Rydog
Rydog
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- Rydog
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I think this perk is WAY more useful now for sure! One major upgrade is, it incentivizes powering through gens while Hex: Ruin is up, and helps you find the hex totem once a gen is popped.
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I mean, yeah, it happens. There are plenty of threads venting about the kinds of behaviors you're describing, and pretty much everyone runs into these same scenarios at some point.
People who don't do gens, people who farm you off hook without BT, people who hide in lockers waiting for the next-to-last survivor to die so they can get the hatch, people who suicide on hook immediately, people who DC as soon as they get hit.
And it happens all the way up into red ranks, too. I dunno how some of these people make it that far.
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I think the idea of certain perks being "beginner perks" is not a good way to think about it.
Take Windows of Opportunity, as an example. A lot of people go "Oh, that's a good perk for newbies because it lets them learn where to loop." But you never hear anyone talk about how useful it continues to be -- regardless of how many hours you've put in -- for the feedback it gives you on which areas you should stay away from later in the game (after all the pallets have been used).
I think the new Dark Sense is much more broadly useful than the perk used to be.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/101660/is-there-a-rank-reset-coming-soon
I believe I read somewhere that rank resets happen on the 13th of every month.
The fact that you're fuzzy on this is a testament to how bad this game can be at conveying basic, useful information.
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Ranks reset on the 13th of every month.
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It's just lore, they'll find a way to make the framing device fit whatever they decide they want to add.
The Entity is a "Dark Powers of Ravenloft" kind of deal -- it's intentionally vague so it can be whatever they need it to be.
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@Danny89 Your post makes me wonder how many players are often just simply unaware of similar counterplay and other nuances (hiding in a locker to counter BBQ etc.).
I bet players get frustrated all the time about things that they would ultimately find really reasonable if they just did a smidge of research, or if the information was presented to them in a better way (which this game is woefully deficient at).
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It should just be changed to a phase where you automatically struggle without having to press a key, with no option to escape or give up.
This would solve a lot of problems -- the annoyance of having to mash a button, people essentially DCing with no penalty, people giving up so their friend can have the hatch, people accidentally dying due to lag. And it would just generally force people to stay in games that would have been under control and winnable if they had just hung in there, waited for a save, and not suicided.
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The forums are not a design committee.
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@Rinthespooki said:
https://forum.deadbydaylight.com/en/discussion/comment/812066#Comment_812066
Hands up my people who had to leave a match to buy something from the store (im including myself ofc but this happens very rarely)
Why would you start a match when you know you're going to need to leave your home imminently?
Also, why would you not just play out the 15 minutes that the typical match takes, and run your errand afterward?
Your line of reasoning doesn't make any sense in the case of the excuse you are describing. It's as though you're implying you have no free will over this mundane situation. If, I dunno, there was a health hazard or something, that's obviously understandable. But... "I suddenly had to go to the store," wat?
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You're never going to get rid of all the bad apples. Jerks will always be there, and they should always be reported if their behavior crosses the line.
Also, we have no way to directly evaluate the effectiveness of individual reports -- nor, really, should we. I certainly don't want Behaviour involving me in the process and sending me follow-ups. I don't care that much that I NEED to know what happens to individual people that I report, and I assume that consistently toxic players are being dealt with via Behaviour's process.
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They ought to merge it with We'll Make It.
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It would make it harder for everyone. Solo, SWF, killers, everyone. It wouldn't punish one group, it would punish the entire player base.
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What did you lose? Cosmetics from the store? Or items/offerings? Or Rift stuff?
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They have some really bizarre time windows for these experiments. Like, who even is available during those windows? Fifteen matches from 6:00 AM to 1:00 PM Pacific time on a weekday? It needs to be on a weekend or in the evening.
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ACTUALLY this would be a pandemic because the game is available in many countries, so it is most definitely international.
(...but yeah, all the disconnecting really sucks. I stand by my suggestion for a stacking 15-minute ban timer that doubles every time you disconnect from a match, and each "ban count" takes several hours to disappear, in reverse order. Also, discontinue the mash-to-struggle; just make that phase automatic, and offer no option to give up. If you want to play Dead by Daylight, then PLAY DEAD BY DAYLIGHT.)
