Rydog
Rydog
About
- Username
- Rydog
- Joined
- Visits
- 2,015
- Last Active
Comments
-
...and actually, you just made me realize that the whole of Dead by Daylight is essentially a recontextualized Ravenloft, what with all of these evil monsters having crossed some terrible moral event horizon, and being spirited away into the fog and imprisoned by a vague eldritch force.
-
A vampire would be a neat character. I feel like Oni is, essentially, a rethemed vampire in terms of his power set.
Now allow me to put on my REALLY NERDY LORE SPECS HERE and counter with: The whole nature of Ravenloft and the Dark Powers would preclude one of their toys getting taken away by some other entity. The Dark Powers are, for all intents and purposes, a DBD Entity equivalent (a very vaguely defined malevolent force and jailer that the DM can use to handwave stuff) in Ravenloft, and they occupy a similar "all-powerful and nothing can overturn them" role as the Entity does. And beyond that, I think this would be pretty far down on the list of recognizable mainstream horror licenses.
That said, "The Ancient" would be kind of a cool killer. 😀
(EDIT: Also, if they went the vampire route, I think something like Buffy the Vampire Slayer would be way more recognizable and appealing from a marketability standpoint.)
-
SWF has been in the game for its entire existence, and it continues to do fine.
-
My issue with the Leatherface buff is that they doubled down on every aggravating thing that earned him the "Camperface" reputation, instead of addressing his issues in a more substantial way.
-
@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1894417#Comment_1894417
I just don't see the point you're making. In a game of cat and mouse the cat is stronger because they can catch the mouse and the opposite isn't true?
What he's saying is that you need to learn when to give up on a really unfavorable chase and look for easier targets. If one guy is running you around for five generators while their teammates get to work gens undisturbed, that's on you, not the game.
-
I would think that if we were gonna get Sidney, we would have gotten her with a properly Scream-licensed DLC pack. The Ghostface that we got was probably the deal that they were able to reach.
For what it's worth, it may have been financially unreasonable for Behaviour to license both Scream and the Ghostface mask, since these are owned by two separate licensors -- and the company that owns the Ghostface mask notably does not let people use it for cheap. At the end of the day, getting a killer with that iconic costume in the game was probably the far bigger priority for them.
-
People have been reporting this for weeks with no fix. I don't understand how a fix for something like this -- a literally unfinishable challenge that you have to go to extreme effort for -- is not either replaced or fixed within a week of it being reported. A receptive developer, like say Riot Games with League of Legends, would issue a hotfix for something like this within days.
-
Steam says I've played this game for 2,500 hours, and I am a consistently red rank survivor who is still usually mediocre at best in chases. I can usually run some of the more generous loops (like shack and double window) decently, but I am still the guy who will sometimes get caught and hooked like 30 seconds into the match.
-
A lot of survivors really are like what you've described, but like anything else, this game takes all kinds. When I play survivor, my most enjoyable games are against killers who I am evenly matched against, where I have to put in work to get away, and where I feel like it could have gone either way even when I escape. That's when DBD is at peak fun for me.
I don't look any (accidental) gift horses in the mouth when I am up against a killer who is clearly new to the game or the character they are playing, and I don't tease or bully them either. I say gg just like always, maybe make a comment like "keep at it, Nurse (or whoever) is a tough one to play well" and move on.
Unless the killer is being a wanton facecamping/super-tunneling ghoul, I don't give them a hard time. The killer is, generally speaking, part of what is making the game fun for everyone, and in that sense we're all in it together.
-
100% Deathslinger. Once he's got you in his sights, you cannot escape. You can't juke his gun, you can just weave around and keep your fingers crossed that you guessed right. And he can shoot you and reel you in from outside of his TR, which seems more than a little broken to me.
-
Dead by Daylight is definitely a PC-first game.
-
I think it is, perhaps, less the screen and more the control sensitivity. It is a lot easier to aim projectiles and hit a moving target with a mouse than with a controller.
