell your community what you think about a really common topic, and whether or not you will do something about it.
You can expect 100% an answer like:
"We have acknowledged that and we are looking into it".
But yes,removing perks tiers or remove the bonus bloodpoints from BBQ and WGLF to make it baseline,though you would still have to work for that bonus,would help tremendously.
One of the biggest problems why you can't recommend DbD to anyone is that ridiculously grind in this game
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@Mon_Tizzle said:
This is a problem I been having with the game as I've been ranking up. When playing against a Freddy I feel he gets so much for doing so little, if I go against a good nurse or Billy I feel I get out skilled but if I go against Freddy I feel like killer's kit got me not the player. The passive sleep overtime rewards them for just playing the killer and pallets and snares are just m2 pushes with no thought most off the time. I wish they would add the drag people to sleep function back instead of the overtime stuff.
I agree 100%.
Freddy is the only killer that gets free map pressure like that.Any other killer has to work for that.
I would love if the Devs could change freddy so that:
-the micro sleep takes 90 instead of 60 seconds
-waking up with those clocks should prevent you from sleeping for 120 seconds instead of 90 seconds
-you should be able to wake yourself up at every clock
-Or remove the micro sleep and give him the ability to put survivors into the dream state by himself after a certain amount of time similiar to his earlier version
With any off these changes freddy would definetely take more effort to play which would be needed considering how easy it is to play him and just how strong his power is.
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@Speshul_Kitten said:
On the latest Q&A stream, the devs said they’re working on ideas that would change the way Mori’s work.
While they did say that moris will get a change/tweak I'm pretty sure they also said that it is not something they will change very soon,sadly.
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I would love it if they would implement that for every Killer power if possible (Demo,Billy etc.).
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1279989#Comment_1279989
I started plsying without pop on stronger killers because i dont want to be reliant on it when it gets nerfed :/
Ive found thrilling tremors to be a pretty dope replacement
There's no way the Devs would ever want to nerf Pop goes the weasel.It's a perfectly balanced perk and doesn't need any changes like 99% of all the other perks.
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@bigbeefynacho said:
I've actually adjusted the way I play killer. I used to be so sweaty that I got so frustrated and switched to playing survivor on!y. Now I p!ay for bps and the challenge of the chase. Setting aside the 4k and focusing on just having fun has made playing killer again a viable option.
That's the way most players should play honestly.Forget trying to get as many kills as possible (There aren't any rank rewards anyway) and focus on getting points and improving your killer gameplay.It will also help you to deal with frustrating matches as well.
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This happens on PS4 all the time.Getting bloodlust for the first time in a chase causes that huge lag spike that pretty much freezes your game for a second or two.
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@Nutty_Professor said:
I personally only came back from a three month break from the game, so I'm still not familiar with the new map layouts.
I've played a couple of games on Gas Heaven and each time there has been three T and L walls, and a single pallet wall. The second time the bus didn't even Spawn.
Personally I can loop around T and L walls, however bloodlust 3 is a thing.
The first time was a few days ago against a decent Pig, and playing in this match I felt there wasn't nothing I could use to combat this Pig whilst being chased. As with the majority of the chases she was able to get with me bloodlust 3.
The second was last night against a Myers, who fortunately despite being a purple rank he was really bad (He did have Noed). I was able to escape unbroken despite spending the majority of the game being chased and most of the time not having any pallets I could use.
I haven't played on Gas Heaven as killer recently.
So do jungle gyms still spawn on Gas Heaven, or was it just extremely bad RNG?
EDIT: Just before get any comments that "I should try playing killer", I do play killer at red ranks as well.
Bad RNG.Normally you can find like 2 or 3 jungle gyms on this map.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1276487#Comment_1276487
I tend to have two types of Killers I play which makes me think I am somewhat lucky in this regard:
- Killers I play extensively and can basically 4k every game with little to no effort
- Killers I want to play because their playstyle interests me, but I have little experience with them and I don't have any good perks on them
If I want to exclusively farm Bloodpoints, I can just turn on a podcast and grind with my Mains for a whole day. I will get a lot of bloodpoints anyways because the Killers I main both have BBQ at Tier 3. But I tend to still try to go for a 4k.
These Bloodpoints, I tend to use for the other Killers I play that I like to experiment with and have more experience with. Killers like Pig and Plague for example. They keep this game afloat for me because despite not investing as much as I did with my Main killers to them, I tend to have more fun with them because they feel new.
If I want to experiment with different builds, I technically could use my Mains because they already have all if not most of the perks in the game. So I can test if in theory that build can work on the other Killers I play... If I ever get the perks for them that is, because the Bloodweb can be ridiculously horrific with it's RNG sometimes.
I once didn't get BBQ until I was Level 50 with the new Killer, that being Oni back then.
I dont even really need bloodpoints anymore.All my killers are p3 full perks and my survivors are p3 too but only my most played ones have the perks i usually use.
A rework for a more meaningful endgame would be really sweet too rather than just trying to get everything p3 and full perks.
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Seems like a very odd build tbh.
Bbq and nurses is great but monitor abuse doesn't relly make that much sense because of the lullaby.
And Ruin is only really effective on highly aggressive killers that can dish out a lot of pressure in a short amount of time like oni or nurse.
