ProfessorDunwich
ProfessorDunwich
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Does this apply to Spine Chill? That one perk renders poor Ghost Face almost useless.
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@HorsePower said:
https://forum.deadbydaylight.com/en/discussion/comment/747124#Comment_747124
Can't spend another $10? Sad story.
The point is when is enough enough? They have 2 lucrative sources of income with the new chapters and cosmetics. They are now implementing a 3rd inspired by free to play games.
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@yobuddd said:
Just to be clear, and I’m genuinely curious, is it possible to “beat the system”?
- 1,000 auric cells for premium pass.
- earn 1,000 cells during play period.
- spend those same cells again to go premium for the next period.
- rinse and repeat.
Do we think the “free” version will ever reward Auric cells so that it’s possible to save up and go “premium” without actually paying?
If you don’t spend your newly earned cells while playing premium, do you still earn your premium cosmetics and such?
(For the record, I’ve never done battle passes of any type before, so this is a very new mechanic for me as you can likely tell.)
Yes, you can. For most battle passes it will probably take you several hours a day to achieve this though. A much more significant investment than most players will make. It is like a buffet. They are betting most will not eat more than they pay.
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@rch614 said:
There isn't really a difference between the battle pass and buying the cosmetics outright. They said any cosmetics you get from the Rift will become available in the store later on. Plus, the Auric cells you pay to unlock the premium track will be returned to you eventually anyway.
It isn't a bad system and if you don't like it, don't buy it. You're spending $10 on the pass and then getting those Auric cells back for whatever else you want.
Honest question. Do you not see the danger of allowing these mechanics in paid games? If they are accepted then it will only get worse. I suppose Horse Armor was before you time.
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Well, well. I suppose my question has been answered. Free to play mechanics in a paid game are okay. Carry on.
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@HorsePower said:
Imagine crying about free cosmetics.
Imagine spending over 100 bucks on a game and having a battle pass put in it...
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I'm really hoping they add Loot Boxes myself.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/737565#Comment_737565
That's not the disadvantage I was talking about. Please read my post more carefully. Psychological factors do need to be taken into account, and not feeling the instinct to want to save your friends is indeed an advantage solo players have over SWF.
Once again, we can debate your experience vs my experience back and forth all we like, but statistically, the survival rates are not all that different for solo players and SWF players, which means that, for whatever reason, the divide between them in terms of viability is not as large as you're suggesting. All I'm doing is making speculations, based on my own experience, as to what that reason could possibly be.
I know exactly what you are saying and I disagree. It is not hard to be altruistic and be smart about it. There have been times as killer, clearly against SWF, where they unhook their friend before I even have the chance to walk away. So let the killer hook your friend, given them a moment to leave, and unhook. Not hard stuff.
Even if we assume your argument is true, solo survivors have it worse. Unhooks are worth a ton of points, so everyone wants them. Not to mention losing another survivor really puts a damper on your chances of doing well. So instead of the hooked survivor telling their friends what the killer did after unhooking them and being able to discuss who goes for the unhook, solo survivors simply know someone is hooked.
Solo survivors have absolutely nothing on a well-coordinated SWF team. It's not even a competition. You can't suggest all the extra information a SWF group has can detrimental if used properly.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/737541#Comment_737541
I understand why it sounds like an enormous advantage, but the stats (at least as of around six months ago) just don't support that idea. I'm not denying that there are some ways in which SWF have the edge over solo players, but it's not as big a gap as you're implying. And as I said, as much as there are advantages to playing SWF, there are some significant disadvantages as well.
As SWF, you have tons more information, which is the most important commodity in this game. Using it poorly does not constitute a disadvantage.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/737520#Comment_737520
They take into account all the groups, drugged up or not. Fun fact: people don't have to be on drugs to play a game casually with their friends and not get super sweaty over it. That's how most people play.
Obviously, your group does not seem like the SEAL Team 6 groups a lot of killers run up against at high ranks. Even if you are not super sweaty and/or impaired, you can still announce when you are being chased by the killer, who is going for the save, and who is working on gens.