-
I have never seen a new player properly understand the hook escape/struggle mechanic. They always try to escape, because both the tutorial and the button prompt text imply that this is something they should do. The struggle timer is also excessively unforgiving, and if you don't already know you're gonna need to mash the spacebar, the hook will kill you before you have a chance to really get with the program. It makes for a miserable first experience.
Speaking of the tutorial, while the survivor tutorial is a lot better than it used to be, it does not teach you anything about pallets or looping. This seems like a bizarre oversight. (I have not bothered to do the newer killer tutorial yet.)
Also, the entire Bloodweb system is both intimidating and confusing. It is overwhelming to a new player, and the grindiness is immediately presented in a real massive uphill-battle way (which is accurate, but also scares people away). You cannot begin to enjoy this game without doing a bunch of homework, which sucks. I have had a lot to say about the Bloodweb system here on this forum so I won't belabor the point, but it needs a redesign to uncouple the increasingly insurmountable perk grind from everything else.
I'd love to see the new player churn numbers, because I bet they are out of control. Ensuring a very negative first experience in your game drives new players away, and DBD is one of the biggest perpetrators of this that I have ever seen in a video game.
-
jUsT eAt ThE dEcIsIvE sTrIkE eArLy
-
@Aven_Fallen said:
Hello,
the title is taken from this Tweet:
https://twitter.com/DeadByBHVR/status/1352376021601955857
This is one response to the WIP of the Colorblind Settings.
First of all, it is great that Colorblind Mode is finally coming to DBD and I think it is awesome that colorblind people will have an easier time while playing DBD.
However, the line in the title is also disappointing.
Yes, it is great that colorblindness concerns regarding the new HUD (Injured State of Survivors) are addressed. However, why is all the (negative) feedback regarding the new HUD completely irrelevant?
Whether I look at the Forums, Twitter or Streams of Content Creators (including Fog Whisperers), most people dislike the new HUD. And IMO it should really be considered that this feedback is really valuable, because while every Balance-change also triggers positive and negative feedback, this is mostly because people want their side to be fun and strong.
However, if something which does not affect balance is changed AND gets such negative feedback, it should be really thought about if you want to go on with that.
It is not even something "players get used to". Even personal taste is not the big factor (e.g. that it looks like a mobile game or does not fit graphic-wise), but people have objectively said what is wrong with the new HUD (e.g. it is too spread out, Portraits make sense, but dont when they are replaced with Standard Symbols,...) and it is really getting ignored.
I did not have high hopes that the new HUD will be scrapped to begin with, however, I am still disappointed that the Feedback was just not taken at all. And I really hope that you have a WIP to show what your plans are for the HUD, because from what was added, it was not justified to change it that much.
I am not one of the persons who says "I quit!!!111", I am playing DBD for a long time and I have fun while doing so, however, I know that the new HUD will decrese my enjoyment of the game A LOT.
I know that my thread will not change anything, because it was seen that negative feedback regarding the HUD of 90% of the vocal playerbase is not important to BHVR, but at least I wanted to write down my frustration.
Kind regards
This is all good that it's finally gonna get addressed, but yeah, this is pure 100% damage control.
-
@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/1890130#Comment_1890130
It doesnt really work well to do that on TVs imo, i'm talking about the NVIDIA filters every streamer uses and the additional programs
At some point, you have to say to yourself, "Maybe it's the game that's the problem, and not all these other things that people are using to compensate for its shortcomings."
It's ridiculous, in 2021, that this game does not have real resolution settings, or a brightness slider, or an FOV slider. A bunch of those things are tied to frigging in-game items, which is the stupidest thing I've ever heard. That stuff doesn't matter; just give everyone a FOV slider and a brightness slider, nobody cares about the stupid mist offerings in the first place. Just redesign Shadowborn to do something else. It's not that hard, and it's not that much of an issue. Accessibility needs to be prioritized over whatever weird game balance thing they think they're achieving with this stuff. And also, I would like to be able to, say, see anything in the halls of Midwich, which is a challenge even with my rather nice monitor's brightness turned to the max.