But great if it works for you.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1276309#Comment_1276309
Imagine getting 100% more BP than what we already get now. It would make every game feel like it's worth a damn rather than feeling like you sometimes wasted your time because the game ended way too quickly because you were too efficient.
Yes,just hate how much BBQ and WGLF are mandatory just so you can get a decent amount of points.
I would love to use different kinds of builds but playing without these perks and getting so little points just feels really bad.
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@DelsKibara said:
We all know Dead by Daylight is known for it's Grind. It's what keeps us playing the game, it's what keeps us going through the same loops over and over again and it's why we love to play this game getting as much points as we possibly can for every single match. It's why farm games exists and why (some) people love it when they pop up because it gives them a chance to get a ton of guaranteed bloodpoints for everyone involved in the match.
With that said, I think The Massive Grind is going to become a real issue real soon. Especially with new players who are just joining the game and started playing.
I calculated the amount of Bloodpoints needed to get every single character to Prestige 3, Level 50 with all Perks obtained. Prepare to see some huge numbers.
Since I want to talk about new players specifically, I'll focus on the one thing most new players will most likely do when they first start playing the game. Get as much teachables as they can as soon as possible. Because they want to have fun builds, they want to be able to survive against Killers or Survivors who have (arguably) better perks than them. So let's just assume this New Player wants to grind for every teachable in the game. First they would need to level every Character to Level 40 at a minimum.
It takes a minimum of around 1,250,000 Bloodpoints to get a single character to Level 40. Let's then multiply that with every character that is currently in DBD, there are currently 21 Survivors and 19 Killers. Bringing the number to a total of 40 Characters to level up to Level 40. Which brings the amount of Bloodpoints you need to 50 Million Bloodpoints. If you show this to a new player, they would find this to be incredibly daunting and tedious.
But I hear you asking, "Kibara! Not every one of those characters has perks that are worth to grab!" And you would be right. So let's just remove the characters whose entire perk deck are not in the current meta, very situational or are just not worth to grab in general (Bolded Perks are up for debate on whether or not they are worth getting):
- Ace Visconti (Up the Ante, Open Handed, Ace in the Hole)
- Quentin Smith (Wake Up!, Vigil, Pharmacy)
- Jeff Johansen (Distortion, Aftercare, Breakdown)
- Ash Williams (Mettle of Man, Buckle Up, Flip Flop)
- Steve Harrington (Babysitter, Camaraderie, Second Wind)
- Zarina Kassir (Red Herring, Off the Record, For the People!)
- The Huntress (Beast of Prey, Territorial Imperative, Hex: Huntress Lullaby)
- The Demogorgon (Surge, Mindbreaker, Cruel Limits)
- The Oni (Zanshin Tactics, Blood Echo, Nemesis)
- The Deathslinger (Gearhead, Dead Man's Switch, Hex: Retribution)
And with that, we eliminated 10 (at least in my opinion) characters that you don't need to grind for because their perks are (arguably) not worth to grind for. That still leaves us with 30 characters whose perks are definitely worth grinding for though. Not only do these 30 characters have useful perks, some of them are downright powerful that you would be nuts to not get as soon as possible.
You would be nuts to not go for Dead Hard or BBQ & Chili from the start of your DBD Career, because these perks really REALLY help out a lot in escaping, chasing, detecting or even giving you free Bloodpoints.
Now that we have that sorted out, how much BP do we have to spend now?
37,500,000.
That is STILL A LOT of Bloodpoints. And to any new players, if they saw this number they would find that incredibly discouraging. Because they see the cap is 1 Million Bloodpoints, so they would think 1 Million is a lot of Bloodpoints.
Oho, but we're not yet done with the Grind Train yet, my friends. It gets even more exponentially expensive. It's like playing an Idle Game except you need to always be active to gain cash.
Let's assume those new players become regular players, and they want to fully prestige their characters. They see those bloody outfits and they want their own characters to look like that. Well, if they want to fully Prestige their characters with level 50 on all of them, lets do the math again then, shall we?
To get a Level 1 Character to Level 50, you need roughly around 1,750,000 Bloodpoints. To get A SINGLE CHARACTER to Prestige 3-50, you need to multiply that number 4 times. Meaning the grand total amount, the MINIMUM amount you need to spend on a single character to fully max out their levels is 7,000,000 Bloodpoints.
Yikes! That's already around 1/6th of the amount of Bloodpoints required to gain every teachable that is worth it in the game.
And of course, per our formula, we need to then multiply that number by 40 (assuming they want to prestige every single character in the game to it's max level). After that, we get a grand total of 280,000,000 Bloodpoints to max out every single character is this damn game.
That is a ridiculously large amount of Bloodpoints. I've played for 1.5k Hours in this game and I've only accumulated around 100,000,000 Bloodpoints myself. But hey, you can argue that it needs to be that expensive because Prestiging a character is Optional. You don't have to do it, which is why it's so expensive, it shows you're willing to put more time into the game. And I get that, it is meant to be more of a reward system for loyal players rather than an actual grind you have to overcome.
But what if you want to experiment with Perk Builds? Something that is a part of the game, and arguably, half the fun of Dead by Daylight to some people (myself included).