As solo survivor, your information is far more limited. You have no idea who is going for the save unless the hooked surv is running Kindred and you do not know who is working on gens. The only way you know if someone is being chased by the killer is if they get injured or they are the obsession. Even then, you do not know if the killer is continuing to chase them.
Knowing what the killer is doing is an absolutely a huge advantage. As a solo surv, you are mostly in the dark. What happens when a lot of survivors are uncertain? They go into immersion mode. Knowing the killer is occupied with another survivor and not actively patrolling means you have a free pass to work on gens.
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@Fibijean said:
Firstly, I'm guessing the main reason they aren't as focused on buffing solo is because it's actually not as big a deal according to the stats they have as people are making it out to be.
Secondly, I'm wondering if anyone who complains about the efficiency of coms has ever actually played SWF themselves. My SWF group is nowhere near that efficient, and I'm guessing that's the case for most groups, given the stats on SWF survival rates.
A lot of the time when we play, we're just messing around in voice, not giving each other constant instructions with pinpoint accuracy. Sure, we might let each other know if the killer is hanging around the hook, or one of us might say "I'll go for the save" (sometimes, other times we just forget and all go for it anyway) but we sure don't know where each other or the killer are at all times. I feel like people think SWF conversations go like this:
"Where are you? I'll heal you."
"I'm in the north-west side of the map, twenty meters from the far wall, crouching behind 'the' rock."
Most of the time the conversation goes like this.
"Where are you? I'll heal you."
"Uhh... I'm next to the big thing... I'm kinda near shack but also not really..."
"Gee thanks that narrows it down."
Or this:
"I found Ruin! It's uh... under a tree somewhere."
Or this:
"Does anyone know where the killer is?"
"Yeah, she's near me."
"And where are you?"
"Um... in a room, sort of near the middle maybe? I think?"
And that's not to mention that there are actually downsides of playing SWF as well, like the instinct to perform suicidal feats of altruism because it's your friend's life on the line and not just some random's. I say all this not to suggest that there is no gap between SWF and solo play, but simply that the gap is far, far smaller than most people who complain about it imagine.
Pretty sure they can't take into account SWF groups under the influence of one or more substances.
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@Raccoon said:
That doesn't address my question, though.
What could the killer possibly gain to be on par with all this free information for survivors?
Chill out, Karen. The point is this information is ALREADY free for SWF groups. If the gap was bridged, killers could be balanced around the information SWF has. This would probably include changes for individual killers.
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@Raccoon said:
What type of Killer buff could possibly compensate for built-in Bond, Kindred, and Empathy?
Serious question.
Honestly, this is a starting point. However SWF, for the most part, readily have this information. They know when teammates are nearby, when one is being chased by the killer, who is working on gens, and who is going for the save.
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@Jimsalabim said:
everyone was screaming for dedicated servers.. because "i get hit after a window vault", or that hit should not have connected.
Now it turns out everyone wants to have P2P .
Some ppl are just weird
People were foolish enough to believe they would do a good job with them. But don't worry, more $10 cosmetics are coming.
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Iron Will has to be a staple at high ranks. Against brilliant game design. I'm pretty sure they have 1-2 people balancing this game.
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Pretty much any killer can make use of increased movement speed. It is a pretty dangerous perk, requires effort to use though. Otzdarva has some videos where he makes great use of it.
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Maybe the Devs should invest in buffing the lacking killers AKA most of them.
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@Todgeweiht said:
I mean, i have never played dbd with mouse and keyboard (console player) but watching some gameplays has made me realized that killers using a mouse and keyboard have a better time contolling their characters and dont get 360´d as easy.
No question. I have maybe missed only a few swings on PC with M&K. On console, I missed quite a few.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/727641#Comment_727641
But...he didn't forget...
I swear, he was crouching behind some barrels when I posted that.
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See him now. Must have lost him in his Night Shroud.
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Why do people keep forgetting Ghost Face?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/727179#Comment_727179
Legion was never a good Killer. He was good at getting one person down, while taking ages for that and losing the game because of no Map Pressure.