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Are you on console? It was a neutral perk (along with Left Behind and Unbreakable) before Bill was added.
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@altruistic said:
You can be matched with people +/- 6 ranks from you. So as a Rank 10 you can play against Rank 16, or Rank 4’s.
So a R10 Killer playing against R4 Survivors is completely intended.
This is such baffling "working as intended" logic on the part of the developers. You ought to get matched based on the highest color band in your survivor group. In other words, if your highest-rank survivor is rank 6, the killer will be purple rank no exceptions the end.
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Lightweight should silence footsteps and also completely negate scratch marks while you are uninjured. :D
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It's a different button than the gen teleport. You hold right mouse button to channel the ability, and point it at the floor. You'll see a placement circle in front of you. Let go, and it will place a blood snare that arms in ~1 second.
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@FireHazard said:
It was changed to help make it more visible for forum users.
https://forum.deadbydaylight.com/en/discussion/comment/810744#Comment_810744
And I don't think it has anything to do with color-blind forum members... It's most likely for what Mandy said above.
I'm mostly just being cheeky, but I suspect that the new upvote color is broadly more visible than any red shade, for colorblind viewers.
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Here's mine:
- ...income inequality
- That stupid meme with the Real Housewives yelling at a cat
- ...the planet, because it's getting warmer in case you haven't noticed
- The common cold
- ...spirit
- ...pharmaceutical-grade painkillers
- ...James Holzhauer's Jeopardy! record
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Forum design has higher standards for colorblind-players than the game does, confirmed. 🤣
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One recent one that comes to mind is when I realized "Hey, I finally really know how to run this loop efficiently, to the point where the killer gives up and leaves!"
But for real, my biggest one is going to be when I finish unlocking every teachable perk. I'm 1 survivor perk and 1 killer perk away from doing so, after a year of playing (more on that tomorrow, after I'm out of forum jail).
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@[Deleted User] said:
This conversation shouldn’t be devolving into how the OP should or shouldn’t feel about words or racism. None us know the full extent of their personal circumstances or background, so no one has the right to advise what is the right way or the wrong way the OP should be emotionally responding to racism.
THIS.
Definitely continue to report racist behavior, OP. I do it whenever it happens. I don't expect Behaviour to send me some sort of personal follow-up or involve me further in the process, but I trust that they are reviewing chat logs and taking action.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/810616#Comment_810616
Exactly this. I've bought all except the newest Stranger Things DLC. I bought all of Ash's outfits. I've bought Auric Cells for cosmetics. I have paid money into this game, which is still not optimal on PS4. I look at The Rift and all I see is something that has been designed to keep me from completing it, due to the difficulty of future Tome challenges, the amount of XP needed for each tier of the Rift, the fact that each Tome level is released at least two weeks apart, and the fact that I (like I'm sure many others) travel in December and will actually need to complete the Rift before December 12th, which is not only a few weeks earlier than the Rift closes but also before the final Tome challenges are released because of the ridiculous amount of time scheduled between each Tome level.
Trying to earn the XP needed to gain tiers on the Rift right now is already starting to make me feel burned out. I'm at tier 21. That's a bad sign for my future with this game. It should be fun, not a job.
Yeah. I'm always finger-wagging my wife for how she spends her time in whatever this city-builder mobile game is that she's playing. It's one of those "OK, [TASK] will be done in 2 hours!" types games that incentivizes her to check in periodically all day, every day. So there will inevitably be times when I'm like "Yo, come to bed, it's late" while she's waiting for some arbitrary timer.
Dead by Daylight feels like it's going to get that way with the Rift.
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While I broadly agree that games should be fun, the goalpost for what equals "fun" is very different, depending on the kind of game we're talking about.
Super Mario Odyssey is a fun game, moment to moment, because you're exploring a huge open world, constantly discovering new things, and bouncing from challenge to challenge. If you get frustrated at something, you can go do something else and come back to it later. There is always a path toward simple, unbridled fun in a game like that.
World of Warcraft or Final Fantasy XIV are fun, because you're making steady linear progress and checking lots of boxes and you get stronger by inches.
