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RainehDaze

RainehDaze

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  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692567#Comment_2692567

    Before I answer everything you said I want to point out that while chat harassment is banned, smack talk itself is not. Do you consider exit gate teabagging harassment or just a simple taunt that'd be more closely related to smack talk?

    The devs consider it more along the lines of smack talk and as such it is allowed. If you're trying to argue it is more closely related to chat harassment and should be treated as such then we have nothing else to talk about as I simply don't agree with that. We'd be yelling at each other forever over the semantics of what constitutes smack talk and what is harassment and if smack talk is harassment.

    https://forum.deadbydaylight.com/en/discussion/comment/2692555#Comment_2692555

    It might ruin the horror atmosphere for some but so does running around in inflatable snowman or kicking pumpkins. The game has been shown multiple times over the years that it doesn't take itself that seriously with the horror aspect, just that it is in fact a part of it. Having something like BM which can take you out of the horror element in a game where the horror element isn't taken that seriously in the first place is not a big enough deal where it should be removed for that reason alone. If the game took its horror elements more seriously or wanted to take itself more seriously, I would actually agree with you.

    I think it's definitely a problem that they've shown some willingness to moderate chat but think infinite verbal BM is fine, with neither moderation nor any sort of feedback within the game to limit this behaviour. Because it creates a terrible atmosphere when people keep encountering it.

    Exit gate is bad manners, but you can get into outright harassment with the same action when the matchmaking really screws up. Bully squads are made of it: just don't do the thing that lets the game end, continue to run the other player in loops and teabag until they give up.

  • @jesterkind said:

    This is a strange comment on all three points being made here. So, let's go point by point! I've got nothing else to do while up with insomnia, anyway. So...

    Point one: Proving that survivors have time to look for totems. This isn't strictly accurate- they have time to look for one totem, that they typically return to. Hunting down all five isn't quite as monumental a task as some make it out to be with the proper tools, but survivors still don't have to do that in order to make use of their boons, so the point doesn't stand.

    Point two: Old Undying. The equivalence you're drawing here is a false one- boons are (ostensibly) balanced around being semi-permanent but interruptible, and hexes are not. That's why current Undying is still very strong, and old Undying was broken. With the exception of Circle Of Healing, which is busted, the current boon totem perks are pretty balanced when it comes to being infinitely available with a time investment- the same could not be said for all hexes, and in order to make that true, you'd have to nerf some.

    Point three: "Until you nerf boons". Balance changes shouldn't be made just to cover separate balance issues, and old Undying wouldn't even cover this issue anyway. Besides, boons don't really need a nerf (unless you consider QoL things like louder audio radius for killers a nerf, in which case sure), but Circle of Healing does.

    Point one: if each survivor theoretically has time to look for one totem, that's still 4/5 totems on the map. After they got made more obvious again. And some just spawn in your face. So...

  • Honestly, I think the map is just one more instance of the game needing an audio overhaul because it's somehow true 3D but the audio and all perk radiuses are 2D?

    And whoever did the ink noises needs to be bonked.

  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692416#Comment_2692416

    Oh I can agree to a minor point. As I said, I'm playing devil's advocate.

    As a counter point, why would BM be unacceptable in a game that's about torturing people without any hope of escape for all eternity? If you want to argue it's just video game logic and that's the point then I'd say the same of the BM as that's not something people would ever normally do. I don't think anyone IRL would ever bother teabagging someone since not only does it look really dumb/funny but it's quite difficult to do. If you want to counter argue taunting in general then that as well is extremely frowned upon to do IRL.

    That said, it's a horror genre and people being insufferable jerks is part of that territory. While I can't think of many gaming examples that go that route, having unlikable characters or villains that are just straight up annoying or upsetting is fairly common in the movie scene. There are plenty of examples where the villain(s) like to joke around at the main characters expense. Thinking more directly, I'd be curious to know how many horror movies end with the main character being victorious and taunting the killer before they die.

    Even in games, while it's not normally played for the annoyance factor it is common to have the villain(s) rub it in your face that they killed someone or did something to you and there's nothing you can do about it. They want to make you angry and upset which is exactly what BM is meant to do. It's meant to incite a reaction out of you. The difference is, people tend to take in-game BM personally instead of realizing it's just a game and is unrealistic as they would for any other situation, like say getting tortured.

    On another note, having a horror game where the entire point was to demoralize you and try to make you mad/upset would be quite interesting.