-
@onemind said:
Thank you for announcing color blind settings but
If you have been working on it for a while why haven't you said were working on we can't give you a time or any photos yet but at least we have heard your calls it took so long to answer and were planning to hold out until a better time "when the 5th year anniversary "all that attitude from the community could of been avoided if you just spoke about it even very briefly like I dont get it
A lot of developers tend to hesitate about revealing stuff too early or promising concrete launch windows, because things change and players tend to not understand that. That's the root of the whole "Soon(tm)" joke about upcoming Blizzard stuff, for example. It makes more sense to say nothing until something is ready, than to say something too early and end up with a frustrated audience.
That said, shame on them anyway for not prioritizing this earlier. Accessibility options should not be a "maybe" in 2021, and they shouldn't have been a "maybe" in 2016 either. Now they need to add more quality of life stuff along those lines, like real resolutions, brightness options, FOV sliders, etc. that aren't tied to game mechanics.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1885198#Comment_1885198
you want to know why behaviour nerfed hillbilly?
they only look at the general consensus of things. at the time hillbilly was top 3 killer and had a large pick-rate. people were saying why play a new killer if he isn't as good as hillbilly. then they nerfed his ass and nurse's ass because they want more "diversity". which could also be accomplished by making killers as good as hillbilly. truth is hillbilly was never op nor oppressive but noobs will tell you that he is because they are noobs.
and for those people who ask for evidence, here you go. they say it themselves.
Yeah, it would have been much better to gradually bring other killers up to Hillbilly's level. Pre-nerf Hillbilly stood out, to me, as a pretty healthy "reference killer" for where the ideal power balance ought to sit.
New Hillbilly is still OK, but that stupid overheat meter just seems unnecessary. Behaviour seems dead-set on adding these cooldown meters to every killer in redesigns -- even killers like Nurse where it makes no sense.
-
@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1883264#Comment_1883264
It doesn't have to be jump scares or scary things like that. Even if you're not scared, it can create an atmosphere that was never there before.
True enough. I think they have made some inroads toward what you are describing, with some of the map redesigns and updated visuals.
-
If a killer is determined enough to chase you around for 3 full generators or whatever without breaking off, I don't think they're the kind of person who has the judgment to not tunnel you off-hook, or otherwise respect your enforced manners.
-
This game is not scary after you've played it a few times, and anything they do in an attempt to change this is going to wear off after repeat play. That's not a criticism, it's just what is.
Look at any other horror game designed for multiplayer or other repeat play. Phasmophobia is a great example -- when you first start playing it, you get freaked out by the ghost making creepy noises or suddenly appearing, etc. Once you've played it a few times, you start getting pretty immune to that stuff, because it becomes a set of predictable game mechanics.
(Now, I'm sure I'm not alone when I say that I still get jump-scared by a Myers or Ghostface surprising me our of nowhere, but that's down to a very narrow situation and not really the game design at-large).
-
@Mandy said:
It's something that I'd love to have implemented, purely because it would make reporting so much easier for everyone and give the ACM's a much easier time of it if they could pull up a replay of a particular match if it's flagged.
This.
Every normal multiplayer PC game of even remotely comparable nature (i.e. two sides of opposing players) allows at least the CS team to replay match data in order to address cheating or harassment reports. Behaviour currently somehow, after almost five years, does not have such a system in place, and continues to put the burden of supplying video evidence on the players who are being harassed or cheated.
Nobody outside of content creators records games.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1882994#Comment_1882994
Because that was the answer to his question.
If you want to discuss another matter that's fine, but don't knock me for answering a question please.
Sorry!
-
@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1882994#Comment_1882994
They used to do x2 bloodpoint events but there was a huge uptick in farming instead of playing normal.