And more Killer are playable at Red Ranks than Nurse and Spirit.
Maybe 6 of them. Nurse, Spirit, Billy, Freddy, Huntress, Hag. That leaves 11 Killers who are not viable. That is downright poor game design.
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Why would anyone main the Clown? He is a low tier Killer. There are clear things that could make him more viable. For example, speed him up while he is reloading instead of slowing him to a crawl. But the devs prefer to let him languish. Given how slow they are to make changes, I expect this will continue indefinitely.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/727134#Comment_727134
Track record? What killer have they nerfed to the ground besides Legion? They JUST buffed Freddy. Buffed Ghostface upon release and just made a solid killer (Demogorgon). BHVR hasn’t even mentioned touching Spirit.
Only took them two years to buff Freddy. Seriously should have put 5 people in a room over a few days to hash out how he could be viable. Nope, two years.
Legion is now worthless.
Is there any killer went from garbage to good at high ranks? Other then Freddy, the answer is no.
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Given their track record they are going to nerf her into the ground to make her non-viable at high ranks, you know, like the overwhelming majority of killers.
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To put it lightly, they were a total disaster. Double hits occurring on survivors, Plague being literally unable to hit survivors with her vomit, etc.
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@Tensor said:
I would switch if I could transfer all the stuff I have purchased and all my character progress (All survivor but one at 50. 3 of them P3). Plus a number of 50 killers etc.
Yeah, I had to start from scratch again. Pretty painful.
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@Pulsar said:
Yes, I really hate Claudette's.
First ever game as Killer, I got hit by a 4-man immersed Claudette squad with flashlights and insta-heals. I was playing Wraith.
*sad bing bong noises
Oof. That's when you learn to dodge lobbies.
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I switched from PS4 to PC but I can empathize. The lack of concern they have shown for console players is not cool.
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I agree Corrupt Purge is very strong, but survivors get a lot of say over when and where she can use it. If you are going to cleanse, try to use fountains on the periphery away from unfinished gens.
And even tho she can one shot when someone is max infection, she does not have Tier 3 Myers' ridiculous lunge, not to mention a lot of high level players don't bother healing in the first place.
Overall, I think she has a very interesting design and hope complaining about her doesn't result in a Legion-style adjustment.
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I'm concerned it will start off benign and quickly become malignant. Battle Pass is pretty common among games with questionable monetization. Prefer that path was avoided all together.
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@Volfawott said:
Favourite Piggy/ Legion/ Demi Logorgon
Least favourite Ghostface. He sounds like he is having an orgasm when he gets stunned
Maybe he is.
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Worst: Myers because HE SHOULDN'T HAVE A VOICE ACTOR. I'M NOT LETTING THIS GO! MIKEY SHOULD NOT GROAN WHEN A PALLET IS DROPPED ON HIM!
Best: Doc, his laugh is so creepy.
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No, it doesn't. That is why it doesn't work with Nurse's Calling. Same goes for the Doctor's Madness.
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She is called the Plague for a reason. The plague is central to her character. This is a horror based game. It can't be tailored for every sensitivity. Same goes for pretty much any other media. There are some things I don't like in this game, but I would not argue for them to be replaced.
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@joker7997 said:
I'm real sick of exit gates that spawn way the hell too far apart. This only matters for survivors that failed and the hatch gets closed. Cry me a river.
To clarify, there were 3 of us. One surv was killed through hardcore tunneling. The rest of us died on our first hook.
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@Ark_the_Bonsai said:
I have yet to experience any specialized hate when playing as any of the new dlc characters (outside of the odd weirdo who thinks either A: Demo is OP or B: Demo is UP)
Only survivor I see generally mistreated by their fellows is Quentin for... Reasons?
Probably because he looks like a gremlin.
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Glad to see I am not the only one who loves facing Myers. Definitely my favorite killer to go against. He is actually creepy and his tiers make the match constantly evolve.
Least favorite is the Hag. If you did not bring Urban Evasion, you are in for a bad time.
