Rydog
Rydog
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- Rydog
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Comments
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@BloodMoneyMerc said:
I'm curious as to how used the Shrine actually is. I find it quite useless being that I own every killer/survivor, so I could just level them up to get the teachables rather than waste Iridescent Shards on them in the Shrine. In my opinion, it's better to just save up the shards & use them for a full character rather than just their perks (if they even pop up in the Shrine that is). In general, I only see the shrine being useful to those who don't want to buy a particular license DLC. And trading in Iridescent Shards for a small amount of bloodpoints in the shrine is absolutely ridiculous. You should get a full million in exchange, cause it takes time to build up a good amount of shards while bloodpoints is so much easier to build up.
You're looking at it from a really established/non-casual play standpoint. I would wager that a lot of people buy perks from the Shrine as they inevitably struggle to get up to speed. I know I did.
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You'd probably need Dead Hard in there somewhere.
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Wat
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All-time favorite movie? Seven Samurai.
TV show tends to change a lot; these days I have to say it's a toss-up between Breaking Bad and Better Call Saul, which are both completely amazing.
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According to the archive page on the official wiki, it last appeared on the Shrine in late 2019.
Here's the full chart: https://deadbydaylight.gamepedia.com/Shrines_of_Secrets_Archive
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I would imagine any cross-play on Switch would have to be accompanied by a content update that makes everything available on the platform.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1338944#Comment_1338944
To be fair... i do that when I play Jane... for obvious reasons..
For... for ass? Are you doing it because of ass? IS that what you're getting at? Ass?
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1339057#Comment_1339057
I completely disagree with that. At red ranks, devoting 2-3 perk slots in an ~attempt~ to get basement hooks is a super risky all-in gamble with a killer as weak as leatherface. You can get circles run around you with no real answer and maybe your first down is on the wrong side of the map?
He can keep people in the basement sure, by camping it super hard (and nobody will save unless he has insidious). But he could just hold up his saw at any hook in the game and accomplish basically the same thing without needing 3+ perks to do it.
I'd argue all the super strong chase killers, like nurse / spirit / etc, have a much stronger basement game since they can just run agitation and that's it. And they have a solid plan B if the basement ends up in some screw off corner of the map.
How about at non-red ranks though?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1338810#Comment_1338810
Well, the red feng min person was just a toxic survivor main...
I was once in a match with a Feng Min player wearing the mask outfit, named "Literal Toxicity." I have a screenshot around here somewhere that shows me "Being healed by Literal Toxicity." I regret that I cannot find it during this particular period we are living through.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1338949#Comment_1338949
You know any killer with a 1 shot can camp the basement or a hook almost just as easily? Even killers without a 1 shot, like huntress / plague , can just stand at the top of the stairs and lob hatchets/puke down and there's no way you are getting out.
Basement builds on leatherface are almost a waste without insidious, because he can facecamp any hook in the game just as well. And if it's leatherface with a full basement build? Well, he is probably the most loop-able killer in the game.
Sure, any killer can camp. But no one can build around it as effectively, and get away with it as consistently, as Leatherface can. At least in your scenarios, there's the likelihood that at least someone will make it out. It's very rare to see a basement save vs. a camping Leatherface go well.
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A reasonable person might certainly hope so, yes.
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A thousand anti-meat plant offerings, YES.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1338916#Comment_1338916
I do get their reasoning as power creep is bad for any game and I wouldn't want 6 new meta perks every chapter. But they are just going the opposite direction and making perks that no one uses. Would Mindbreaker be OP if it had the 50% gen progression removed? Would Fixated be too powerful if you can use it while injured? I get that they are being cautious but they make bad perks and then never change them. Since their release not one of the Stranger Things perks were buffed even though they need them. I'm not asking for top tier perks but I do want perks that are at least mid tier by themselves or combo well with others.
Even in just the stuff we've seen in the past year, almost every character has a perk that is at least reasonably valuable.