Which speaks for the state of the game where the grind is so bad, playing the game normally isn't enough.
Well, right, but who cares? Either redesign the Bloodweb system or just let people farm, because it's what we have to do.
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1883008#Comment_1883008
Yeah, sometimes you just can't resist or have to, you know. I explained why I'm 'sensible' on that topic.
They tweaked the bloodweb twice, fyi. For example adding 4 perks to webs from level 50 ongoing, granting like a 40% cutoff to maxx out a character with all teachables
As-is, the Bloodweb is an excessively grindy and player-unfriendly system. Those changes helped veteran players who have already invested the time to unlock a bunch of stuff, but they don't help new players get up to speed. That's the real problem.
-
The 10 Movies I Am Not Allowed to Suggest Watching Anymore, According to My Wife:
- Star Wars
- The Empire Strikes Back
- Return of the Jedi
- Raiders of the Lost Ark
- Indiana Jones and the Temple of Doom
- Indiana Jones and the Last Crusade
- Back to the Future
- Back to the Future Part II
- Back to the Future Part III
- Clue
As far as a real top 10, I dunno. Seven Samurai, Yojimbo, Raiders of the Lost Ark, Halloween, Clue, Inside Out, uhhhhhh other movies I can't think of right now.
-
@[Deleted User] said:
1.5 but for twice the duration.
Tbf it was probably better this way for everyone.
Yeah but why not just.. 2x for the same duration? Who cares?
-
@offwhiteknight said:
How about a deep one or hybrid killer? Add maps for Innsmouth and a shipwreck on a beach. Maybe have H.P. himself as the survivor?
I don't think Cthulhu being imprisoned by some cosmic being to slaughter people would be... canon-able. Also, there is a size issue, to put it lightly. And you'd need something really iconic (like, say, Cthulhu) for it to really click with people as a Lovecraft thing. Visually, Demogorgon kinda fills that niche, and the Doctor's madness mechanic also exists.
As far as Lovecraft as a survivor... yeeeeeeeeeeeahhhhhhhh I don't think so. There would be way too many unfortunate implications there, insofar as his personal and political leanings. He wrote some great stories, and he was monumentally influential in terms of horror fiction, but the man himself had issues.
-
Why are you gaming on Wi-Fi? This is inevitably always going to result in big problems for any kind of online game.
I wouldn't lay this at the game's feet. It IS your fault when this happens. This is a preventable occurrence that is under your control.
Don't game on Wi-Fi. If your wireless router is in another room and it isn't easy to hardwire in, buy a set of powerline adapters and use that; it's just as good as plugging directly into the router. I bought a set of these a couple years ago (my office is in a different room than my router and main cable connection), and it is one of the biggest quality-of-life tech upgrades I've ever made.
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1870710#Comment_1870710
Exactly. So why not 16m open handed?
I agree! I am not siding with whatever rationale led Behaviour to omit the Open Handed buff from the PTB, I'm just trying to walk through what they might have been thinking. I do think it would be very strong to contain 16 meters of perk signal-boosting in one slot, but that would be OK to me!
-
@Trashmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1870094#Comment_1870094
You can already have 60 METER SURVIVOR AURA READING with just a key while also running a whole set of 4 meta-perks, and you think 52m bond by sacrificing a slot for a buff (that very likely only applies to you) is strong?
Yes, I think aura-reading is strong.
I also don't like putting items and add-ons on the same pedestal, because it's not like you are going to have infinite quantities of that specific combination. And the key's abilities are activated, not constant.
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1870094#Comment_1870094
I honestly don't see how that would be in any way overpowered or anything. I've run Kindred/Bond/Open Handed with a friend, it's not some crazy autowin hahaha baby noob killer combo, it's a fun meme that replaces callouts. For all of that info, remarkably little is useful, and even then it requires you to be a good player.
