Rydog
Rydog
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- Rydog
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/647706#Comment_647706
@Rydog How do you feel about that fix to my change? Tier 1 perks. Every 2 levels you gain a perk up to 30. Then you get a perk every level. This would cut it down to roughly 77 levels per character, ignoring the usual teachable grind which with this change and possibly a recycler would be totally fine and still keep the grind intact.
I feel like all potential improvements and ideas are hamstrung by the existing structure, which isn't built to promote a reasonable and non-oppressive grind.
Maybe teachables could be dropped to levels 15, 20, and 25? Maybe at level 40+, you ONLY get offered tier 3 perks from the web? Why couldn't we have both of those?
I'm looking for ways to straight-up reduce the perk grind, full stop, with no catches. Behavior doesn't seem interested in entertaining that.
There are still other types of grinds. We still need items and offerings. Some players choose to prestige. There's going to be whatever the archives and rifts are. Just let us have reasonable access to all perks on all characters for a reasonable, healthy human time commitment.
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I mean, whatever. Behaviour should figure out a way to:
a) Compress perks into one single tier apiece, because the 3-tier system serves no purpose outside of arbitrarily extending the grind, and makes it a significant hassle to pick up the perks you are looking for on any given character.
b) Reduce the barrier to unlocking teachable perks, because it forces a new player to commit an insane amount of BP and multiple characters to even have a shot at putting together a viable build on even one single character.
Maybe the current system is a no-go for these ideas, because a new player will run out of items after 14 levels or whatever. We're not asking you to hit that wall and give up on it, we're asking you to figure it out and fix it, because it's not player-friendly at all. Like I said earlier, this new change helps players who are knee-deep already -- but it does nothing to help newbies, nor does it do anything to let you target specific perks that you really want.
@Peanits Are you guys even on the same page about what an issue the grind is? Do you not believe a player should reasonably be able to unlock all perks on a survivor main plus the majority of killers inside of, say, 1,000 hours of play? I would love to hear Behaviour's perspective on it, and what you feel is a healthy and acceptable target for this kind of progress.
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@MemberBerry said:
https://forum.deadbydaylight.com/en/discussion/comment/644887#Comment_644887
Viable means being able to face optimal 4 man swf groups decked out with instaheals, keys, ds and adrenaline and actually standing a chance, which is why Nurse and Spirit are dubbed as viable.
I'm all in favor of stronger killers, but what you have described here is not a normal, typical match. You're describing edge-case matches that happen mostly at high rank.
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/647461#Comment_647461
Maybe do some reading before you comment.
Wat
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I doubt Jason Voorhees will be added to the game anytime soon, pending ongoing litigation.
Candyman wouldn't surprise me, seems like a good one to capitalize on with the remake coming up.
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I've never looked at it too closely, but I've always had the feeling that XP gain is entirely a matter of time spent in match, win or lose.
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/647440#Comment_647440
You can crawl across half the map in 60 seconds. i'm really starting to get tired of people responding without thinking first.
Yes, so if...four slugged survivors are that close to crawling out an open exit gate...you were never going to hook all of them in time anyway.
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I'm breaking my rule by replying further to a WAT thread, but what you just described sounds like you just didn't play very well. If four survivors are slugged and that close to crawling out an open gate, you were never going to hook all of them in time anyway.
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Wat
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Survivors: *bring 3 med kits with insta-heals*
Me: *brings Franklin's Demise*
A full, very tough game and a 1K later...
Survivors: gg
Me: gg, thought I made you drop all your instas but you got me!
Survivors: gl next game!
Me: ggwp all
I wish all players could be like this. Instead of complaining about game mechanics, killers should leverage their counterpick potential and roll with the punches.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/647108#Comment_647108
Is this gap not intended? Playing killer is way more stressfull than playing survivor.
Behaviour has expressed an interest in closing the BP gap. They changed and added some scoring events recently, but have backed off of other ideas. No idea what the current plan is.
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I tend to be more interested in perks initially, because it takes me a lot of consideration whether a killer is going to break into my "main" rotation. But I want all the perks on my mains regardless!
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I, too, think it's weird that there is no wiggle scoring event. It would be any easy way to further narrow the gap between killer and survivor BP rewards.
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@Jed_Olsen said:
BHVR don't own Starbreeze. They bought full rights for DBD off them. It was co-financed by Starbreeze, Starbreeze received 50% of game sales,dlc etc I believe. BHVR did not pay 16 mil upfront either its being paid in phases and I think Starbreeze still have a stake in DBD until the full amount is paid.