You would obviously need every single perk in the game to be able to actually experiment with the perks you want to play with. And here is where the massive numbers come in.
It takes roughly around 35 Million Bloodpoints to get every single perk in the game, and that is already close to the minimum we need to get for every single TEACHABLE that is worth to grab from the various characters in DBD. Reduce the number you need for Level 50, and you still need 33,250,000 Bloodpoints. (Keep in mind, I am assuming this character is Prestige 3, which means they already need to spend 5,250,000 Bloodpoints already on a single character.)
Arguably, you can be conservative and say that since every Survivor plays the same. You only need to get it for one Survivor and you'll be able to play with every perk in the game as much as you fancy.
But what if you play Killer?
Every killer plays differently, meaning not every build will work for every single one of them. You may need to mix-and-match separate perks to see what works well for you for that particular killer. So, you might end up grinding Bloodpoints to earn every single perk in the game, for every single Killer in the game if you don't have a single main you always play as.
Meaning, once again, we take the number 38,500,000 Bloodpoints (Assuming they start from Level 1), and we multiply that by 19.... And we get...
731,500,000 Bloodpoints.
And that is the best case scenario, that is assuming the Bloodweb doesn't screw you over by eating up multiple perks at once which has happened to me loads of times when I was maxing out Spirit. That is still a ridiculously huge amount of Bloodpoints, especially for Killers.
Now, if we add up every single Survivor as well, that number skyrockets to...
1,540,000,000 Bloodpoints.
Seeing this number and doing the math makes me think that perks like BBQ and WGLF are sometimes Mandatory because of how ridiculous this grind can be.
This reminds me a lot of PAYDAY 2 prior to them adding the Crime Spree mechanic. You needed to grind hours upon upon of XP to get to Infamy-XXV and you get diminishing returns because doing the best heist in the game for XP over and over again will incur you an XP penalty. It was brutal and unforgiving.
With Crime Spree, yeah the heists became harder but the rewards became much more worth it, it became much more rewarding and the time spent to grind greatly diminished making it easier to grind for Infamy-XXV.
But DBD has nothing like that, With BBQ you'd be lucky if you got 64,000 Bloodpoints in a single match. I just cannot fathom how someone, especially DBD Content Creators, could spend that much hours, that many matches of the same game to max out every character in the game to it's fullest potential. It must be a huge feeling of relief when you finally reach there.
After doing the math, I really hope BHVR takes a look at BP gains, or at least the Bloodweb Mechanic. Because right now DBD is incredibly hostile to new players, and it's driving people away more than it encourages them to stay because of that looming grind over their heads. And I think it would be better for the game, and the playerbase as a whole, if the grind was not this huge.
That's all I have to say regarding the Grind in Dead by Daylight.
Thank you for coming to yet another one of my TED Talks, it is now 6 AM and I have not slept.
Pretty much everyone will agree that the grind in this games is absolutely insane.And it's pretty much the major point why i can't and won't recommend this game at all.
They either have to:
-Change perks so they only have 1 Tier
-Remove the bonus bloodpoint gain from BBQ and WGLF and make it baseline
-Make a seperate bloodweeb for perks only
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@DelsKibara said:
We all know Dead by Daylight is known for it's Grind. It's what keeps us playing the game, it's what keeps us going through the same loops over and over again and it's why we love to play this game getting as much points as we possibly can for every single match. It's why farm games exists and why (some) people love it when they pop up because it gives them a chance to get a ton of guaranteed bloodpoints for everyone involved in the match.
With that said, I think The Massive Grind is going to become a real issue real soon. Especially with new players who are just joining the game and started playing.
I calculated the amount of Bloodpoints needed to get every single character to Prestige 3, Level 50 with all Perks obtained. Prepare to see some huge numbers.
Since I want to talk about new players specifically, I'll focus on the one thing most new players will most likely do when they first start playing the game. Get as much teachables as they can as soon as possible. Because they want to have fun builds, they want to be able to survive against Killers or Survivors who have (arguably) better perks than them. So let's just assume this New Player wants to grind for every teachable in the game. First they would need to level every Character to Level 40 at a minimum.
It takes a minimum of around 1,250,000 Bloodpoints to get a single character to Level 40. Let's then multiply that with every character that is currently in DBD, there are currently 21 Survivors and 19 Killers. Bringing the number to a total of 40 Characters to level up to Level 40. Which brings the amount of Bloodpoints you need to 50 Million Bloodpoints. If you show this to a new player, they would find this to be incredibly daunting and tedious.
But I hear you asking, "Kibara! Not every one of those characters has perks that are worth to grab!" And you would be right. So let's just remove the characters whose entire perk deck are not in the current meta, very situational or are just not worth to grab in general (Bolded Perks are up for debate on whether or not they are worth getting):
- Ace Visconti (Up the Ante, Open Handed, Ace in the Hole)
- Quentin Smith (Wake Up!, Vigil, Pharmacy)
- Jeff Johansen (Distortion, Aftercare, Breakdown)
- Ash Williams (Mettle of Man, Buckle Up, Flip Flop)
- Steve Harrington (Babysitter, Camaraderie, Second Wind)
- Zarina Kassir (Red Herring, Off the Record, For the People!)