I guess what I'm saying is I would rather this than, say, any actual meta build. Like, by a lot. A lot a lot. Please may the Devs buff Open Handed so people run aura builds instead of second chances, chase builds, healing builds, stealth builds, gen rush builds or... Yeah, no, maybe even chest builds, what with the sheer number of keys and medkits I've been handing out like candy recently.
Edit: I should clarify, most of the time I run aura build in solo que, I was just pointing out that I've ran them with a 16m buff before
I dunno, I've always found information perks very useful, solo and in duos (which is how I usually play survivor). My usual go-to build is Lithe, Bond, Kindred, and Spine Chill (though I am currently trying to wean myself off of that one). I have consistently made it to red ranks with that build. I don't think you have to run a bunch of meta perks in order to perform well, if you have good game sense.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1870094#Comment_1870094
But Kindred has a hard cap of 24m already. This in effect now. 4 players can stack Open Handed, and Kindred will only read the killers aura within 24m of the hook.
Is the suggestion here that Kindred is currently bugged? That the hard cap is being over ridden?
Are you sure? Where are you getting this hard cap information from? The DBD wiki page on Open Handed specifically states that Kindred has a max range of 48 meters when using 4 copies of OH: https://deadbydaylight.fandom.com/wiki/Open-Handed
(Oh, and yeah, I forgot about OoO. Ridiculous ranges on that, too.)
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1869801#Comment_1869801
I think it was kindred; in all honesty. A lot of people started pointing this out since it was announced; and I think they might have realized the problem with it since then. That or it was working with maps/keys in some problematic way.
The thing with Kindred is that say you are Trapper, sure with kindred you can't trap too close to the hook, no problem.
However still after hooking that is the best time to put down a trap, and the suggested open handed buff is a much larger radius I think then people realize. So now you can't even put a trap down anywhere near any of the loops near where that hook is or EVERY survivor will know regardless of SWF.
On top of that; even if they don't have that; it's now a serious problem you have to think about with every killer that doesn't necessarily camp but can benefit from the hook at all. Say a myers suddenly can't stalk even from fairly far away; or on smaller maps or ones with multiple levels the killer's aura is just going to be going off from very far away to everyone for free.
A trapper not being able to put any traps basically anywhere in like 60% of his actual main trap zone, or hag or whoever; is a big deal- especially given you don't know if they have it or not.
So my theory is they are thinking about if the range buff is fine as is, if it should deactivate on hook or reduce on hook, or what they should do with it. I imagine buffs are still planned and will happen in the next update just the same, but it won't be the same as what they mentioned before.
(That or I am way wrong and it was just some game breaking bug haha, but I really think this with kindred might be too strong in some situations; and those situations being where the game doesn't actually need them right now)
That is interesting, and a pretty good point. Here's what their rationale for the buff is:
"Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand."
The current (live game) tier 3 Open Handed value is 8 meters, and it stacks. So, you would be able to achieve what they are proposing here with two players running Open Handed. As-is, if two or more people stack the perk, it would be insane, as you have thoroughly pointed out. So it seems like maybe they feel that 8 meters is too little, but they have now concluded that 16+ meters is too much. For various aura perks, it would result in:
- Bond: 44 meters (+8 per additional OH stack) in the live game, and 52 meters in the proposed rework.
- Kindred: 24 meters (+8 per additional OH stack) in the live game, and 32 meters in the proposed rework.
- Detective's Hunch: 72 meters (+8 per additional OH stack) in the live game, and 80 meters in the proposed rework.
- Windows of Opportunity: 28 meters (+8 per additional OH stack) in the live game, and 36 meters in the proposed rework.
- Plunderer's Instinct: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Better Together: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Left Behind: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
If I had a FIFTY-TWO METER BOND IN EVERY MATCH, along with all the Kindred shenanigans you have described (I run both of these perks), that would be nuts.
Maybe they'll split the difference and go 8/10/12 or something. That would still be really significant.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1869779#Comment_1869779
Maybe but it was cut from the patch notes as well; and it was one of the major things they talked about so I doubt it was an accident.