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@aazimuth said:
Gotta love punishing people for playing with friends. It's really not an issue because this is just an incentive now to stay at a low rank compared to before.
Unfortunately, there are too many toxic SWF groups who aren't just playing with their buddy from work.
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@FrenziedRoach said:
I'm tired of getting reset to the brown ranks myself when I stop playing for long periods of time. If you make it to the yellow ranks, you should never drop into the brown ranks... PERIOD
Totally agree. Hard to get out of it too due to potato teammates. Once you get to a certain level pipping becomes much as easier as a survivor.
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Depends on which original killers we are talking about. Legion was a total miss, the characters, lore, gameplay. Plague and Spirit were great IMO. Clown needs to be buffed, but his design and gameplay are okay.
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@Dwight_Fairfield said:
It was an urban legend. Like Dwights in a locker......
Locker Dwight is no myth. Probably because Dwight is the default survivor and hiding in a locker seems like a good call to new survivors.
Console optimization is a myth however.
I haven't thought about that in a long time until a read your post. They really just let that one fade away didn't they?
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It's big brain time.
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Dying Light needs a big buff. I'm thinking where it does not crash the game.
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I'm conflicted about the new map. It is very cool and has an amazing atmosphere. On the other hand, it is very confusing, which seems to be a trend with the indoor maps.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/702398#Comment_702398
While Billy, Spirit, and Nurse are arguably the only viable killers at high ranks, that does not mean the developers haven't been trying to balance the game. BHVR had made several changes over the past year such as buffing trapper, wraith, ghostface, freddy, and so on. Furthermore, BHVR did some general changes that buffed all killers such as removing pallet vacuum, increased base healing time, buffed killers perks, and added the EGC.
BHVR does care, it just takes time! :)
Other than Freddy, who got a total rework, the other buffs have been pretty half-hearted. How hard it to start Trapper with multiple traps? Having to go around and collect them is absurd. They gave Wraith built in Windstorm, which is a minor buff, he is still one of the worst killers in the game. I don't even know where to start with Ghostface. Either he is constantly getting revealed with minimal effort or a survivor can look straight at him and still get exposed.
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If a survivor is teabagging me, I will tunnel the hell out of them if it doesn't set me back too much. I will also teabag at the gate if a killer is toxic (hardcore camping/camping tunneling).
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For survivor you get to play with better survivors, which makes a huge difference. To adequately simulate this, stay away from the game for a few months, you will eventually be reset to brown ranks. So you start working on a gen, get found by the killer, doesn't matter how good you are, you will be downed eventually. When you see your teammates they are either hiding in bushes on the periphery on the map or not visible because they are hiding in lockers.
For Killer, there is no benefit to ranking up. You will just run into more toxic SWF groups.
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@Kilmeran said:
@ProfessorDunwich The XP penalty in Overwatch is only for QP. And once you get to an account like mine, which is near Level 900, we laugh at it. XP only grants a lootbox when you level-up, and I already have 90% of the cosmetics with near 30k coins still banked to buy any new ones as soon as they come out. XP means nothing.
Same as BP here for those that have played long enough.
For Competitive, it is a time-out ban and then eventually a season-ban. Too many of them and it's a permanent ban from the gameplay mode.
Given that DbD has a rank ladder, and we know DC punishments are coming with Dedicated Servers, I imagine they will do escalating time-outs, then temp-bans that escalate in time, until finally a perma-ban for the really stupid offenders.
@joan As it stands right now, Moris, tunneling, and camping aren't going anywhere. Behavior has gone on record and stated that all three of them are viable strategies. I try not to camp or tunnel myself, but if you want Moris gone then I want Instaheals and BNP gone.
Very few people have accounts with that amount of investment. Even taking that into consideration they could decrease bloodpoints for 99% of players and increase the time-outs for those who have very high level accounts.
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You were playing a low-tier killer against optimal survivors. Of course you did not stand a chance. "Accept it and move on" is asinine advice however. The mindfulness guru survivor can get lost. Things won't change unless people are loud.