    It would be unacceptable in a game, because it's a game. Like, that would seemingly be the first part of it being a multiplayer experience: we're here to play with other people and have fun. How the game does that based on its genre is one thing, but at no point does that mean that a social experience should become filled with antisocial behaviour--that is, after all, inherently destructive to its premise and community.

    In the end, it doesn't matter how limited the range of behaviours are, if they're sufficiently broad that certain things can be construed to have no other purpose but to taunt (and teabagging has been around since at least Quake, so we have more than twenty years now for that to get a clear meaning) then they should be treated as such. If you're going to have rules that verbal harassment etc. is unacceptable, then so are clear nonverbal cues.

    Since there are, in fact, rules governing the chat, we know that this isn't acceptable. This extends to virtual actions, rather than running on a double standard that only certain methods of communication are able to be offensive--and, of course, we can go one further and say that by most logic, chat should be regulated less, because at least you can opt to close it and not take part--no such luck with the exit gate squads; they get what they want one way or the other.

  • It's the latter. People with high MMR wait too long, can't find a game, MMR range expands, that happens.

    I wish MMR wasn't invisible so I could at least look at a game afterwards and know how much of it is a skill gap and how much it was mistakes in the moment.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692421#Comment_2692421

    It's not quite that solid.

    Yeah, survivors have time to hunt down a totem and fix it, but only because the reward they get saves them the time they invest.

    And not doing totems before would save you time only if the totem effect didn't delay you further, which meant you'd save the time invested in the long run.

    "Disabling the Killer's perk for the rest of the game" should be enough reward on its own, I don't get why said perk at least buying some time in its destruction is treated as an unfair thing rather than one of the benefits it has when you can't use it otherwise. I swear, this is the same argument Pinhead's box keeps getting "it doesn't give you anything if you do it", because "not losing to it" is not a benefit enough?

  • The main building is horrible (please stop doing vertical things if you're never going to fix your damn vertical audio) with all the walls etc., the environmental ink noises are ridiculous, and I guess it totally sucks for trapper and stealth killers because nothing to hide in AND NOBODY BLENDS IN.

    The actual layout outside of the main building is fine, though?

  • @GannTM said:

    Oh geez. Another us vs them.

    In fairness, "this proved that there was enough time to go tackle totems in a match, which negates arguments about how undying etc. was busted because that's too much" is a solid argument, even if the phrasing isn't

  • It got me enough for another... 4 games before I need to go on another addon hunt, I guess? I guess it's something.

  • @ohheyitsbobcat said:

    Something I haven't seen brought up yet is the genre and age rating as a defense for BM and I think I'll play devils advocate here.

    DBD is a horror game that is rated 17+ meaning that only adults or people close to adults should be playing it. While kids will still play it, I think that's more on the parents to ensure their kid(s) are mature enough for the content and to understand what comes with it and if they should speak to them about what is happening.

    Secondly, the horror genre is supposed to invoke negative feelings. It wants to scare, repulse, shock, anger, etc their audience. To make them feel tense, to bring up a sense of anxiety and panic. Considering how much BM effects some people I would consider it to fit into the horror aspect of DBD. Just as some people can handle watching a body get mutilated and others would faint at the mere thought, I think BM fits into the same sort of category. Some people can handle it with no reaction while others can't and it's up to each person to understand their limits and take proper action. To either understand it's not inherently real or to separate ones self from it when they've been pushed too far.

    While a different argument could and maybe should be made for kids games or other genre's, DBD is again, a 17+ horror game. I think standard BM is par the course.

    That is the most bizarre logic ever. It's a horror game, so people being insufferable jerks is acceptable?

    I can't think of many points in horror classics that go "Hahah, you're a loser, let's rub it in your face" to try and build tension (or horror games for that matter--they tend to take the opportunity to go full gory death). Being frustrated, angry at someone, and/or upset might all be negative emotions, but they're not the ones that horror's really building towards.

  • Like, the second or third time he specifically wanted to take you to the basement when the rest of your team was dead, and you clearly weren't going to get hatch, it should've been clear there was some reason why he wanted to specifically go all the way over there.

    Not that breaking the rules was an acceptable reaction, but at that point you've lost, you might as well just let them do what they want. There's bound to be a reason for it (people who wiggle free when I just want to cart them over to the hatch could learn the same, too; if I wanted to hook you, there's a hook right there)

  • @C3Tooth said:

    Many totem spawn placements are bad. Some places are hard to see, but predictable. Those places that not predictable is out of nowhere.