Tbh I have a theory as to why; but I don't want to end up having someone trying to start an argument with me over speculation.
Haha, now I am curious what your theory is.
There could be some weird aura interaction that they didn't foresee, or something.
-
@jrinkwater said:
https://forum.deadbydaylight.com/en/discussion/comment/1869760#Comment_1869760
No, players shouldn't be able to lol. Tbat's foolish. And it's more often used by crybabies who are triggered or bad teammates that just want to throw... or coordination for hatch.
This archaic style of "gameplay mechanics" needs to die. Quick.
This. There are so many matches where we would have wound up winning if that one guy just hadn't given up, if we'd just had one more active player. People give up way too quickly, they suicide immediately when they see something they don't like. They need to be denied that option. If you decide to play DBD, and then you recant after you're in a game, then you need to take the DC penalty because that's what you did. That's what a hook suicide is.
-
@troy99 said:
jesus just bind it to mouse downwheel lol. its 2021, people still mash spacebar to struggle?
Clearly you missed one or two of my bullet points in the original post. The point is that this shouldn't be an issue to begin with, it shouldn't be something that the player has to take steps to fix because its default function is too annoying. The fact that this is the case means that something is wrong with this mechanic.
-
Can we also have a STAY RIGHT THERE gesture so people know to stay put and get healed when I unhook them? And a CROUCH YOU IDIOT gesture so that my teammate doesn't immediately set off the 14 Hag traps that I have crouched through to reach them safely?
-
There is a 4.5.0 PTB Feedback subforum for this purpose.
-
My perspective on the killers that I find abnormally frustrating from the survivor POV:
- Deathslinger: Everything that people say about Spirit, 50/50 guessing, the lack of being able to mindgame the killer, etc. all applies here, SO much more heavily in my mind. You cannot dodge his gun, you can just simply guess and keep your fingers crossed. And, he can spear you outside of his terror radius, which seems more than a little ridiculous to me. I hate playing against this killer.
- Cannibal: His kit is built for camping, and you cannot get away from him in a chase. Even if you have an exhaustion perk, you're going down if he starts that chainsaw sweep. It lasts about twice as long as it ought too, and he gains too much of a speed boost to give anyone any hope. His rework doubled down on everything people despise about him, instead of actually fixing anything. He needs a Nightmare-scope remake.
- Twins: Again, built for camping. The entire structure of the Victor mechanic incentivizes proxy camping and slug-camping, and I cannot understand how this killer made it out of the design phase without anyone internally realizing how this power would be used.
- Executioner: Sort of a similar situation to Deathslinger, where the ranged attack is way too hard to read and dodge, plus he moves super-fast. He's not nearly as bad, but bad enough that I dread facing him as I usually find it impossible to have competitive chases.
- Hag: She's built to proxy camp, her traps are impossible to see, and her power naturally punishes impatience. You cannot win a chase against her because you can't see or deal with her traps, and they trigger from a mile away. You can't get safe unhooks because you have to take forever crouching toward them, and 90% of the time your dumb teammate will just trigger the traps anyway -- and that's if she doesn't circle back around before you get to the hook.
You'll note that none of these are the Spirit/Nurse/Nightmare/Oni power foursome. I think all of those are difficult to go against in the hands of a good player, but they don't have these same nigh-uncounterable oppressive qualities to them. I know people will argue this point about Spirit, and Nightmare certainly needs a nerf to his infinite toolbox of everything, but I would rather face any of these guys than the ones I have listed.
-
@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1867549#Comment_1867549
Um, no. Lol. I'd much rather have teammates who are unable to kill themselves than to be able to give others the option of leaving through the hatch. Now some will argue that they'll just run to the killer and get downed again. But if they're wasting the killer's time like that its way more time for us to get gens done. I'm OK with that! Its when someone ragequits on first hook after being downed and screws over 3 other teammates with 3-4 gens left to do its infuriating.