- The Huntress (Beast of Prey, Territorial Imperative, Hex: Huntress Lullaby)
- The Demogorgon (Surge, Mindbreaker, Cruel Limits)
- The Oni (Zanshin Tactics, Blood Echo, Nemesis)
- The Deathslinger (Gearhead, Dead Man's Switch, Hex: Retribution)
And with that, we eliminated 10 (at least in my opinion) characters that you don't need to grind for because their perks are (arguably) not worth to grind for. That still leaves us with 30 characters whose perks are definitely worth grinding for though. Not only do these 30 characters have useful perks, some of them are downright powerful that you would be nuts to not get as soon as possible.
You would be nuts to not go for Dead Hard or BBQ & Chili from the start of your DBD Career, because these perks really REALLY help out a lot in escaping, chasing, detecting or even giving you free Bloodpoints.
Now that we have that sorted out, how much BP do we have to spend now?
37,500,000.
That is STILL A LOT of Bloodpoints. And to any new players, if they saw this number they would find that incredibly discouraging. Because they see the cap is 1 Million Bloodpoints, so they would think 1 Million is a lot of Bloodpoints.
Oho, but we're not yet done with the Grind Train yet, my friends. It gets even more exponentially expensive. It's like playing an Idle Game except you need to always be active to gain cash.
Let's assume those new players become regular players, and they want to fully prestige their characters. They see those bloody outfits and they want their own characters to look like that. Well, if they want to fully Prestige their characters with level 50 on all of them, lets do the math again then, shall we?
To get a Level 1 Character to Level 50, you need roughly around 1,750,000 Bloodpoints. To get A SINGLE CHARACTER to Prestige 3-50, you need to multiply that number 4 times. Meaning the grand total amount, the MINIMUM amount you need to spend on a single character to fully max out their levels is 7,000,000 Bloodpoints.
Yikes! That's already around 1/6th of the amount of Bloodpoints required to gain every teachable that is worth it in the game.
And of course, per our formula, we need to then multiply that number by 40 (assuming they want to prestige every single character in the game to it's max level). After that, we get a grand total of 280,000,000 Bloodpoints to max out every single character is this damn game.
That is a ridiculously large amount of Bloodpoints. I've played for 1.5k Hours in this game and I've only accumulated around 100,000,000 Bloodpoints myself. But hey, you can argue that it needs to be that expensive because Prestiging a character is Optional. You don't have to do it, which is why it's so expensive, it shows you're willing to put more time into the game. And I get that, it is meant to be more of a reward system for loyal players rather than an actual grind you have to overcome.
But what if you want to experiment with Perk Builds? Something that is a part of the game, and arguably, half the fun of Dead by Daylight to some people (myself included).
You would obviously need every single perk in the game to be able to actually experiment with the perks you want to play with. And here is where the massive numbers come in.
It takes roughly around 35 Million Bloodpoints to get every single perk in the game, and that is already close to the minimum we need to get for every single TEACHABLE that is worth to grab from the various characters in DBD. Reduce the number you need for Level 50, and you still need 33,250,000 Bloodpoints. (Keep in mind, I am assuming this character is Prestige 3, which means they already need to spend 5,250,000 Bloodpoints already on a single character.)
Arguably, you can be conservative and say that since every Survivor plays the same. You only need to get it for one Survivor and you'll be able to play with every perk in the game as much as you fancy.
But what if you play Killer?
Every killer plays differently, meaning not every build will work for every single one of them. You may need to mix-and-match separate perks to see what works well for you for that particular killer. So, you might end up grinding Bloodpoints to earn every single perk in the game, for every single Killer in the game if you don't have a single main you always play as.
Meaning, once again, we take the number 38,500,000 Bloodpoints (Assuming they start from Level 1), and we multiply that by 19.... And we get...
731,500,000 Bloodpoints.
And that is the best case scenario, that is assuming the Bloodweb doesn't screw you over by eating up multiple perks at once which has happened to me loads of times when I was maxing out Spirit. That is still a ridiculously huge amount of Bloodpoints, especially for Killers.
Now, if we add up every single Survivor as well, that number skyrockets to...
1,540,000,000 Bloodpoints.
Seeing this number and doing the math makes me think that perks like BBQ and WGLF are sometimes Mandatory because of how ridiculous this grind can be.
This reminds me a lot of PAYDAY 2 prior to them adding the Crime Spree mechanic. You needed to grind hours upon upon of XP to get to Infamy-XXV and you get diminishing returns because doing the best heist in the game for XP over and over again will incur you an XP penalty. It was brutal and unforgiving.
With Crime Spree, yeah the heists became harder but the rewards became much more worth it, it became much more rewarding and the time spent to grind greatly diminished making it easier to grind for Infamy-XXV.
But DBD has nothing like that, With BBQ you'd be lucky if you got 64,000 Bloodpoints in a single match. I just cannot fathom how someone, especially DBD Content Creators, could spend that much hours, that many matches of the same game to max out every character in the game to it's fullest potential. It must be a huge feeling of relief when you finally reach there.
After doing the math, I really hope BHVR takes a look at BP gains, or at least the Bloodweb Mechanic. Because right now DBD is incredibly hostile to new players, and it's driving people away more than it encourages them to stay because of that looming grind over their heads. And I think it would be better for the game, and the playerbase as a whole, if the grind was not this huge.