    But one of the reasons is the possibility of survivors spawn near either Gen or Totem. And its really easy to explain why.

    https://us.v-cdn.net/6030815/uploads/PWN7GDKK0FOV/image.png

    Killer perspective: put a killer away from 4 survivors. You can put them 50m away from each other and still have space

    Survivor perspective: tell me how do you put these 16 subjects away from each other in a 8500m square map? If divine the area to 16. Each of them are just 23m apart. Means the time rate to start objective for survivors is 6sec.

    It's not just away from each other, it's the tendency for totems to also be in tiles in plain view, on top of literally glowing.

    Make Shroud of Binding a permanent effect and then you can address a lot of the other spawn concerns.

  • You run Original Pain and use it to add yet another thing that Survivors have to do to the list.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691340#Comment_2691340

    Early game pressure trumps late game pressure.

    If you start strong, it's easy to keep Survivors on the backfoot. If you start weak, it's difficult to get a foothold and even harder to control the pace of the match afterwards.

    But yes, Original Pain is very good and tbh, it should be basekit.

    But if Lethal Pursuer doesn't pay off (and far too often, I've felt it doesn't--everyone spawns together, the map is just bad, my spawn is really inconclusive) then it's a dead perk and have no early pressure. The slightly-medium-game pressure I get without running it to push an early box feels like it works better.

    Honestly, Original Pain being basekit and his addons getting a pass to buff literally any of the things about his M2 you care about (and not range, range, turning rate to make you miss, and CD reduction) would do a lot to fix his high-risk low-payoff problem.

  • I've gotten at least one snowman a game today. And the lowest I got was a 3k with a hatch escape. So... yeah, very different games.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691354#Comment_2691354

    I don’t mind the box I actually like it, it gives us something else to do. Plus a really good pinhead will make you regret not being brave enough to try and solve it with there being a risk. But I have had multiple games where I would stun pinhead with a pallet with chains on and slow vault into him by accident when I was just trying to get them off. I got to be smarter than to do it so close to the pallet.

    Oh, yeah, I know what you meant about the vaulting controls; the part about the box was directed at other people in the thread who claimed there's not opportunity or time to do it--if there's neither, you're either being outplayed or badly prioritising your time.

    I always feel bad about the slow vaults back into me. It doesn't help either of us if I just let you wander off, but it's a pretty cheap hit all the same.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690349#Comment_2690349

    The same with pinheads chains and vaulting when you were just trying to get rid of the chain

    See, this is the only thing that makes me feel a little bit of shame for playing Pinhead: the weird keybinds. I wish they'd do something about it.

    Anyone who's complaining about the box can go play with it, though. Do the box. Box is objective #1, not gens. Unless you're a masochist, in which case, sure, losing to Pinhead is exactly the thing you should be doing. 🤣

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691307#Comment_2691307

    The Box cannot spawn within X meters of a Survivor or the Killer. With Lethal Pursuer, you get to see where Survivors spawn, and you obviously know where you've spawned. This tells you pretty much exactly where the Box is, allowing you to get easy early game pressure.

    Likewise, many good Pinhead's can pinpoint (HA) the next likely location of the Box when they pick it up.

    Honestly, I've found that Lethal Pursuer to pick the box up immediately is often worth less than having another perk. As long as the box does get going at some point during the match, you can snowball the pressure pretty well.

    But I also think Original Pain is probably his best addon outside of Engineer's Fang (especially with Engineer's Fang) because it combos so well with his playstyle.

  • Oh yeah, totem spawns are borked. I don't think anyone's disputing that this is ridiculous.

  • I have come to accept the box as a happy accident to get going and then just keep everyone slightly crazy.

  • @[Deleted User] said:

    Awhile ago I saw somebody say that BBQ should be a hex perk. I predicted that the comments would be less than supportive.

    i it what why

    how

    what

    my head

  • I will never not find it strange how quick people are to go "it's just a game" or "it's just an animation". That logic can be taken and stretched up until the point of assault perfectly fine.

    You're just drawing an arbitrary line and going "I think everything on the other side of this line shouldn't bother people and if it does then I'm going to treat it as their failing". Even if the people being jerks on either side of the line have exactly the same motivations and opinions. Now, if you ask me what's entitled, it's trying to tell people they're allowed to be affected by.

