Rydog
Rydog
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Oh, and the Deathslinger is a worse Huntress.
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^^^ Oh yeah, I forgot all the Archives stuff. Yeah, the game now has a two-track season pass that was lifted from Fortnite, plus some in-game challenges that get you free BP. It is mostly pretty cool. Mostly.
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@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/1329714#Comment_1329714
I find it very inconvenient when the killer decides, and they do, to leave me on the ground for 4 minutes as a slug just because they can. There is no perk that can fix the dead space of 4 minutes. I'm sorry but slugging is bad manners and it is used very maliciously.
Sometimes killers are massive jerks about it, yes. But this is also a game with a lot of very inconvenient factors at play, because it's just the nature of the beast. If malicious, unnecessary slugging happened rampantly in every single match, if it was like 80% of what survivors experienced in a dominant 4K match, maybe you would have a better position, but that's just not the case. Yeah, it happens, and it's annoying when it does. But slugging is a sometimes thing.
To wit, there's also no perk that can fix X minutes of a sandbagged match for the other players who remain, which would be the far more common outcome of introducing another penalty-free DC option. This is a case where I would firmly say that the needs of the many outweighs the needs of the few. People think about this in a really selfish way instead of looking at the match and the game as a whole. It's less fun for several players to have a now-hopeless losing match because of your actions, than it is for you to occasionally spend a minute or two on the floor while a teammate comes to pick you up.
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@Smoker101 said:
https://forum.deadbydaylight.com/en/discussion/comment/1329735#Comment_1329735
Okay hopefully I get back into playing as her.
If not, Spirit is now universally considered the best killer in the game, with Nightmare, Nurse, and Hillbilly right behind her.
Oni, Huntress, Ghostface, Myers, Doctor, and Hag are variously considered to be competitive picks, depending on who you ask.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1329740#Comment_1329740
Its purpose is actually not an anti-tunneling perk, and people use it as it was intended to be used...but the functionality described is correct. 😂
I concede that I may be wrong because I'm only describing it off the top of my head, but did they not say that was the specific design intent, when they reworked it?
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@Mat_Sella said:
I dont think survivors spend 4+ minutes waiting for a lobby, to then spend 4 minutes helplessly on the floor. I don't know who thinks that this "gameplay" is okay, or that people would actually want to play a game where this is possible.
I don't like getting slugged either, but I don't really know what solution you want here. This is part of the set of game mechanics that make up Dead by Daylight. It's on your team to come save you, and on you to avoid the killer and stay on your feet. If slugging is a bridge too far, bring Unbreakable.
I see @LALYTHIA's pushback re: more suicide options, but the last thing we need is even more matches getting ruined when some impatient player decides to throw the match. Slugging rarely means curtains unless the match is close to done anyway, and it would just cause people to suicide when they get downed instead of when they get hooked. I don't understand why you can't see why it would bad for the overall, big-picture health of the game when you give a player the power to unilaterally sandbag an entire match.
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@Smoker101 said:
https://forum.deadbydaylight.com/en/discussion/comment/1329726#Comment_1329726
Yea I heard matchmaking is broken and I just got back to rank 1 as survivor and im seeing a s* ton of awful survivors. Did the devs say anything about how they are going to fix the MM.
They just announced cross-platform play in their last livestream, which one assumes will help to address rank disparity in matchmaking. There's no telling how far off that is though, or how long it takes them to get it right. Matchmaking queues are the wild west currently.
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@Smoker101 said:
https://forum.deadbydaylight.com/en/discussion/comment/1329732#Comment_1329732
Yea I definitely feel like some of the map changes helped with looping but I literally just played a game at rank 1 killer and those gens are still going by super fast, also has DS changed?
DS now activates when you get unhooked, and stays active for 60 seconds. Its design purpose is as an anti-tunneling perk, but a lot of people just run it with Unbreakable so that the killer has a no-win decision.
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@Smoker101 said:
https://forum.deadbydaylight.com/en/discussion/comment/1329722#Comment_1329722
Im kind of glad they reworked insta-heals those were crazy. What did they change about nurse because I used to main her and I want to know if she is still viable or not.
I don't know enough about Nurse to really comment authoritatively. They reworked her omegablink stuff, and added a charge counter/cooldown to her blinks, but they also kept fatigue so I dunno, it seems dumb. A lot of Nurse players don't like it, but I still see her near the top of every tier list, and I continue to encounter Nurse players (though not as many) who wreck shop in red ranks.