Dead by Daylight has more in common with the kind of fun that you derive from a fighting game, or a MOBA, or a real-world sport. You're competing against fellow human beings, and attempting to win a hard-fought victory. Sometimes you get your rear end handed to you, and sometimes that can be very demoralizing. But sometimes you do well, and your practice and persistence pays off, and you are the better player that day.
These are all different kinds of fun that appeal to different people and different personalities. Some people don't like competitive games. But just because "fun" means a different thing for them than it does for Super Mario Odyssey or World of Warcraft, doesn't mean these games aren't fun in their way. Fun does not have a one-size-fits-all definition; it is subjective for the person and the nature of the activity.
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@Raccoon said:
Don't confuse the vocal minorities of biased players on both sides with the community as a whole. Active users on reddit, discord, forums, etc make up a VERY small portion of the player-base.
I'd suggest looking at the post history of users before deciding whether it's worth your while to engage with them.
The only real toxicity that occurs in this game occurs via post-game messaging - Whining on the forums can be easily ignored.
This. The very fact that we care enough to be here, on this specific forum for this specific game, makes us aberrations. We are in the overwhelming minority of the player base for this game, and thoughts and opinions in a place like this are inevitably going to tend toward the extremes.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/810597#Comment_810597
I am just amazed that people really think that it would be a smart business move to get 10 Euros once (1000 Auric Cells) and afterwards dont get any more money from the people who bought the Rift Pass.
Business interests and player-friendliness could -- and should -- definitely align in a less predatory way, in this case. I know this is a product, made by a business, and they want to make money from it. I enjoy the game, and I have spent money on cosmetics, because I am happy to support products that I enjoy. I spent money on the first premium Rift pass. I will happily spend money on more of them, if I don't feel like I'm being taken advantage of by a system that is designed in a way that I have little to no hope of completing.
What you're describing here is just not true, either. Dead by Daylight is a game that costs $19.99 upfront, with a collection of DLC that breaks the $100 mark at this point. The people who are playing the game, and engaging with this system, have already bought into it. They didn't get anything "for free."
Also, I really think it bears repeating my point here that this system, and all systems like this, should be targeted toward normal, well-adjusted adult human beings with careers and families and other interests. As of May 2019, the average age of gamers (at least in the US) is 33 (source: https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/).
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@Aven_Fallen said:
Are we at this point again where everyone wants everything for free?
There is a wide, Grand Canyon-sized gulf between "For free" and "For a reasonable number of my human hours on this earth that I am contributing toward this fun, purely-leisure activity." This isn't a high-skill professional pursuit, or an athletic competition, or climbing Mt. Everest or whatever.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/810556#Comment_810556
There's also very little concern for burn out.
If these launch every midchapter patch that means there's 0 downtime between them.
Expecting players to; a. play a colossal amount permanently, b. miss out on rewards, or c. pay through the nose to unlock tiers for unrealistic expectations of playtime has been done so many times in games and it ALWAYS leads to player burnout if it's not adjusted.
I hate that this is clearly not a reasonable battle pass, and another attempt to capitalise off FOMO.
You nailed it with the FOMO point, that's completely what this is. And that tends to historically take advantage of the people who are most easily victimized, either financially or psychologically (or both).
The tiny, optimistic part of my brain tells me that I should remember that this is simply an extra system, layered onto what we have now. There is literally nothing that has been changed or taken away in order to accommodate the Archives, the Rift, or the Tomes. So there is potentially a "If you don't like it, you can choose not to engage with it at all, and play the same game you were playing before" argument to be made here.
But it's a substantial new system, and it's something the developers have been talking about for a long time -- certainly for at least the full year I've been playing Dead by Daylight. I want it to be completely fun, and accessible, and to not feel predatory. Instead, I think it is gonna wind up feeling like a treadmill, and in my mind, that puts the whole thing at risk of encouraging a lot of negativity. The one saving grace for me, personally, is that I don't get especially hot and bothered about cosmetics (and the charms do absolutely nothing for me). As "saving graces" go, that is pretty defective.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/810528#Comment_810528
There's also the matter of most of the 4th tier (at least) being completely impossible to complete by any sort of skill or planning, and relies solely on dumb luck.
That's why I'm assuming a person completes all of the level 1 and 2 Tomes. Level 4 is completely insane, and I'm assuming level 3 will be too much of a hurdle for normal people, too.