- Nancy: Inner Strength is indisputably a meta perk.
- Steve / Yui: OK maybe not so much here.
- Zarina: For the People can work out well for aggressive players who build toward protecting teammates and looping.
- Demogorgon: Surge is widely considered to be a good slowdown perk on a lot of killers.
- Oni: Nemesis + Play with Your Food is a killer combo.
- Deathslinger: Retribution is a dangerous component of a full hex build, which maybe isn't meta, but can be a real goddamn pain to face.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1338929#Comment_1338929
The problem is that’s only one example you have also hag trapper demo Freddy etc is they set up that point it can be gg for that survivor while yes they would still be strong on an environmental hook just not as strong if it’s not 4 hooks in one spot that’s almost impossible to get someone out of it without certain perk setups
There's counterplay to the Trapper and Hag scenarios. If I'm going for a basement save in a game vs. those two, I know that I need to be careful, essentially squander a bunch of precious time, and be VERY sure another teammate is distracting the killer before I go in. Freddy is less of a problem since a waking survivor can go for the save. The point is that there is still hope to pull off a rescue without it costing you the game.
If you go to a basement hook vs. Leatherface? Nope, sorry, you are dead to me and I will never risk it. There's a 100% chance he's camping you, and it will lead to a 2K at minimum if someone tries for it. This is a big problem with that specific character, and it's why he desperately needs a full rethink.
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@Cheers said:
I'm also confused at people who use self care while facing a Hillbilly who only chainsaws.
And, by the same token: Stopping to heal while Myers is still comfortably in tier 3, or when Devour Hope or Haunted Ground kick in...
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1338904#Comment_1338904
you can’t tell me basement bubba isn’t as unfair as infinite’s tho lol
Leatherface is the problem in this equation.
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You're right, I wish Self-Care worked when you were uninjured! Imagine being able to Self-Care in the corner as a potato Blendette ALL GAME.
Also, re: your other example, Barbecue & Chili -- I wish it didn't have those stupid conditionals, either. I would love to see survivor auras at all times, and also for my BP gain to just multiply constantly.
In all seriousness: Behaviour's stated design philosophy is to err toward conditional perks, as these types of edge cases make more sense than just making a bunch of grossly overpowered new stuff every three months. If I were to guess, they probably would have taken a different approach to the perk system if they had known that the game would have more than 150 perks at this point.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1338889#Comment_1338889
Moris would be
fixedmade useless overnight if they only worked on survivors who are dead on next hook.FTFY.
YOU'RE SO POLARIZING!!!! 😃
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They would have to redesign every map in the game to make something like this work. Doubtful.
Also, I mean... is the basement outdated? The whole idea is that it is a very dangerous space for the killer to leverage. If you just added some unbreakable hooks somewhere else in the map, it wouldn't be nearly the same level of threat as the basement currently is.
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Moris would be fixed overnight if they only worked on survivors who are dead on next hook.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1338845#Comment_1338845
https://forum.deadbydaylight.com/en/discussion/comment/1338846#Comment_1338846
Oof, rough.
It looks like @Fibijean is jailed right now actually, rip.
Well, no better time for a thread like this one, yeah?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1338818#Comment_1338818
Thank you, but I'm too polarizing. The other guys are great, though.
https://forum.deadbydaylight.com/en/discussion/comment/1338830#Comment_1338830
The tags show up when a member with that tag comments in that thread.
Oh whatever, having strong opinions ought to be a plus.
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Props to every Trusted member, who are great assets of this community, and all genuinely lovely forum members.
- @Fibijean
- @GrootDude
- @NMCKE
- @Elk
- @Boosted_Dwight
- @FireHazard
- @Boss
- @twistedmonkey
- @LordGlint and @Orion (who are basically honorary Trusted members in all but the official tag) [EDIT: oh yeah and @TAG too!]