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@Smoker101 said:
https://forum.deadbydaylight.com/en/discussion/comment/1329729#Comment_1329729
Is gen rushing and insane loops still a thing ?
They removed or toned down a lot of the unreasonably safe loops. Gen speed got nerfed a little bit, but efficient survivors can still get things done quite quickly. I also took a six-month break, and anecdotally, the pace of the game has felt better to me since returning.
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Oh, and a bunch of maps got rebalanced. Lery's is totally remade, and Springwood has multiple different versions. There's a new Stranger Things map that is one of the new worst maps in the game (in my opinion).
Kindred got buffed into OP territory. Balanced Landing nerfed into fairly underwhelming territory (though it was necessary to stop several infinites). Pop Goes the Weasel is the new hotness when it comes to gen slowdown perks.
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@Smoker101 said:
So i took a really long break from Dbd for about 10 months, and my question is what is different and what has stayed the same?
Freddy, Doctor, Hex: Ruin, and survivor insta-heal add-ons all got remade for the better. There's a new Undetectable status that solidly quantifies what it means for a killer to be in stealth. Nurse got some weird cooldown meddling that a bunch of people aren't happy about. Spirit no longer has collision when phasing. One of the new killers, Oni, is quite powerful. The traditional Blendette outfit got nerfed (it was made lighter), but there's a new and better one. They finally added that stupid Bunny Feng cosmetic that nobody ever shuts up about.
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@LALYTHIA said:
Yeah, I would definitely like to see a basekit ability or even an item you can use to ######### faster when slugged if you want. Killer's can't be bothered to chill for 60 seconds of a struggle phase at end game, but it's cool for them to bleed survivors out for 4 minutes. Not really cool. If you're dead anyway, you should be able to 'let go', so to speak. LOL And yeah, recovering should provide something - since it's essentially healing, as would evading the killer if they leave you slugged and cant find you. 🤷
Another suicide option would be bad for the game, because it just amounts to another penalty-free DC. The downside of this is far worse than any upside of some minor convenience factor.
Four minutes is not that long. If they meaningfully reduced it, everyone would just complain that it's too short. The timer is there to give teammates a chance to save you, while also providing a short enough window that the game isn't being held hostage by a serial slugger.
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@AvisDeene said:
Slugging is the counter to DS. It is not fun for Killers to get stabbed by DS, especially when a Survivor gets on a gen in their face.
You don’t like being slugged? Get better at looping, run Unbreakable or do both!
Very much this.
Also, what do you propose? A major mechanical change to or rebalancing of something is not "a quality of life update."
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@Zane said:
I've used self-care for as long as I can remember, specially when I pair it with Botany knowledge (my favorite perk in the game), and honestly, people say its a waste of time but thanks to that perk I've been prepared to help my teammates out whenever they need the help cause I can heal up quickly thanks to botany. If you think I should, what perk do you think I should replace it with? My current load-out is SC, Botany, Kindred (amazing atm, I get safe hooks 24/7 cause of it) and borrowed time.
Self-Care is extraordinarily inefficient at its job compared to other heals, and you're basically wasting a whole second perk slot (Botany Knowledge) just to counteract that. It also teaches you bad habits, which you then have to unlearn once you get to the point where SC usually won't cut it.
Bond is the best healing perk in the game, and I encourage you to try running it in SC's place. It constantly feeds you valuable information, it shows you where to run to both get healed AND to heal other teammates, and you can still couple it with Botany Knowledge (although I would also try tossing Botany out in favor of Spine Chill, Iron Will, We'll Make It, or an exhaustion perk).
I promise you, your play will improve once you learn to live without Self-Care. The added bonus is that it gets you more confident about playing while injured, because sometimes healing is NOT the best choice.
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Doctor with BBQ + Distressing is one of the most efficient BP farming options in the game, if you have the perks to set that up for yourself.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1329080#Comment_1329080
Ok, go on. Create new account and grind all important perks for both survivors and killers.
There is always a difference between a criticizm and mithering... in case of unbearable amount of grind its criticizm.
The safest assumption for bp per match is 50k with B&C + you can add 10k for occasionals bp offerings.