That's all I have to say regarding the Grind in Dead by Daylight.
Thank you for coming to yet another one of my TED Talks, it is now 6 AM and I have not slept.
Pretty much everyone will agree that the grind in this games is absolutely insane.And it's pretty much the major point why i can't and won't recommend this game at all.
They either have to:
-Change perks so they only have 1 Tier
-Remove the bonus bloodpoint gain from BBQ and WGLF and make it baseline
-Make a seperate bloodweeb for perks only
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@Schlute6969 said:
I have played dead by daylight for awhile and especially with recent events. I have gotten to the point where I randomly choose perks by a wheel, stealth builds for all killers, brute force builds with all killers (all perks involved with chasing) and similar with survivor although much easier considering survivors are more skins rather than going down the list of killers due to unique powers. If anyone has builds they would like to share I would greatly appreciate it whether it’s builds to run through all killers or survivors or if it’s just an extremely fun way to play win or lose (talking about you impossible skill check doc). Doesn’t really matter but for those who may comment I’m rank one on both sides to keep in mind and once I play any suggestion I may comment how I did or how I enjoyed it. Hope to have some new, fun, powerful or unique builds to try out.
Self care
Botany Knowledge
Spine Chill
Resilience
-You heal yourself and teamates much faster
-You vault windows/paletts quite a bit faster as well
-General faster action speed while injured
-A counter against stealth and low terror radius killer
A very fun build that isn't too gimmicky and will be certainly useful for almost all your matches.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1273108#Comment_1273108
Lol the Killer that you just step to the side to counter completey, is more balanced than the killer that actually makes the survivors have to think in order to counter.
The way you counter Freddy is being able to micro manage better than him. Track where he is, know when to recover from dream state, and do your best to stay out of dream state as much as possible. Watch for traps, and don't just try to play Ring a Ring o' Roses against him.
People are just mad because he actually takes skill to beat, and skill to play. They are upset because they can't do something as brain dead as run in a circle to beat him. Honestly if the dev's are not using Freddy as a mold for buffing other killers at the games current state then the game is already dead. But after the Doctor rework, you can tell that they are planning to buff Killer's to have as much management as Freddy, which honestly I am very happy to see, and these updates are the only reason I'm still here myself. I just wish the other Killer's I knew stayed long enough to see these updates.
There's a lot more counterplay you have to do against a good billy.
-Is he fakeing his chainsaw before the pallet?
-Can he curve around the loop?
-Do i have to be wary of charge addons?
-And actively trying to dodge his chainsaw as a last resort
Freddys counterplay however is:
-Is there a gen ahead that he tries to teleport in order to catch me off guard?
-Do i need to fail a skill check/go to a clock in order to stay awake?
-Should i throw down the pallet after i run into the snare or try to reach the next loop?
The counterplay to Billy is always more fluid in comparison to freddys.No chase against a billy will be exactly the same everytime whereas freddys chases will pretty much always be the same with very little difference (ignoring his pallet addons)
And please explain what about freddys power really takes skill,because i don't see it.
General Freddy match is:
-Find first survivor and get him to sleep either through hitting him or micro sleep
-Survivor tries to loop so you use your snares in order to down him,hook him and teleport to a gen with a survivor because of BBQ.
But i'm definetely very excited to see how they rework the other killers too.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1273175#Comment_1273175
Oh and also: dbd is accessing HDDs very poorly. With my HDD is get constant lags, fps drops and freezes. Once I installed it on a SSD it was gone. However, dbd was the ONLY game which did this. All other games (even open world games like gta) had no issue with my HDD.
I just think the problem as to why DBD is so extremely poor optimized is probably more complicated than just adding a switch to turn cerain graphical settings off.
The fact that their communication regarding this topic is more or less non existant doesn't really help either.
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@DwightOP said:
I expected some more enthusiasm from the console community. Seems like they don't care about more fps and general better perfomance ¯\_(ツ)_/¯
The thing console needs the most isn't more FPS but stable FPS.
60+ FPS won't help us if it still drops to almost zero when playing on certain maps,using certain killer powers,getting hit by status effects,gaining bloodlust or sometimes when survivor use dead heard etc.
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@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1271129#Comment_1271129
No, they're supposed to completely change the way you play the killer or provide something more unique than a straight buff to the killer's abilities. Think Amanda's Letter, Judith's Tombstone, Mint Rag, Iridescent Stone, Waterlogged Shoe, Iridescent Button, Outdoor Security Camera, Matchbox, Torn Bookmark, Readhead's Pinky Finger, Iridescent Coin, Iridescent Seal, Renjiro's Bloody Glove. Ultra Rare addons that just give the killer a straight buff are no fun, like Mother Daughter Ring or Iridescent Head. Both of Freddy's addons are too good and most survivors just kill themselves on hook against them, especially the one that keeps your obsession asleep for the whole trial.
I agree,a good designed Ultra rare addon either conpletely changes your play style or has some kind of high risk high reward design in mind
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@TheButcher said:
I wouldn't change Freddy. I would change most of the other Killer's to be more like Freddy.