  • 1) BBQ because it's basically obligatory

    2) Plaything for giving value regardless

    3) STBFL. Anything that will make the chase reset less is good in my book.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691035#Comment_2691035

    Cenobite...hmm.

    I'm currently running Plaything+Penti+Surge (yeah, I'm addicted to this silly perk)+Devour Hope/BBQ on him. Absolutely evil build, as they have to worry about the box, the Plaything totems, the Penti totems and Devour. So much fun.

    I'm not sure if Penti works with Retribution (need to test that) - if it does, I'd probably switch out Devour with that.

    Another good one is replacing Devour with Thana if you're using the Fang. But that one is just dirty.

    Last game I was using Gift of Pain/BBQ (damn BP grind)/Plaything/STBFL, which comes in surprisingly handy even with Engineer's Fang. Engineer's Fang + Original Pain is just nasty for forcing people to go heal, and with all the other slowdown that's doing... wish I had more options to play with, though, but I'm working on it.

    But making everyone have to deal with Deep Wound and all his other distractions seems to really limit the amount of regression you need.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691001#Comment_2691001

    Oh I see. I interpreted that as starting at 2 with 1 perk, then adding another 2 per additional perk.

    Yeah the grind is real. Avoid Hag for now (Ruin is unreliable and I never use it anymore, Devour is fun but...eh). You don't need anything from Doctor unless you want to play Hag (Monitor is brilliant on her I find) and Trickster...he's not my cup of soju.

    Honestly, I'd snap up Agitation from Trapper next if you really like hook builds.

    Yeah, Agitation was my next plan. I like Gift of Pain on Cenobite just because hey have more things you have to do, so getting people to hooks better is important.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690993#Comment_2690993

    I'd hate that change, as it would make SH builds even more pigeon-holey. If it was 4+1 per hook perk, that could feel better.

    Honestly, I'd drop Iron Grasp for something else. My Hag right now is my non-Agi PR build, and runs Monitor+PR+Surge+STBFL/BBQ - occasionally I'll get an Ormond or Swamp with really lame hook spawns, but mostly I get a good amount of value out of it.

    I play a hyper-aggressive style for the most part, and being able to hit gens without having to stop and kick them is just brilliant.

    If you want to get truly evil though, my Doctor is currently running Surge+Agitation+Starstruck+PR, and that build will put hairs on your chest.

    How is it more pigeonholey? At 2+2 per perk, you'd have 4 with a single perk (as now), 6 with two, 8 with three, and 10 with four. i.e. if you've loaded up entirely on perks taht only affect the person you just stuck on a special hook, you get lots of hooks to play with.

    I'm still working through characters to collect perks, nothing from Doctor or Trickster or Hag. Still need a bloodweb or two to get T3 Pain Resonance.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/299551/scourge-hooks

    Total.

    I've been getting a lot of use out of PR, but it feels like I need to pair it with Agitation to get the full benefit.

    Yeah, that's another thing on my list to get. Iron Grasp shall have to suffice for the time being. :T

    Seems like if we're going to get enough Scourge Hook perks to get a full loadout, they should probably be 2+2 per perk spawns or something.

  • I haven't played Survivor because it's like someone took all the parts I don't like about multiplayer experiences and put them on one side of the game.

    Yes, Survivor might actually be the more powerful role in a lot of scenarios, but I don't enjoy scenarios where I have to run away from things. Having to choose between lack of communication or voice comms that I couldn't use most of the time I play and when I don't want to talk to total strangers? Terrible. Being repeatedly killed without any means to actually fight back is one of the reasons I got the hell away from FPS games due to imbalanced lobbies.

    Plus I don't super enjoy looping on the Killer side most of the time, don't think that would help.

  • @DarK_SharK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2687805#Comment_2687805

    only time i leave a survivor on ground to bleed out is if they are the cocky one usually a flashlight clicker who doesnt do gens and only chases me around wanting to be chased, then i ask if they enjoyed their time wasted, doing a survey they get so mad

    I only leave them to bleed out if I can't find them.

    Where are you crawling off to and why

  • As for the answer to the question raised of "why don't you go force them out", it's because Survivors who do this create a Morton's fork: if you don't go over to the exit gates, then the BM is holding you in the game when you want to move on; if you go over to the exit gates, they will get to taunt you.

    Tbh, another solution would just be an "exit game" option once the gates have been opened. Know you've lost? You can leave now, it's fine. Probably similar thing with increasing bleed-out timers if nobody can do anything about it.