Considering that there are 152 perks (80 for survivors and 72 for killers), you get 2 perks per bloodweb, each lvl of bloodweb needs 100k, you will need 240 for each survivor and 216 games for each killer. There are 20 killers and 22 survivors. So to get perks for all killers you will need 4,320 games for killers and 5,280 for survivors. It's 9,600 games and lets say that avg game length is 10 minutes. It's then 96,000 minutes or 1,600 hours.
For a person, who plays 2 hours daily, it will take over 2 years, not counting survivors and killers who will come out in meantime.
Now think about it and ask yourself, is it still just mithering or actually a valid criticizm.
I was making a joke about wanting a a No Mither rework. There is no substance intended beyond that. 😃
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Sounds to me like somebody prefers mithering.
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Also @NickChinchill -- welcome to the game and the forums. I hope you stick around. Let us know if you have any questions!
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@Supernaut said:
https://forum.deadbydaylight.com/en/discussion/comment/1328558#Comment_1328558
Detective Cameron!!! THRILL ME!!!! Not sure how Killer would work?
All for Toxie! Imagine pre-Toxie Melvin as survivor as well!!! :D
My thoughts exactly, on Toxie and Melvin. :D
Dunno how the Night of the Creeps killer would work either, but I just want a perk called Thrill Me.
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I invented the meta for Friday the 13th: The Game, and reverse-engineered just about every mechanic in it. Then I got fed up with the... let's just say very backwards community, and the developers functionally abandoning their game. This was the logical place to go, so here I am.
(EDIT: I've also been a huge horror fan, and more specifically a die-hard slasher fan since I was a child of the 1980s. When I soured on Friday the 13th: The Game and checked in on Dead by Daylight's Steam page, I was floored at how many big licenses Behaviour had secured. I stuck with it, and have been here pretty much ever since.)
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/thread
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@JustCats said:
https://forum.deadbydaylight.com/en/discussion/comment/1328557#Comment_1328557
That's the thing, though, the grind doesn't teach a new player how to play the game at all, it just puts a wall up in front of being able to learn the game well.
I started a few weeks ago. Loved the killer role. Played Pig for a while and got the hang of the mechanics. Started running into issues with some things and did my research (through both the internet and the game itself) - oh, I could use such and such perk. In a normal game (say CoD for example, a competitive game with similar optimization locked behind a grind) I would continue to play and level up Pig and learn her finer details while making progress towards that perk. In DbD I have to start from absolute scratch with a new killer and a new set of perks, with a new set of finer intricacies and details, unless I want to donate all the BP from my Pig games to another killer (and thereby sacrifice items/add-ons which are generally critical to killer performance). Not to mention that if I do move to a new killer - oh, the rank is my overall killer rank not individual so no breaks there. I won't be matched with other potatoes figuring out a new survivor with no perks, I'll be matched with my level 8 Pig opponents.
It doesn't teach me the game, it actively hinders my progress in learning the game. So, why? Wouldn't it be better to unlock all killer perks from the get-go and then prioritize your bloodweb grinding for the 3rd levels as you learn which perks you like best? Wouldn't that also help balance the game in that developers could see that oh yeah, everybody runs BBQ instead of everybody who can runs BBQ?
I suspect that your experience is similar to a lot of other players. The difference is that we never hear from them, because they stop playing.
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@Dolls said:
It just goes to show you some people just don't have the ability to really improve. I find it pathetic it took me so long to get to 7...
Im always doing things..totems..generators
I don't like being chased and don't unhook often (cause everyone seems to svramble for it seems a waste of time to stop doing gens)
Anybody else strugglrle in ranks..like me?
Improving can be hard, and some people make faster progress than others. That's OK, though.
There was a point in my DBD career (such as it is) where I was convinced that I would never make it past green ranks in either role. I can now consistently hit rank 4 as (mostly solo) survivor, and purple ranks as killer.
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The basement exists to imperil the survivors, and create an advantage scenario for the killer that the survivors must coordinate in order to overcome.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1328469#Comment_1328469
I didn't realize that about Rooney, it's a shame, since I liked her as an actress. Why even audition if you're not interested? Makes no sense.
It's probably a situation of "I'm your agent and I got you this gig, so you'd better take the audition."
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@Boss said:
The first thing i'd want them to change is the Shrine of Secrets.