We are a big, goofy, largely anonymous forum community united around a cartoon video game about a morbidly obese mental patient in an elephant suit who throws fart clouds at girls that dress like bunnies. Nevertheless, a healthy, functioning community is made up of individuals. The best of them have contributed many hours of their lives toward creating thoughtful discussion, helpful material, and an environment that would otherwise not be nearly as welcoming. You are constants here, and I daresay it makes this forum something of a nice online home, as it were.
This should be acknowledged, celebrated, and afforded a bit of proverbial credit in the bank, by all of us and by the eye in the sky at Behaviour (@MandyTalk @not_Queen @Peanits and all the rest). We would be worse off without community members like you guys. We trust you, and you've never let us down.
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You'd think this would be curated in some fashion by now.
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It's a disaster. The grind needs to be substantially recalibrated so that it stops putting new players off of the game. All these "it's fine / it's not that bad" vets out there are incapable of stepping outside of their own experience and looking at it objectively, from the perspective of someone who isn't knee-deep already.
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@DudeDelicious Agreed!
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Holy necro
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This is a game-as-service. It needs to be reasonably welcoming to new players in order to reach and consistently maintain a healthy player base.
The problem with the new player experience isn't necessarily balance, as much as it is onboarding. And DBD is terminally deficient at the latter.
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You had an easier time on PS4 because you knew the game much better. I bet, if I started over somewhere else, it wouldn't take me long to raise my rank to something decent either.
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Which one did you hit rank 4 on first?
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@Real_Cheesus This is not how balance in games works.
There are currently 146 perks in the game; of those, about 23 (roughly 16%) are "meta," going by Dennis Reep's tier list (which is obviously debatable but also a convenient shorthand for this discussion). This is a pretty normal ratio of awesome-to-awful, and it breaks down like this in any game with an abundance of options. Look at any fighting game, or League of Legends, or any other competitive game with an enormity of character options, and you will find that a small number of those options always rise to the top.
Balancing is hard, because changes have ripple effects, and those lead to unforeseeable consequences and shifts in the game's meta. That's why things get buffed, and nerfed, and re-buffed, and re-nerfed, and tweaked to eternity. There is no "perfect" balance point that doesn't just boil down to Ryu vs. Ken, it's an ever-evolving thing. It's just what is.
If Behaviour nerfed a bunch of the top-performing perks, it would just result in some other perks being considered the top, and then a bunch of other stuff would get buffed down the road, and we would be in the same boat with roughly the same ratio, and all that would have happened is a deck chair rearrangement.
(I posted this in a thread a few days ago, but it is relevant here, too.)
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I don't think this would ever be straight-up bannable, but they could (and should) implement more mechanical deterrents to it.
I'd love to see a mechanic that speeds up gen progression on a sliding scale based on how much time the killer has cumulatively spent within X meters of a hook during the match while no other survivors are nearby. It directly correlates the action (face camping) to the solution (finishing gens), it would more definitively punish the killer for acting this way by default, and it would ensure that edge cases where face camping is reasonably justifiable (i.e. the killer knows other survivors are there trying to save, or all gens are done and the killer's only remaining objective is to safeguard their kills) can still happen.
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They should just do a monthly double BP weekend. It would be something nice to look forward to, outside of chapter releases and holiday events.
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I don't really understand what you mean by that, or how you think the mobile version would impact it.
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I don't understand what you're getting at.
The only licensed characters that are at issue are Freddy and Quentin, who aren't in the Switch or mobile versions, probably because Behaviour's contract does not specifically include language about those platforms.
(Also, maybe Leatherface on Switch? I can't remember.)
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This is how buffs and nerfs work. Incremental numbers and percentages can change the state of something dramatically. Not everything needs a full redesign.
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CBR is, no exaggeration, the worst pop culture editorial channel that exists on the Internet. The whole site is chock-full of clickbait headlines (it's bad enough that someone made a headline generator), contrarian hot takes, and stuff like this article that are completely devoid of any thought or actual experience.
Do not take anything this site says seriously, because this content is written by a gang of dummies.