I stand corrected! This is what I get for glazing over the actual content of stories. Bad Rydog.
That said, my relevant point is that Behaviour is not a small or poor company. A lot of people here still seem to be under the impression that they are.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/647054#Comment_647054
So you're telling me there's more people in the cosmetic design department because developing cosmetics takes a while as long as game balance does. So FROM WHAT YOU'RE TELLING ME, the devs focus their time in energy into Cosmetics over Game Balance.
Now, I don't want to sound like I'm defending Behaviour too hard here, because I too have a serious issue with how long it takes them to push through relatively small (read: number tweaking/very little design burden) updates and changes. I think they should be able to, say, fix serious exploits faster, and prioritize important quality-of-life changes more rapidly than they currently do.
That said, I don't think the art team's output is tied to the balance team's output, so it's not fair to blame that. I'm sure a lot of people here have worked at companies that have multiple teams handling multiple types of tasks, where one team is hitting various milestones and one team is maybe not moving at the same pace (whether out of ineptitude or just a different set of internal expectations). I imagine it's not too different at Behaviour.
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@typervader said:
https://forum.deadbydaylight.com/en/discussion/comment/647071#Comment_647071
Ok, I will agree to that. The Cod Expmaple, its by Treyarch and Acitvison, one of the highest income compaines. They can afford do it. BHVR can't
Behaviour Interactive is Canada's largest independent game developer. They employ more than 550 people. They just bought Starbreeze Studious for 16 million dollars. Do not confuse "Does not have the resources" with "Would not be a good value for the cost." Behaviour is not a small company.
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@typervader said:
https://forum.deadbydaylight.com/en/discussion/comment/647055#Comment_647055
Then tell me, why has every game that has PTB and is both on consle and pc never do it then? Because its not as easy as you think. They first have to get both Sony and Mircosofts approval, which can take a few days to a week ahead of time, meaning they wont be able to update it as easily and quickly for more testing. Two, how do you select a server to play on when it doesnt have that feture.
You said it is "literally not possible." Sure it's possible. There's a Call of Duty alpha on PS4 this weekend. There was a Ghost Recon closed beta on consoles recently. This is absolutely within the power of publishers who want to pursue it.
What it ISN'T, is cost-effective to do it on a regular basis. Patches need to be certified, and they aren't free to deploy. They come at a cost to the publisher/developer. So it's probably not feasible to do it on console, regardless of whether they could or could not do it if they so chose.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/647013#Comment_647013
If new players were the developers intentions they wouldn't waste their time dropping cosmetics and dlcs and focus on balancing their game primarily. No matter what big name franchise you have backing you, it will disway new players from coming in because they can recognize faulty game mechanics.
I'm pretty sure cosmetic design and game balance are two different departments. Wouldn't it be weird to have an art director working on game design, or a game designer trying to create skins? Do you even consider what you're posting before you post it?
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@Peanits It's super-perplexing that the struggle mechanic hasn't been changed to a "Push X to give up" sort of thing. It is a pure annoyance mechanic without any upside for the game or the individual player. Maybe it's thematically exciting for the first couple of survivor matches, but that wears off really fast.
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Sounds like OP doesn't understand the purpose of the PTB. It's not a GETTING GUD PROVING GROUND, it's for Behaviour to collect feedback before launch.
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So it should functionally eliminate the use of lockers?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/82876/survivor-new-perks-are-laughable
You’re just not getting it at all.
BHVR are banking on a lot of new players jumping on board DBD due to Stranger Things, so they’re keeping beginners (particularly solo survivors) in mind with these new perks.
Beginners, jumping into the game using Steve or Nancy are not going to have immediate access to the other perks you mentioned.
Geez Louise, do you ever post anything positive in these forums?!?!
i mean why do you play this game?!?!
People are super-dumb and forget that new players are an important part of the game's ecosystem.
Remember, everyone: These forums are in no way representative of the overall player base. The very fact that we care enough to be here on these forums means that we represent the extremes.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/645824#Comment_645824
So in the same context nothing is being taken away if the devs DID decide to give a skin to those heavy grinders, then there is absolutely no reason you should be against it as well. How does that logic sound?
The point I'm trying to make is that people think they're owed something special for the time spent. That puts extra burden on Behaviour to make some special-as-hell thing for a small number of players, and these kinds of entitled player demands probably make them skittish about considering more sweeping changes along these lines.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/645100#Comment_645100
It’s easy to say when you’ve played this game for less than a year and “I have approximately 500-600 hours..”