Freddy is the most balanced Killer in the game, since he makes the game more than just running in circles till a survivor drops the pallet or not. He actually can catch survivors off guard, you can't out run him forever, and he is strong to mind game with. He actually brings Horror back into the game, unlike most of the Killer's who don't have vast enough abilities that survivors just walk the floor with them by running in circles.
I agree in the sense of changing weak killers before strong killers.
The only thing that lets him mind game a tiny bit more than other killers is fake teleporting to a gen but that's it.
I would rather say that killers like Hillbilly are way more balanced than Freddy.A killer that is really strong if you invest time in learning him with a good potential in mind games and counterplay.
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@Tricks said:
People just need to understand how to counter Freddy, and rather than just saying that and leaving it up to the imagination like everyone else seems to do round here, here's how!
For Stealth anti-Freddy strat you need to understand two things.
Firstly listen for the blowing wind sound. If your near a gen and its not spewing blood it means your safe as Freddy is teleporting to another gen, so continue about your business.
If you see blood spewing from a gen it either means hes about to do one of the following
- Teleport to that gen
- He could just be trying to spook people off a gen with no intention of teleporting and may be waiting near by to see if anyone runs off
- Or he has class photo slotted meaning every gen spews blood with no husk before he teleports so you may or may not be safe.
In any circumstance its best to sneak away from the gen slowly and hide near by if blood is spewing as it will take a couple of seconds for him to get his bearings in his new husk. If he doesn't appear just return to whatever it was you where doing near that gen.
Secondly don't get confused when heart beat changes to lullaby when going into dream state. Survivors are used to the heart beat, best to get used to knowing lullaby distancing with Freddy by playing against him.
Also the combination of Kindred, Spine Chill and Alert will make the above so much easier.
You really can't mention stealth as a counter to freddy because that applies to all killers,except maybe doctor.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1270555#Comment_1270555
Again I ask, so? Why is it required for a killer to require a considerable time investment before you can start enjoying your time with him? Wouldnt making some killers more accessible lessen the stress on killers (which is one of the complaints I hear)? Why is Freddy "unfair" just because the killer didnt have to sink a ton of time into learning him like Nurse or Billy? This just seems like a really weird level of thinking to me. Freddy is counterable, he can be beaten if you know how to play against him. So why is it a problem for you that the person playing with him didnt spend a crap ton of time mastering him to be able to compete with you?
It definitely shouldn't be necessary to invest a huge amount of time in order to enjoy a killer.There are killers that can be fun without having to invest a lot of time playing them.
In my opinion i think if you want to play something strong then you should also invest a comparable amount of time in mastering it.
Freddys power,in terms of accessibility,is perfect.Quite simple,easy to understand and learn.
I just think it needs to be toned down just a bit to accomodate the fact that his power is easy to learn.
The only counterplay to freddy is to either drop the pallets early or trying to stay awake as long as possible.And that,in my opinion, is just really boring design.It's the same situation like plague where you have to stay broken the whole match.
Killers should have more interesting forms of counterplay rather than just hiding/stay awake etc.
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@Dead_by_Gadfly said:
I wouldnt change a thing, but if you really want to nerf him get rid of snares and makes pallets base kit. Id be ok with that, idc about the borrowed time thing.
As far as him being easy to master, so? Just like you said the persons going to get bored and move on to a different killer eventually. Why is it survivors get to master playing as a survivor and then just have fun but with killer you have to spend hundreds of hours mastering that 1 killer before you get to start having fun with him? Maybe if all killers were as accessible as freddy you wouldnt have so many people bitching about how stressful the game is for killers. Its not like youre guaranteed a W with Fred, he can still get wrecked by a good team.
The problem about freddy is:
Little time investment needed to learn his power in relation to how strong his power is.
One would have to make it either harder to learn/use his power OR weaken his power a bit in order to make him fairer to verse.
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@Nutty_Professor said:
For starters this isn't a "Freddy is OP" post, a more of an open discussion. I often see a lot complaints about Freddy from survivor mains and some killer mains. I'm interested to see those who have those complaints what they would change about Freddy.
The main complaints is that Freddy is incredibly dull to play against. Freddy's often don't have any variety in play style, it's often predictable what a game against Freddy is going to be like. Also Freddy can shut down loops without much thought to it with his snares.
Another complaint about Freddy is that whilst he's one of the strongest killers in the game, he doesn't take much time or effort to master. Is easier to play compared to other killers of a similar strength such as Nurse, Spirit, Billy and Hag.
As someone who plays Freddy, whilst Freddy is my least favourite killer to play against, my main issue with him is that I did not take much time for me to be able to play as him optimally. Therefore he doesn't feel as rewarding to win games with Freddy, compared to how it does with other killers.
What I personally would change about Freddy is that I'd make it that BT would work against him whether you're awake or in dream state.
If Freddy was to be nerfed I could live without his snares, if meant his his ability to teleport to gens was buffed.
Comment your opinions.
-Remove or rework his oblivious status effect so borrowed time works against him.Maybe make it a green purple addon?
-And change the fact that once freddy sets all snares,others need to be triggered first before he can set new ones similiar to Demo with his portals.
-Make the passive sleep timer longer (Maybe 90 seconds?).And change his slowdown addons (that are pretty much useless after the nerf anyway) so they slightly affect the passive sleep timer.