I'd prefer 4 Perks per role.
But also related to the grind, i still believe the BP reward for buying Perks you already unlocked the Teachable for is very low.
I think all of that would help a great deal.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1328576#Comment_1328576
Speaking as someone who started playing this game only a few months ago... the Survivor On Ramp is actually pretty good. A lot of the starting survivors have a pretty solid set of teachable perks and the Survivor general perks are also pretty good. Like seriously... Kindred, Spine Chill, Resilience, and Plunderers are all solid and even Déjà Vu is invaluable to a new player who doesn't know the maps yet and can't find Generators. Will you be running meta builds on your survivors right out the gate? Well no, but you can pretty easily run a decent build on most survivors with minimal investment. Also the Survivor BP grinding perk is available on a free Survivor and the base survivor perks synergize with it.
Killer though... hoooo boy. That's a whole other ball of wax. A Killer having a set of bad teachables is significantly worse than a survivor with bad teachables because that's not (almost) the only reason to use a different killer because powers exist. Then to add on to that, Killer base set has like... one fantastic perk (Noed), 2 good perks (Sloppy, Whispers), 2 Ok perks (Bitter and Spies) and... then a whole lot of stuff that's either bad or super niche. To add to that, the killer base set has nearly no synergy and what little synergy exists isn't worth it.
Yeah, killer is sooooooooooooo much worse than survivors, especially since they are all very different.
Charitably, you can put together a pretty good build just by, like, leveling Dwight. You'll have Bond, Prove Thyself, Kindred, and Spine Chill which is not bad. I guess that's... something.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1328576#Comment_1328576
You understand that BBQ and Chili example you gave can be done in the same weekend right?
What I would tell your friend is to be strategic:
1.) They buy the game
2.) your friends likes Doctor, but wants BBQ
3.) Play as Bubba, get to rank 40
4.) BBQ will show up on Doctor in the first 10 bloodwebs.
There you go.
This does dwelve into the topic of being competitive and I don’t want to go off topic. Having your friend go after perks like BBQ assumes that he has a mindset to play at a less casual angle, which introduces a whole different topic.
Having a grind will NOT stop people from playing the game. Look at Call of Duty, a far more massive grind every year than DBD and yet millions of people play everyday.
DBD has also stated in the 4th anniversary stream that more people have been playing DBD than ever, shooting down the theory that people are leaving due to the grind.
First off, let's be clear that I don't think having a grind is bad. That's not what I want to convey at all. A game like this needs some sort of robust player progression system, or else it feels really anemic. Last Year: The Nightmare demonstrated that quite well when it was pushed out to die with no progression system of any sort.
Also, you're interpreting their comments on the 4th anniversary stream in the most charitable way possible, without looking at the trend line. While it is objectively true that more people are playing Dead by Daylight than ever right now (here's a link to the game's Steamcharts page for context: https://steamcharts.com/app/381210), this is 100% down to the fact that more people are playing ALL games more right now thanks to the social circumstances wrought by COVID-19. Anecdotally, I have heard from friends at other studios that they are seeing the kinds of numbers they normally only ever see during Christmas. This is a) not going to last, and b) way more attributable to outside circumstances than to anything DBD itself is doing.
If you look at that Steamcharts page, and review the MoM history prior to March 2020 (which is when many quarantines went into effect and subsequently juiced the numbers), you'll see that there are huge spikes of peak players that coincide with major content releases, and then the game takes a MASSIVE tumble within the following month or two. This indicates that a lot of new players are trying the game after hearing about a new content drop, and then leave in droves.
Finally, your proposal about asking that kind of efficiency of a new player -- come on! Your defense is "just ask the new player to do a bunch of research and work!" This isn't what any new player wants to hear about a game, and you can't expect a newbie to be laser-focused on efficiency. Again, I implore you to think about it from the perspective of a normal person with limited leisure time, who doesn't want to think super-hard and just wants to make progress as they play, and have access to some good build options, and try out multiple characters.
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Also, apropos of nothing, my broader big-picture issue is that the entire Bloodweb system and perk logic feels like it was designed by an engineer, with engineer logic, with no regard to how the end-user would parse it. Same goes for the terminally broken emblem system. It's like they never approached this from the perspective of a normal person, or did any user experience testing around it at all, and they've just somehow decided to run with it for all this time.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1328558#Comment_1328558
I haven't seen night of the creeps, but I will look into it!