@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/810528#Comment_810528
I remember they said that this was actually the typical number of games that people played per day, back when they first announced that. It also seemed a bit high to me, but then I'm also extra casual, and usually just play a few killer matches until I get bored.
That is definitely not the average number of matches that normal, well-adjusted adult human beings with careers and families and other interests play in a day, which is the demographic that Dead by Daylight (and any game that is not outwardly targeted toward young children) should be framed around.
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@Aldofer said:
okay let people learn before blocking them alright otheer killer are plague with people that have no patience and block unexperience player
I'm currently a rank 5 survivor, and teammates at that level still do what the OP is describing.
I don't know if I'm in favor of anything that could potentially allow people to self-select their way out of matches involving skilled opponents... but at the very least, being able to report or flag teammates for behaving in willfully incompetent ways, when they should know better, should be a thing.
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@Peanits said:
800 per fragment, 10 fragments per tier. You'll need 8,000 XP total to get one tier. A match tends to give you around 500 XP, with an extra 300 for your first killer and survivor match each day.
Not sure what you mean by CPU, though.
That is an average of around 15 matches per day to get one Rift tier (10 fragments), every day, for 70 days. My quick math, after factoring the challenges in (assuming a person completes all of the level 1 and 2 Tomes) cuts this down to an average of around 10 matches per day, across 70 days. Do you guys really think that is reasonable for an average, casual player?
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Amazon gives you the CPU.
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If BBQ didn't have a Bloodpoint incentive, I would replace it with something else (probably Discordance) on most killers. Nightmare and Hillbilly can capitalize on the auras pretty well, but for anyone else it's a vague indicator at best, since it gives survivors a lot of time to hightail it out. And, yeah, lockers completely counter it of course.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/810165#Comment_810165
OMG! I adore when people know how to commit to a gen, I've seen lots of games where we were about 90% on last gen and a guy left cause killer was close and we didn't complete the gen cause he didn't commit, I got it to 98% but it didn't pop and the killer smacked it with pop goes the weasel... COME ON PEOPLE! DON'T BE AFRAID! TAKE A HIT FOR THE TEAM FFS! If he commited the gen would've been done and the killer might have had gotten one of us, but cause of the not commiting he got a 2k or more...
Heh, if a gen is really close, and the killer is on top of me, I'll take a hit and then finish the gen during his recovery animation. I'll almost always jump on the grenade to get a gen finished if it comes down to that.
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I play what I describe as an "aggressive stealth" play style.
You won't catch me running Self-Care or hiding in the corner. I try to stay clear of the killer's radius, I stick to gens like glue (even gens where someone else is getting chased in my line of sight), I cleanse totems (and I don't immediately freak out when Ruin is in play), and I always go for hook saves when the killer isn't camping.
I'm not great at chases, but I can loop OK depending on where I am.
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Anything to this effect would have a detrimental impact on queue times for everyone.
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@UrbanChaos45 said:
https://forum.deadbydaylight.com/en/discussion/comment/809203#Comment_809203
No it's not a stealth playstyle I usually will go into lockers and i unhook survivors each time even if it's not safe usually a killer will be camping them sometimes.
a generator i usually work on with another person.
The answer to your topic question is most likely "because the emblem system works in some pretty weird ways."
You get silently penalized, emblem-wise, for a lot of stuff. Losing at chases, unsafe unhooks, letting a teammate die on the hook (the whole team gets punished for this).
You want to be doing stuff that gives you steady emblem progress in all four categories. A rule of thumb I once read somewhere is "fully repair 2 gens, safely unhook 2 survivors, get chased for 2 minutes, don't die for at least 9 minutes."
You should read up on emblem math here: https://deadbydaylight.gamepedia.com/Emblems
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@Endstille said:
This was mocking the whole mindset of give me what i want, change to how i think it should be or i refuse to play.
Oh, hah I didn't know you were joking. Sorry, sarcasm is sometimes hard to read on the Internet. 😃
In any case, what I posted is my genuine feeling toward people who actually do have this sort of "I hate this thing so I dc" mentality.
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@Endstille said:
Antiheal is not fun, where is the counterplay to it? Needs to be changed or i dc.