I feel like I need this on copy-paste, but here goes:
I've played World of Warcraft since 2007. I am exalted with all but two of the 100+ reputation factions in the game, a long-term grind that took multiple years of concerted effort.
If Blizzard were to announce an easier revision or a complete overhaul to the reputation system, I would understand, because it's a pretty outdated garbage system, and it could stand to be much more player-friendly in a lot of places. I would not expect a reward, because this is something I freely chose to do with my time. An overhaul would be good for the health of the game, which is way more important in the long-term than upsetting some immature players.
It's just a video game. The time and effort spent playing it is not a life accomplishment. I don't need some cool exclusive skin to pacify me, because nothing is being taken away, and a positive change to the game is nothing to be upset over in the first place.
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@JAWS_BDSM said:
https://forum.deadbydaylight.com/en/discussion/comment/645793#Comment_645793
You should check this out for yourself. I have never read any Slenderman Fanfiction besides a few stories with "Evidences".
Slenderman is a made-up creepypasta thing from the Something Awful forums. I was asking if SCP is essentially the same type of thing, like where did it come from originally?
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Here is a list of actions that contribute to each rank emblem: https://deadbydaylight.gamepedia.com/Emblems
And, here is a list of Bloodpoint scoring events: https://deadbydaylight.gamepedia.com/Bloodpoints
Bear in mind that emblems and Bloodpoints do not correlate 1:1.
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@JAWS_BDSM said:
https://forum.deadbydaylight.com/en/discussion/comment/645779#Comment_645779
have fun.
P.S. what do you have against Slenderman?
Nothing against Slenderman. I glanced at the Wikipedia page, and I'm just wondering if SCP has the same sort of roots. It would be pretty different than adding a big movie or TV franchise to the game.
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Wat
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SCP? Is this some Slenderman fanfic-type stuff?
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@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/645433#Comment_645433
Yeah, he did die. He was shot and bled out on the floor in the hallway (I think, it's been a long time for me too). You are right, resurrection did suck but I wouldn't consider the new Halloween as a sequel since it is a different timeline. For me it will be Halloween one, two and H20 that counts. Quentin definitely dies in the original. Don't think they were looking at remakes when they considered it.
Quentin was not in the original movies at all. He is only in the remake, where he survives.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/645436#Comment_645436
What is with all this "band-aid" bs, it literally cuts the grind in half at level 50, what is everyones problem, it doesn't matter what devs do because it gets called a "band aid" it's a pretty significant change that will make it easier for newer players to establish themselves with a decent set of perks without having to spend 100s of hours doing so, stop being so ridiculous.
It is a nice change for players who are already knee-deep in the game. But it doesn't help new players at all, because it doesn't do anything to ease the ramp-up process when you're just trying to get your hands on a few decent perks for use on even a single character. That's the more important factor, and part of the reason why @Caretaker is characterizing this fix as a band-aid.
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@Chocolate_Cosmos said:
Iron Will, Q&Q, Spine Chill and Exhaustion Perk of your choice.
As a Spirit main, I definitely agree with this. Iron Will removes one of her most valuable detection cues, Quick & Quiet can completely derail her predictions when you jump through a window, and Spine Chill negates "standing still or phasing?" shenanigans.
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@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/645372#Comment_645372
No. Tapp bled out on the floor in the first movie. Laurie died in the final movie resurrection when Myers dropped her off the roof of the hospital, and Quentin sacrificed his life to Freddy so the others could survive. Not to sure about Ash. Never watched those movies.
Wait, really? Did Tapp die at the end of the first Saw? I apologize, it's been a long time since I saw it! 😃
Quentin definitely lived through the events of the Nightmare on Elm Street remake, and Ash is alive and kicking. As for Laurie, I suppose it's a matter of which continuity you're following. I wasn't even thinking of Halloween Resurrection, I must have blocked that horrid movie from my brain. But she lived through the two that counted, H20 and Halloween 2018!
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Man, I wish.
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There's more to the game than whatever restrictive perk meta you're trying to limit yourself to. If every perk were as strong as Bond or Borrowed Time or Hex: Ruin or whatever, that would be some ridiculous and unmanageable power creep.
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My guess is: Approximately the same way Laurie, Quentin, Tapp, and Ash wound up here. They're all alive in their respective franchises, too.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/644843#Comment_644843
OMG WUT A CASUAL. jk :P I can see why Bloodborne can be hard for some and yea those fences.