Oh man, you're in for a treat. It's one of the greatest cheesy cult classic horror movies ever made.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1328527#Comment_1328527
I know that your opinion is 100% against the current grind and believe me I understand. However the way that most people, including yourself, who have complained about the grind is looking at it as a means to no end.
This is exactly what I’m talking about: “tell that to the brand-new player who immediately starts getting matched with and against red ranks”-Perks will not teach skill. In fact, this in my opinion is a poor example of why the grind should be reduced.
You expect too much for someone who just picks up the game. If everyone had access to meta perks or the perks they want, they would not learn the game as it’s meant to be learned which the less competitive perks allow them to do in the first place.
I get what you mean, but the most basic on-ramp is a disaster. Consider this hypothetical conversation.
- NEW PLAYER: So, I level up characters with BP, and then I unlock perks?
- ME: Yeah, that's how it works, they all have individual levels and individual perk inventories.
- NEW PLAYER: What about this Barbecue perk you told me about? That makes you earn BP faster, right? How do I get that?
- ME: You have to level Cannibal to 35 first.
- NEW PLAYER: But what if I don't like him? I want to level up Doctor, he looks cool.
- ME: You have to level up Cannibal to get Barbecue & Chili.
- NEW PLAYER: OK, well, then I'll have it on Doctor?
- ME: No, then you have to keep leveling Doctor until you get lucky and it pops up in your Bloodweb.
- NEW PLAYER: I have to do this for every perk?
- ME: Yeah.
- NEW PLAYER: What if I play a different character?
- ME: You have to start the process over again with every character.
- NEW PLAYER: What about that Shrine you told me about?
- ME: It could pop up there, but it may be weeks or months. And then you still have to find it in your Bloodweb...
I dunno what kinds of friends you have, but in my experience, a normal adult human being who wants to kick back and enjoy games for a couple hours a day in their off-time is gonna go "No thanks dude, let's just play Overwatch or something else that I can wrap my head around and doesn't sound like such a slog. Why do you like this game so much if that's what it's like??" They don't ever get to the actual fun part, because all this red tape is such an impediment to it.
I know not every game is for every person, but DBD has a severe problem with its new player experience (like, far and beyond just the perk grind), and a healthy population of incoming players is vital to keep the wheels turning on any live service game. This scares them away.
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Night of the Creeps!
Chopping Mall!
Toxic Avenger!
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1324329#Comment_1324329
Lol ok buddy
https://us.v-cdn.net/6030815/uploads/DYX5XFYJEAS4/image.png
Lol
https://forum.deadbydaylight.com/en/discussion/comment/1324331#Comment_1324331
True facts
https://forum.deadbydaylight.com/en/discussion/comment/1328272#Comment_1328272
I've never played COD, I don't care for COD, and I always thought it was a stupid bandwagon. So I won't pretend like I fully understand the analogy, but I get where you're going.
At the same time though, the devs have balanced (most) perks in such a way that the Tier 1 version is still for the most part viable even in comparison to the tier 3 version. Dead By Daylight doesn't have "gear" that directly boosts your stats and such to make you an objectively more dangerous threat, you have builds and loadouts that favor certain strategies, plays, and playstyles. For survivors you can still most definitely thrash a killer without any perks at all. As (certain killers) like Nurse or Spirit you also have the potential to completely trash survivors, although it definitely is more difficult.
lol
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I've written way too much about this in the past, so I'll try to keep this short.
DBD's perk grind is an absolute repellent for new players. I suspect that the game's mercurial peak player numbers over the years are partially a testament to this, and anecdotally I have had several friends stop playing quickly because it's an enormous Sisyphean climb. I mostly think DBD's progression system is pretty healthy with the exception of how perks are unlocked.
It wouldn't be so bad if each individual character wasn't so ruthlessly siloed -- like if, say, when you unlocked a perk, the game put it in every character's inventory instead of making you roll the dice with an absolutely insane number of bloodwebs. The current prestige system implementation is a big part of this problem, as there would be a lot of room for workable, non-siloed solution if the game wasn't built around nuking your entire inventory on a per-character basis.