Not to derail the thread, but this is the kind of thinking I just can't understand. Fun and balance are super-subjective concepts; one person might be unfazed by something that is another person's line in the sand.
Disconnecting because there is a mechanic you personally dislike is a battle you can't win, because there's always going to be something you have a hard time grappling with. But that's the game. The killer's job is to hassle the survivors, and vice versa. You know, when you sit down to play, that anti-heal builds exist, and you may run into one. By choosing to play the game, you are saying "I accept this, and I stand ready to work out a competitive solution for whatever I encounter," because that literally is the game, Dead by Daylight. I just don't understand why, if someone is so deeply unhappy that they resign themselves to disconnecting, they choose to continue to play at all.
I personally dislike Moris, and I find them to essentially be authorized griefing items, because they break the intended game flow so severely. But I also know that those exist, and that players are free to buy them in their Bloodwebs, and they sometimes have daily rituals that involve killing a survivor with a Mori. I don't particularly like the mechanic, but I'm still going to do my best against it when it comes up. At worst, it's only one match, and it's over in like 15 minutes anyway. There are also maps I don't like, and some add-ons, and so on. But I still try to deal with them, and sometimes I even succeed. To throw your hands up and leave the game is to close yourself off from that possibility, while also making it that much more frustrating for the other three people whose match you have now compromised.
As far as your question goes: The anti-heal counterplay is to do gens. If healing is a ridiculously uphill battle because of Sloppy Butcher, Thanatophobia, etc., then try to make your precious time count toward getting the heck out of there. It's not much different than, say, facing Plague and not cleansing.
Also, on topic -- yeah, Tru3 has some weird ideas sometimes. Ghostface's stalk is awesome.
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Moris should be reworked so that they aren't authorized griefing tools designed to screw both sides (killers get no sacrifice emblems from using them, either).
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In my opinion, prestiging a character is the most inefficient and wasteful decision you can make, in terms of your time investment and your spending. All you get is some cosmetic items and a little number next to your name, at the cost of fully hitting the rest button for that character.
It costs about 1.6 million Bloodpoints to take a character from level 1 to 50, and that is currency you could be using to level other characters and unlock perks. If you've maxed out absolutely everything you care to, and you have no other use for your Bloodpoints, sure, go for it I guess. But unless and until that is the case, I don't think prestiging is a good idea.
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I'd love to see this kind of data regularly, maybe every month or every chapter or mid-chapter. It's fun and interesting, and it's healthy to provide empirical evidence so that the craziest conspiracy theories can be quickly debunked.
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@snozer said:
What do you expect, free stuff?
They don't want you to finish the battle pass
They don't want you to get 30 vials for hween cosmetics
I expect to engage with a system that DOESN'T have large swathes of brazenly anti-fun features that are designed to push people toward spending money to "progress."
I'm never gonna spend Auric cells to gain "progress" on the Rift, because I'm not all that hot and bothered about the cosmetics to begin with. I just want to be able to do the Tome challenges for the BP.
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The buff to this perk is definitely one of the nicest surprises in this patch.
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@UrbanChaos45 said:
https://forum.deadbydaylight.com/en/discussion/comment/806579#Comment_806579
Yeah but I got boil over from the shrine in summer but it randomly appeared for Jake, I don't understand this teachable thing
This. What you've said here is an incisive guide to everything that is currently wrong with the Bloodweb.
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The new hair makes me think they were going for a Halloween 2018 look, which is fine by me.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/806134#Comment_806134
Great that you compare this to working, because this is exactly my point: DbD is a game we are playing for fun. It's supposed to be the opposite from work.
This. It is a video game, a leisure activity that is supposed to be the polar opposite of a responsibility or required task.
I don't main one role or the other... but if I did, I imagine I would be very put off by the way the Tomes are arranged. If I have a daily I don't like, I can throw it away to get another one -- which is something I usually do when I get ones that are attached to a specific survivor, or to a killer I don't care for. You can't do this with Tome challenges.
It would be great if, as other people have suggested, each node posed both a survivor and a killer challenge, and you could choose which one you want to complete. This would not harm the integrity of the Tome in the least, and it would probably result in more player engagement.
There are a lot of issues with the Archives system that I hope get ironed out by the time the next Rift releases.