WAT ARE U, A CASUL?
WHAT RINGS U GOT BITHC
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@LaughingFox Yeah, I think anti-facecamping perks should be at the top of the "visibility food chain," as it were. Maybe they could play around with aura colors -- like, Kindred's current pink aura persists through stealth, but maybe Object of Obsession or other killer-revealing perks show a purple or blue aura normally, and stealth hides that.
I really hope they redesign Insidious along with this status effect going live, too.
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Also, I think this status effect is a great way to create a clear definition of killer stealth, and to protect killers from stuff that essentially deletes their powers when they are supposed to be stealthed.
I do think Kindred should persist through this, though. And maaaaaybe Alert, since it relies on the killer performing an actual noisemaking action in order to trigger. But stuff like Object of Obsession should not be able to see through Ghostface or Wraith's stealth.
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@TAG Isn't the jumpscare sound effect the one that plays when you enter the killer's LOS at an incredibly close distance without having seen them/entered a chase already? It plays when you get grabbed off gens, etc.
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LOL "This has been requested since legion came out, but for some reason the devs keep denying it."
The forums are not a game design committee.
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You're going to get the thread locked and told to go to the site's support area to inquire. Bans aren't discussed on the forums.
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What would you have them do that isn't an outsized development task, all for a single killer? Create multiple versions of each map?
We've already seen what happens when a killer fundamentally exists in a separate phase of the world, which is what old Freddy did. They weren't happy with the result, and remade him. How would you have them implement the Upside Down in a way that is true to the show without upending normal game flow or actions?
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GOOD would be actually having everything you want unlocked in under 1,000 hours of play (that's almost 42 earth days), which you currently cannot do, unless maybe you are ridiculously optimized about your BP spending from the jump.
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@Dreamnomad I agree with you, but I am also very aware that this is partially Stockholm syndrome talking. They gave us a less bad thing to replace the really bad thing, but it's still not GOOD.
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@Caretaker God, I JUST posted in another thread to all these ME WANT PWEASENT people screaming for Legacy skins over this rework. Behaviour just needs to ignore those people and make the changes they need to make for the game's long-term health.
Obligatory reminder to anyone reading: The forum community and Discord community are not representative of the player base at large. We are aberrations, because we care deeply enough to be here to talk about this one specific game in such obsessive detail. Our feelings and opinions on this game inevitably tend toward the extremes. The majority of players are like, normal people. A better Bloodweb experience would broadly benefit everyone.
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God, get off this entitled kick. Behaviour shouldn't have their hands tied on making changes for the good of the game because they're afraid of a bunch of players screaming ME WANT PWEASENT. It's a video game, the hours you've put in are not a life accomplishment.
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@Caretaker Yeah, I've also suggested a single-tier perk solution a few times, but they keep falling back on this "Oh but players would run out of perks to get" rationale. I think the whole Bloodweb system needs to be re-evaluated and reworked for the good of the game.
A recycler would be a great idea, too. I suspect they would be skittish about adding any kind of "anti gold sink" mechanic, though.
EDIT: Oh, and I should clarify that all my feedback and concerns presumes that the player is NEVER prestiging, because that makes everything wantonly oppressive, and it's never a good idea if you value your time as a human. That sucks, and players should feel like there's a good incentive to prestige.
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Having looked at the impact this will have on my ongoing killer perk libraries, I think it's going to be a pretty big improvement. I currently have 53 killer perks unlocked; under the current system I need to clear 90 more Bloodwebs to have my full inventory at tier 3 on Freddy. Once this change goes into effect, this will be cut in half, and I'll only need to clear 45 more Bloodwebs. That's a LOT more reasonable for a single killer.
The key issue is, this change only really helps players who are already knee-deep in the Bloodweb economy. New players still have no path to "really playing" -- that is, getting a selection of competitive perks on even a single survivor or killer without deeply leveling a bunch of characters.
This is why I think that it would be helpful to bring down the level threshold for unlocking teachable perks. If I'm a new player and I want to get, for example, Self-Care (Claudette level 40), Bond (Dwight level 30), and Sprint Burst (Meg level 35) because of advice I have received from players, I have to commit 105 levels across three characters. That's before I can even begin to evaluate whether I enjoy that particular combination.
Like I said, this change is going to be helpful -- specifically, for players like me, who are already in the trenches. But Behaviour needs to go further to make the grind less intimidating for new players.