  • I'm not sure if today is representative because everyone's getting extra BP anyway, which had to be specially handled?

  • Well, I got the 30,000 that was supposed to come today, since it came with the 100k compensation for the outages. I'm going to keep an eye on this on Saturday, though, see if it goes back to not saying anything and not awarding BP.

  • @Mooks said:

    https://us.v-cdn.net/6030815/uploads/WQXR6D0P8Q6V/6ab5539a-033f-44ef-9fe2-2273c6e21f25.png

    you are supposed to get rewards every day (day starts/ends at 17 CET)

    only rift fragments won’t give a pop-up on log in

    here is a thread where people shared their problems, Rizzo asked for more detailed info also for the next days..:

    https://forum.deadbydaylight.com/en/discussion/299101/theres-supposed-to-be-daily-log-in-rewards-right

    If you'd looked, I'd already posted there. 🤣

  • @Rizzo said:

    I wonder if there's an issue with the pop-ups, are you all sure you didn't get the points/shards at all?

    I got all the rewards so far, but of course the rift fragments don't have a pop-up, so my question is if it's just an issue with the pop-ups not showing up.

    Let me know and I'll forward the issue in the meantime.

    I don't think so, but should be easy to check later. I'm on just under 31k BP now and I have no intention of playing before the next reward comes in.

    Pretty sure I was on 9/10 rift fragments after the last game I played, though, and that should've gone to 4 today, pretty sure...

  • Well, this seems to be quite a pickle.

  • @Jasix said:

    Conversely; since flashlights are the only item that survivors bring that require any skill - why do a lot of killers get tilted by them? Blinding the killer can be fun and helpful, but if you read these forums - a lot of killers think they are toxic and should be nerfed/changed. I mean there are "Blind the killer" challenges - I have yet to see a "Down the same survivor immediately off the hook" challenge though.

    Because the part that annoys most people is when the flashlights aren't used for blinding?

    And yes, that should be changed, unless you want to declare that people with photosensitivity shouldn't get to play the game because... unnecessary flashlight clicking?

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2686651#Comment_2686651

    Eyeroll. Oh no you have to wait 1-2 minutes what ever will you do???

    Be annoyed at the cumulative time wasted when this repeats in future games for no good reason? It's not like this is a once in a lifetime event.

    I have games to play and other people to be teabagged by, just get through the gate already.

  • @Jasix said:

    Why do you let something so trivial bother you? Letting other people live rent free in your head is silly.

    Go grab a drink...use the restroom...watch a YT video...

    Seriously - stop letting the inane actions of a few bother you so much in an online game - it serves no purpose.

    If nothing else "go do something else whilst you wait for people to stop ######### about and end the game already" is a waste of time. What if I want to queue for the next game? This one's over.

  • Hm, I've been logging in every day, but I don't think I've been getting the rewards either? Not since the first few.

  • @PBsamichShoe said:

    https://forum.deadbydaylight.com/en/discussion/299024/devs-just-admit-mmr-needs-a-rework-lol

    Well youre technically not a "new player" so it sounds like the SBMM detected that and you got served some matches closer to your skill level.

    I only say that because your post is confusing because at first you said you let everyone go your first few matches and later you say "even if they won the first 3". Which is it?. Did you let everyone escape in every match prior to this one or not?

    I presume they're talking about how even if they had won the first two matches, there would still have been no excuse for winding up in this sort of matchmaking scenario.

    And I don't think SBMM based entirely on kills/escapes can tell if you've got game experience when everyone escapes.

  • @PBsamichShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2686490#Comment_2686490

    One of the main factors that contributes to perceived player toxicity in dbd is role identification. That means playing mainly one side as opposed to the other. If you want to understand one side then you need to play the other side. Simple.

    To understand the people who say that being in chases are fun, I'd need to be someone that thinks being in chases is fun. Seeing as I've never played any game, computer or real life, where I actually enjoyed the act of being chased by someone else, I'm going to have to ask other people's opinions on that part. 😅

  • @C3Tooth said:

    A chase is fun for survivor when they have a fair chance in chase. Tunneling is just straight up downing the freshly unhook, there is no chase in it.

    I've also seen people use tunnelling in the broader sense of focusing down one person first, even without outright tunnelling off hook, and treat it the same. Which is pretty much the same as any other chase (ostensibly), whether or not they start from an injured state.