The sheer quantity is a big part of what makes a lot of players' eyes glaze over. We're closing in on 70-80 perks per role as of the Silent Hill chapter update, and they somehow still have 3 ranks each, so even if you don't want absolutely positively everything at max, the long view is still really intimidating. Explain to a player what it takes to get some diverse and competitive build options on just a single character on one role, and most of them are going to lose all motivation and curiosity about this game, because it quickly starts to sound like a second job just to get to the fun. Those of you who would counterargue with "You don't need perks to do well," yeah right -- tell that to the brand-new player who immediately starts getting matched with and against red ranks, and see how much benefit of the doubt they give you.
The threshold for unlocking teachables needs to be much lower, considering that we're about to have 42 characters in the game. And, there flat-out needs to be a way to target specific perks, as opposed to churning through 70 bloodwebs before you hit that first rank of Barbecue & Chili. My dream scenario would be to truncate perks into single-ranks, completely divorce the perk economy from bloodwebs, and turn it into an a la carte system (and one that functions across multiple characters and not just one).
Players here who try to defend the current grind have lost all perspective. As I type this, I see the following recent comment from @Speshul_Kitten -- "More people need to understand [that the grind isn't all that bad]. I feel as people just look at the game and see a massive grind that they feel they have to go through. That is not the case at all." You have to be able to step outside of your personal play experience, disregard your current knowledge base about the game, and think about this from the viewpoint of someone who is evaluating whether this game might be worth their time. This kind of grind is going to scare a normal, average person away; they're not going to give it a chance if all the initial warning signs are telling them to stay far away. And even if they do, it's still really bad. We've all just learned to love our captor, to varying degrees.
So much for keeping this short! I'm sure I will definitely have much more to say in this thread. Oh boy. 🙄
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1328293#Comment_1328293
Its a shame since the actor did a good job.
He really did. He's super-creepy, and they go all-in on his awful child abuser history instead of just dancing around the obvious in the original film. I think that made a lot of people recoil, but I would argue that he is supposed to be a repulsive, horrible character, so the movie did its job well in that regard. I think a lot of people are down on Jackie Earle Haley's Freddy because of this, and because they have been trained to expect wacky wisecracking cartoon character Freddy, which this most certainly was not in any way. His version of "I'm your boyfriend now, Nancy" is much, much more skin-crawling than Robert Englund's was, considering the context of the line delivery.
The thing that actually sucked about the movie was Rooney Mara's phoned-in performance, which did a huge disservice to the 1980s' most iconic horror heroine. The story goes that she intentionally tried to bomb her audition, got he role anyway, and turned in the performance she did because she hated horror and didn't want to be known for this kind of thing.
Everything else was pretty great, though. I actually think this is the best Nightmare film that Wes Craven didn't touch at any point (that is to say, Nightmare 3, Nightmare 1, and New Nightmare are the only ones that top this one in my book).
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1326890#Comment_1326890
You forgot Myers and Freddy.
I mentioned Freddy (Nightmare). Myers, yeah, I suppose. Maybe I block him out because I fail so bad at him. 🤣
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@a_good_player said:
ThAtS BeCaUsE KiLlEr Is StReSsFuLl. And SUrvIvOrS Are OP
Ease up, OP is new to it and has some anxiety about it. It's probably not even that easy to open up here. Be nice.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1327881#Comment_1327881
I also liked the remake of Nightmare on Elm Street. I didn’t understand why it didn’t do well enough for a sequel.
Freddy vs Jason was another I enjoyed.
I think if Freddy had been played by Robert Englund, the conversation around that remake would be very different.
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@Dr_Loomis And while we are on the subject of Halloween, H20 was also a really great survivor story, despite having that '90s Dawson's Creek sheen that every Dimension horror movie of the era had. The scene where Laurie sends the kids out and locks herself inside the school, then grabs the fire ax and screams Michael's name as the Halloween theme wells up behind HER and not him, I swear is one of the greatest moments ever captured on film.
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@Dr_Loomis said:
A few more frowned upon horror films I happen to have a soft spot for:
-Halloween 4: The Return Of Michael Myers
This has my favourite horror film intro of all-time. Excellently shot with eerie, foreboding music. The film itself isn't all bad and the ending was memorable.
-Maniac Cop
One of my favourite slashers. It has a cult following but overall reviews are not that favourable. There's not much to it, but it's all good fun.
-Silent Hill: Revelation
Watched the original at the cinema. This one wasn't well-received widely by fans and critics. I however, enjoyed it more than I remember with the first film.