I think those ideas would be a great and fair change to his power without making him absolutely bad again.
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@LittleCoconut said:
The only time I've been scared of this game was when first I started playing, but I grew out of it really fast. Nowadays the game is more funny than scary, even the chases look comical when the survivor and the killer are looping around a wood plank. I think the first step to make this game scarier would be to change the boring chase music most killers have, it's really not thrilling at all. You could also make the heartbeat music more thrilling. This game has to be scarier since now it really doesn't own up to the PEGI18 age restriction at all. What do you think?
DbD was never meant to be a true horror game in my opinion.
The horror aspect in this game is quite small
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@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1268244#Comment_1268244
Totally true.
I've seen Hex: Ruin after changes and it was still pretty devastating.
I just don't understand why NOED is a must.
I'm a survivor and I don't use DS or DH.
Well Noed can be a really good and game changing perk that isn't a teachable,so that's one reason.
But at the end i would say it's just bad luck.There are days where players get tunneled/camped/genrushed or get certain maps over and over again.
If you see Noed that much in your game i would advise you to use certain perks and items for the next games.
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@Alify said:
Breakout is a good perk, but I have a problem with it that I would like to fix.
Here is what I want to add to this perk:
The Wiggle Progress of carried Survivors can be determined by the intensity of their Auras at a distance of up to 24 meters.
Now the situation can be more under control and this nice little new feature can slightly improve the perk.
Prior to this post, I wrote about the Buff/Rework of Buckle Up to Meta, if you have not seen, then I advise you to take a look:
https://forum.deadbydaylight.com/en/discussion/151569/buckle-up-buff-rework-to-meta
I think breakout is already a fine perk as it is.The only thing it holds back a bit is the amount of skill/coordination you needs to make it work but considering that your reward is rescueing your teammate from the killers grasp it should take a lot of work to use.
Also the aura reading would be really difficult because you only see auras clearly if the target isn't in Line of Sight
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@zkelvln said:
i dont think you realize how small the xbox community is that results on getting matched with any rank.
It's not a xbox issue at all.There was a time where the matchmaking worked the way it was supposed to,but a mix of not enough killers and some update leads to those massive differences in rank between the players.
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@LegendCZ said:
Hello.
I want to present you my idea how to remove much of a toxic game and complaining of both camps.
Ranked Mode:
Will be determining your skill level (vissible one) and you can que up only with 4 friends. No randoms are allowed as it is supposed to be team game. So you need people to communicate with and cooperate to be competetive. Killer capability and strenght has been adjusted just for this situtation, it wont be easy.
Casual Mode:
You have hidden MMR, you will be placed with people of same skill celling as you have (most possibly as you can), you can start match SOLO ONLY, as game is intended to be played, you will be put with random survivors stranded in a fog to survive brutal killer awaiting you.
So now main differences which you already noticed.
1)The Ranked is SWF only and Casuals are randoms only.
2)Ranked and Casual is BALANCED DIFFERENTLY. Which means that killers wont suffer SWF based on randms balance and randoms wont suffer killer based on SWF balance.
3)Less toxicity from playing more relaxed and good experience then stress to not knowing what survivors you will get.
Now hear me out. This game lore is about randoms getting stranded into the fog by Entinty, they dont know each other and in my opinion (lore wise) SWF is a DUMB feature, as i read lore, you dont see anyone next to you in campfire, thats why casual way would be how it supposed to be played. As survivors never interacted with each other outside of trials as far as i am aware off.
In my opinion SWF is great to group up with friends and have fun, but bullying the killer is not the way in my opinion, and same goes for the randoms. Ranked should be locked to SWF only as the game if played seriously should be true 1v4 and not 1v1. 1. 1. 1. (as it is with randoms)
I know it will propably never happens, but in my opinin it would solve a lot of game problems along with its toxicity.
Stay safe in the fog! take care!
As other people mentioned.This playerbase isn't large enough to split it.Queue times are already a big problem in this game and would be even worse if ranked and casual modes would be added.
It also doesn't stop toxic players to abuse the casual mode either anyway
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I don't even care to look at the rank of my teammates anymore because 95% of the time they play like rank 20s anyway.
It's really not worth it,you don't get anything for reaching rank 1
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@FixDBDPls said:
https://forum.deadbydaylight.com/en/discussion/comment/1267887#Comment_1267887
I started to play exactly before that period, in august 2018, i think the nerf came around the same time, anyway to this day i love using the self care because i can heal and save other people with it's help
Try using self care,resilience,botany knowledge and spine chill.
Fast vaults,faster healing,a counter to stealth killer and you can finish many actions faster.
Super fun build in my opinion
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Well like you said,viability of killers are mostly measured by checking whether the killer is able to end chases quick and if it has some form of map pressure/ability that help to move faster from one point to the other.
The way you explained is more or less right
-Quick chases + Map pressure/movement speed = Map size isn't much of a problem (That applies to Billy and Freddy but only partly for nurse,spirit,oni,wraith)
-Short chases + decreased Map size = movement speed doesn't matter much (That one is pretty obvious,killers like Huntress and Dearhslinger suffer from the lack of movement speed so their one big weakness is obsolete when map sizes gets decreased)
-Increased Movement speed + decreased map size = short chases (That one,in my opinion,is completely wrong.The reason why decreased map size is so good for not only the top killer but the rest as well is because the can start their chases much faster than before.It doesn't mean chases will be quicker but there will be more of them in shorter time spans.It also narrows the gap between the top killers and the rest.