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Weird, this has a Trusted tag in the topic list, but it leads to an error page.
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Dead by Daylight has one of the least friendly and most mismanaged NPEs I have ever seen in a modern video game.
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While this is not revelatory in any way, it is definitely true, in terms of what makes a killer top tier or not.
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Unfortunately naming and shaming is against the rules on this forum, because it's inappropriate to unilaterally decide that someone committed an offense and then publicly drag their name through the mud, as they do not have a chance to plead their case.
While I am inclined to agree with you in this particular case based on what I am seeing here, for all we know, their actions could have been benign with no intended harm or malice, and this type of punishment would be disproportionate without considering all of the factors and history involved. Just saying.
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What did I just read
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FYI, if you keep doing that, it's going to get a whole lot longer than 5 minutes.
I dunno what your situation is, but matchmaking isn't exactly fair right now in terms of how it takes rank into consideration. I would say the healthiest thing to do, until they get it fixed, is to treat each match as a learning experience, even if you lose horribly. At the very least, you're getting a trial-by-fire look at what good survivors and killers can do.
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Decisive Strike is strong, in the sense that it forces the killer to consider and plan around the possibility of its existence. I think if you're playing Laurie Strode, it functions as a phantom "fifth perk" even if you're not running it, because it's safer for a killer to assume that you are, so you can behave as though you have it (jumping in lockers right after you get unhooked, etc.).
But it's not reliably strong, because it's a situational perk that might have no use in a given match, depending on how things go. Perks like, say, Bond or Spine Chill are going to be useful you constantly all throughout a match, in every single match you play. So it really depends on what your criteria for "strongest" is. It's like asking whether a massive claymore sword is better than a knife. In the situations where the claymore is warranted, it is absolutely going to be the stronger option. But the knife has more consistent utility.
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Given the usual cycle between PTB and release, it's probably either next week or the week after.
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It says something that I knew exactly what this was gonna be before I even clicked on it.
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@Supernaut said:
Thing is, a survivor could out WALK a Killbot, however, I'm all for Barbara Crampton, or Dick Miller survivors! :D
Barbara Crampton and Dick Miller are both big enough horror icons that you could just add the actors themselves in as survivors, sans any sort of specific movie role. 😄
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@RagingCalm said:
Do auric cells ever go on sale?
Not that I know of (though I could be wrong).
They discount specific items, but I would think that a discount on Auric cell packs would effectively be equivalent to a store-wide discount. Given how Auric cells work as sort of a "middleware" currency, it's probably in their best interests to apply discounts for individual items.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1335543#Comment_1335543
You don't get me. Look, let's describe two scenarios:
a) A survivor jukes a killer for long enough so the first 2-3 gens get done, then another survivor gets chased until a gen is done, then another survivor gets chased until a gen is done, then another survivor gets chased until a gen is done if there were only 2 gens done in the beginning. This is the overall scheme but the amount of kills is determined by the fact if the same survivor is getting chased and hooked over and over again.
b) A killer quickly finds a survivor, quickly downs them, quickly finds another survivor and quickly downs them. (Quickly here isn't necessary means less time consuming, it's more about the amount of gens being down during a chase. So if two survivors are down and no gens are done, that's quick.) This way survivors get stuck in a run-rescue-heal loop and they can't fix gens effectively which lead to the whole team's death. This is the scheme.
The A happens when all survivors are more skillful when a killer and B happens when a killer is more skillful when 2-3 survivors. And by more skillful I mean totally more skillful, like, it's simply like 1000 hours player playing against 2000 hours player. Like, unhealthily more skillful. This is caused be the current rank system that makes these two scenarios so common that it starting to look like normal matches where players share the same skill level are the in-betweens.
Oh, that makes much more sense. 😀
Hopefully the whackadoo matchmaking gets fixed by cross-play + whatever MMR-based thing they're cooking up.
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What do your emblems look like? This is most likely the result of DBD's inscrutable and backwards scoring system.