Yeah, there just needs to be no input option during the second phase. No dumb mashing, and no giving people a free way to DC.
-
@Mat_Sella said:
After that stream of them defending Struggling on Hook, they did eventually give out a survey of them asking of how important the struggle on hook mechanic was to the player.
Whether they wanted to actually do something with that survey or just asked the question aimlessly is another thing.
Are the results public? I have to imagine they skew heavily against the struggle mechanic.
-
@CountVampyr said:
I am one bloodweb away from maxing out all of Elodie’s perks (minus Quentin’s who I don’t own yet). I don’t know how many level ups it has been so far but DAMN it has been a lot of bloodpoints!
If you are navigating Bloodwebs efficiently, it costs:
- Approximately 1.1 million BP to level a single survivor from 1-40 and unlock all teachable perks on that survivor.
- Therefore, approximately 26.4 million BP to level all 24 survivors from 1-40 in this way, and unlock every teachable perk on the survivor side (assuming you didn't buy any perks from the Shrine of Secrets).
- Another 500k BP to get your survivor main to level 50, at which point you must make a decision about whether to prestige (which you shouldn't). Every prestige level costs another 1.6 million BP on top of all these totals.
- At this point, your survivor main will possess 59 of the total 258 perk nodes (86 survivor perks x 3 tiers = 258 perk nodes), leaving 199 nodes to go. Assuming you pick up two perk nodes per Bloodweb, you will have to go through approximately 100 more total Bloodwebs, at a cost of approximately 56k BP per Bloodweb if you are doing it very efficiently (i.e. prioritizing perks and letting the Entity eat as much as possible). That's another 5.6 million BP.
- This amounts to a total cost 32,500,000 BP to max out all perks on a single main survivor, if you spend all of your BP extremely efficiently and never use the Shrine of Secrets. And like I said, tack on an additional 1.6 million BP per prestige level that you decide to take.
Granted, once you do all this work, it makes getting all perks on another survivor much easier (to the tune of approximately 6.1 million BP apiece), because you've already done the work of unlocking all the teachables on everyone. But that's still a lot of wind-up just to open up your play options. Every new chapter adds 3 perks, 9 nodes, and approximately another 1.4 million BP to the total (between leveling the new survivor to 40 and snagging the new perks on your main).
And that's just for survivors. There's also the matter of the 22 killers and their 78 perks...
-
Thank god this didn't get stuck where it will wither and die. I guess I need to rephrase all of this and post again, so it's clear that it's supposed to be a discussion topic. Maybe it should be a poll.
-
Good luck navigating the increasingly unwieldy perk RNG for the one highly specific thing among dozens, even though you already put in time and BP to unlock it from its host character.
Hopefully this whole system finally gets redesigned this year.
-
Ugh.
-
@Zozzy said:
They think it reduces the boredom and engages the player. (as said in a stream)
They are horribly wrong and tone deaf to peoples complaints.
Have they actually said that? Really?
Boredom? The struggle timer is like two minutes. If you can't pay attention for two minutes while your friends try to rescue you, and are immediately bored, that to me says more about the player than it does the game. And "the only thing we can come up with to keep our players engaged is an aggravating button-mashing mechanic" is just bad design. There's no excuse. None whatsoever. Yes, they are SUPER tone deaf.
-
@Orionbash said:
As much as I love to let go of myself on last hook to give a teammate the hatch I'd MUCH rather this mechanic go as its often used to screw over your team way more often.
I support this.
Hey, look at that, another downside I forgot: It lets players coordinate and tactically disconnect (again without penalty) to deny the killer a fourth hook and circumvent the "last man standing" luck factor of finding the hatch. This isn't remotely the most pressing thing about it, but I would actually consider this way more of an unintended downside than an advantage.
-
Survivors leading the killer straight to other survivors via Bond or Better Together definitely strikes me as a reportable case of "working with the killer."