But yes,ultimately smaller maps are also a direct buff to the top killers.
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@PodgeNotRodge said:
So as I've already mentioned in the previous post to this. I'm getting constant exit stage music on what I've had on all MacMillan and Coldwind maps as of yet. I can get in chase to get chase music, but as soon as it ends, exit stage music.
Not only this but there are WAY WAY more sound problems. I was in Purgation Temple on top of the temple gen. I had to look down from a certain angle just to hear it be 70%+
With outside gens, I actually have to look at it sometimes to hear them. Hatch, have to look at to hear. Even the sacrifice sound I have to look at them to hear the full sound XD between this and people telling me of constant chainsaw sound Bubba, silent downed survivors and a doctor that gets nobody screaming when they dont have Iron Will or Calm Spirit. I have also had disconnected survivors bodies still moan in pain constantly 🤣 I pose the question "Why bother playing?"
New map design+killer reworks=bad sound effects. Like how? 🤣
Any other issues ye might be having, feel free to drop it in.
It's not Dead by Daylight if the sound isn't broken with every update 🙄
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@StutteringSpartan said:
“Protect a recently unhooked survivor by taking a hit near them 250 times”
Do other protection hits count towards this trophy? I.e. Taking a hit while a survivor is being carried. Taking a hit while you’re healing a survivor you randomly encountered on the map.
Or is it strictly unhooking hits?
Can a dev offer some clarity in the subject please. @Peanits
I'm pretty sure it's just like the description says.You need to get a protection hit after you unhooked a survivor.I think the time frame would be starting at the unhook and ending at the Safe Unhook Score you get after 15 seconds since you unhooked i think.
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@Fibijean said:
I find it really interesting that so many people have said that they expect players with prestige outfits to be somewhat skilled. I tend to assume the opposite, based on the fact that prestige is (a) easy to get, (b) therefore usually the first cosmetic that people get access to, and (c) not the favourite of most, meaning that if they have other cosmetics, they usually use those instead. So most of the people I see wearing prestige are newish players who want to show off that fact. Veterans typically don't feel the need to show off prestige skins because they've earned enough bloodpoints in their time to prestige everyone, so to them it's not that special anymore.
You have to consider that if you prestige a character one can assume that you like and play that killer/survivor a lot and therefore should be more experienced using them.
The other factor you have to consider is that licensed characters have very little cosmetics to choose from if tjey have them at all so that way they only have that prestige clothing as another outfit.
There also some people that would like to get certain cosmetics but can't afford them so they continue using the prestige outfit
Point c is very subjective.For example in my opinion the prestige outfit is Onis best cosmetic.Also a lot of players are using the P3 Head cosmetics because the fit to a lot of cosmetics.
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First point you mentioned doesn't have to do anything with rank.And currently SWF works like that if 3 friends (All rank 20) look for a match with a friend that is rank 1 the matchmaking will try to get a rank 1 killer regardless.What is happening to you is caused by awful matchmaking
To the second point,the statement "rank doesn't matter" isn't used as an excuse when players completely destroy a someone that is way less skilled than themself.It is used when people say something like read ranks are the best players or something similiar.
And like i said,when you played on red rank you will see how many really bad players there are.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1266211#Comment_1266211
How do you know if someone is a baby Dwight? Is it to do with their cosmetics, or the way they're playing, or do you treat all Dwights equally?
I would guess it's a mix of both cosmetics (Dwight wearing the standars cosmetics) and their behaviour in-game that indicates that they are really really inexperienced like trying to hide although they are clearly able to be seen.
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Rank really is pointless though.Of course one can assume the better players will be red ranks and really bad players are yellow or brown ranks.But that isn't the reality unfurtunately.
If you play the game at red ranks,where pretty much all the high level players are supposed to be you will see A LOT of players that simply don't belong to those ranks at all it's amazing and really sad to see honestly.On the other hand the amount of good players on red ranks is very small.
Rank today is only an indicator to how much you played this month nothing else.It says nothing about your skill,it only translates your playtime of DBD this month.
So regarding that the gap of different ranks in the lobby shouldn't be too big because otherwise one would verse players with way more or less play time than the other.
But the devs already said that they are working on a change to the rank system anyway so we have to wait how this change will turn out at the end.
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Plague is an ok mid tier killer.
Use corrupt intervention to make it much easier infecting every survivor.
After that survivor either stay broken or will cleanse
If they stay broken,perks like iron will are countered,hiding in lockers isn't possible (a bit like iron maiden) so stealth in general isn't possible plus they will be one shot the entire match.
And if they choose to cleanse you get one of the strongest abilities in the game that can snowball your game and win it for you.
You can also force them to cleanse when they are all broken with using the free upgrade you get or the apple addons
The only change plague needs is that her fountains should be closer to the middle of the map.It would make it easier to heal as survivor and easier to get your power up as plague.
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Other than that there are lots of videos with many different meme/gimmick kind of builds on youtube already.