I think Halloween 4 is pretty underrated. Outside of the 2018 sequel, it's the one that comes closest to matching the original movie's tone. It had a great score, it had the rare gifted child actor as its lead, and it was just a pretty good, tense slasher movie. Somewhere, there is an alternate dimension where they properly followed up on that ending, and gave us another awesome branch of Halloween continuity.
And I know a lot of people like to make fun of the H4 mask, as it definitely looks nothing like the original Shatner mask. But it is literally a cheap knock-off that he grabs at a neighborhood drug store, probably inspired in-universe by THE MASK THAT HADDONFIELD'S NOTORIOUS SERIAL KILER MICHAEL MYERS WORE! That's how I like to think of it, and that mask is really creepy on its own merits.
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@Owlzey said:
I've liked a few remakes that were considered bad or at least 'meh'
- Nightmare on Elm Street 2010 - I'm probably one of the few who actually like remake Freddy. He was much darker and scarier imo.
- Friday the 13th 2009 - My favorite version of Jason. Hated the overly cringy teenagers tho ick.
- Texas Chainsaw Massacre 2003 - idc what anyone says, this movie was tense asf. One of my favorite remakes.
You speak the truth!
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Here you go!
- Self-Care for always healing yourself.
- Prove Thyself for always trying to prove yourself.
- Inner Strength because it is YOUR strength, no one else's.
- Sole Survivor in case it is ever down to just you.
- Map so that you know where everything is without having to ask for directions.
- Black Silk Cord and Odd Stamp so that you can bail out after those other fools are dead.
- White Ward, that is YOUR stuff and you are going to keep it.
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@Zane said:
Is there a way to lower the anxiety? Honestly I have good perks on my killers and everything, but my heart starts beating hard and I don't know how to stop it for some reason its just really stressful, i feel like people are going to think I'm bad, specially since I've spent many hours on survivor instead of killer.
Don't worry too much about what people are going to think. This is general life advice for you that goes well beyond this game, by the way.
Accept that you might fail a little bit, but you'll still learn and improve, little by little. I was absolute trash at Spirit when I first played her, but I made the decision to commit, and I got pretty decent with her. Practice is always valuable, and failure is not even necessarily something to be ashamed of, as long as you are learning from it. Don't let any trolls in game chat tell you otherwise, because they don't know you and they don't have any power over you.
(Also, welcome to the forums! Let us know if you have any questions or need help with anything. A lot of people can offer you valuable advice for playing killer.)
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If the game did not block out nodes, you would have to spend about twice the BP to clear every Bloodweb, and this would make the perk grind situation much, much worse.
I don't think the Entity should favor perks for removal; I think a player should have the chance to get all four perks in a web, if they plan for it and get lucky. But there definitely needs to be a node elimination mechanic, for our collective sanity to stay intact (such as it is).
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Happy 4th birthday to both @irishbutcher and DBD!!
(Haha, just kidding, I hope. Welcome to the forums!)
The resilience of a lot of these game development teams in the face of COVID-19 has really been something. It's amazing that we haven't seen a bunch of content delays and other hiccups, and that developers have acclimated to our new work-from-home reality better than a lot of other industries. Good on you guys.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1327810#Comment_1327810
You're absolutely right. You win the argument.
Can we get back on topic now?
Yeah, for real.
Jeff sounds like the audio mix from all five Transformers movies being played simultaneously.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1327787#Comment_1327787
This isn't a religious argument, it's a historical argument.
If someone says King Arthur didn't exist it's fitting to correct them, because he's based on, possibly multiple, actual British chieftains.
I don't want to jump into this in a serious manner, but any discussion of religious figures is a powder keg in a place like this, and a figure like King Arthur is not comparable, in terms of how people are going to react to what you're saying.
Like, I get your central point, but this is realistically not a debate anyone can have rationally on this video game forum. Let's not all die on this hill mmmmmmmkay (@Orion @YeahBuddy_)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1327786#Comment_1327786
I like how you're just meming around about Jesus breathing and this image just sent me.
Back to op, I don't really play Jeff or Jake but I'd love it if I had some insentive to do so. FatJesus™ would rule EU once more (and by rule I mean die in 5 seconds).
Excuse me, PORTRAYED as EU.