  • @PBsamichShoe said:

    IDK you should play some KYF and have your buddy tunnel you for like 10 matches in a row. Come and report back to us on your thoughts as to why its not fun.

    I don't enjoy survivor under any circumstances, I don't think I'd draw any useful conclusions on what other people do or do not enjoy and why. I certainly don't get the people that think being chased is fun to start with.

  • So, in the very narrow sense of being immediately tunnelled off of unhook it's sort of an argument--it's definitely a different argument if chases are only fun when they have the potential to be long, winnable ones.

    Doesn't explain it when it gets extended to the much broader "focusing on hooking this one person" sense of tunnelling.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2686165#Comment_2686165

    Seriously considering it. Been eyeing an alien ware forever.

    If you want to buy a prebuilt PC, at least don't get one of those. The build quality is absolutely horrible, and Dell uses the absolute cheapest possible components in a far-too-small case, which happens to get a whole bunch of cheap plastic stuck around it to look cool. There are much better options for the same price.

    Seriously, I saw a video teardown of one the other day, they had this dumb hinged design that placed the PSU right over the CPU cooler and choked the entire motherboard of air, on top of using an even worse cooler than the stock CPU cooler, and a bizarre proprietary motherboard so they could continue using extra cheap Intel cooler mounting positions for AMD CPUs. This was an 1800$ PC, and it was overheating in its stock configuration and thermal throttling, with some motherboard components almost certain to die down the line because the VRMs had no cooling or heat access.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2686001#Comment_2686001

    Now here we can have a conversation. I agree the progression sucks, but not having any would be worse. Trimming the fat from bloodwebs, a rebate system so you can sell back useless addons and offerings and lower prices for cosmetics in the store so grinding a new Killer doesn't take me 3 days of playing for 8 hours would be welcome. But what I don't want to do is to basically hand out all perks to every new player.

    Or maybe we should? I'd still grind for cosmetics, just not as often. Cosmetics don't motivate me as much as tangible mechanical benefits.

    "Unlock the same perk up to 78 times through RNG Bloodwebs" for the Killer side of things is too far in the not-giving-people-perks thing.

    Both the structure and the repetition need to be looked at. It shouldn't be total RNG which perk is going to pop up next level, and the multiple perk levels serve no purpose except padding; tier 1/2 perks don't do anything except delay.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685950#Comment_2685950

    It does for me. Having no goal to work toward will make me stop playing a game instantly; I want progression. DbD currently has enough and also, the idea that you must have certain perks and addons and such is in and of itself a problem. You can make great builds without having every single perk, addon and offering. I've been doing it for years; so have many others.

    DBD's progression is all sorts of badly implemented.

    If you ever really hit a point in your grinding that someone can buy a new character (whether with actual money or by having saved up in-game currency), and then... find themselves not playing it because the game just isn't based around the idea of having no perks, then you've got a problem.

    You also have a problem if most of your "progression" is essentially a waste of time. Oodles of pointless offerings; offerings to give you bonus BP to be vaguely insulting; random map offerings you'll never want but have to take; too many junk addons... and then a perk! But you can't control which perk. Nope, got to RNG it up. Also, it has three levels, because, so RNG it more times. You want to play X combo on X character and you already unlocked all the parts elsewhere? No, play a lot of games with the thing you don't want to do and hope you RNG into it.

    You can have progression and grinding for something without this repeated buy new character -> start again -> prestige -> start again -> buy new teachables on someone else -> make all future characters harder to get a specific combo on also unlock 9 bloody RNG nodes across everyone -> buy new character... loop.

    It's not a fun experience to be a newish player right now and have one character with a decent selection and then anyone else you might want to play might as well not have a loadout screen. Bonus points for things like BBQ RNG, so playing new characters even if they're fun delays being able to really get into them more because you get less BP.

    Bonus points if Prestige ever gets upgraded to be actively useful. That's going to really exacerbate it.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685882#Comment_2685882

    The grind is what keeps me playing at all. Take that away and this game will die.

    You don't play the game... because you enjoy playing the game?

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/298935/to-anyone-who-thinks-the-grind-is-okay

    I got her to P3 level 50 in less than a day. Play Killer, use BP offerings and BP perks when you get them, don't waste points and play to get max score. You'll soon find everything you want unlocked will be unlocked.

    Sure, it's obviously possible to level a character that much in one day, but that's not saying all that much except that you've got a lot of time in that one day to put into this.

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