Rydog
Rydog
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- Rydog
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@savevatznick said:
Why even have the grind at all? Why do we need to grind for addons that make our killers playable past rank 15? Why do perks have arbitrary ranks? Why have the bloodweb at all when it basically exists as a tedious grind simply for the sake of "Character progression? In end, it makes the game more tedious for people who play longer than a week.
Some type of meaningful progression is important to a game-as-service's long-term existence.
I agree, philosophically, that a game should just simply be fun enough to sustain on its own, without players having to endure an oppressive grind. But at the same time, I can look back at Last Year: The Nightmare, and I believe that a total lack of progression is a big part of the reason why that game died so quickly. I think the answer these days is just... kinda complicated.
I don't begrudge DBD its grind entirely, I just wish it wasn't so random AND oppressively long on a per-character basis.
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Wat
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/622597#Comment_622597
Just4fun u know.. NO clue why I'm asking this smh...
It was mostly a rhetorical question.
Just because you put a bunch of time into a broken system doesn't mean improvements should be held hostage by players who think they deserve something extra for putting up with the worse old way.
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Wat
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Dailies are weighted toward the side you play the least, to encourage you toward both roles.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/620489#Comment_620489
Will there be any kind of reward or compensation?
For what?
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I think your last sentence adequately answers the question.
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There are no servers. DBD is peer to peer, with the killer acting as host. This is allegedly changing soon.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/621222#Comment_621222
Sorry just being a killjoy here but there are a few exceptions to your statement:
Windows Of Opportunity (Kate Denson)
Open-Handed (Ace Visconti)
Hex: The Third Seal (The Hag)
Sole Survivor (Laurie Strode)
Save The Best For Last (The Shape)
Yes. You are quoting a reply where I immediately pointed out "with some exceptions." :D
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I would honestly just like to see some form of human curation to the Shrine. The thematic presentation you have described would be a big improvement over the current 100% autopilot.
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Just posted this in another thread, but it's relevant here, too.
Perk color is arbitrary. With some exceptions, each character's first teachable perk is green at tier 3, and their other two teachable perks are purple at tier 3.
This is one of those weird stupid UX things, because Behaviour seems to grossly undervalue strong UX. It would be nice if we had, say, a tiered yellow/green/purple system for tiers 1/2/3, so perks sort alphabetically according to rank in each character's loadout screen. As a player, I feel like this certainly isn't a notable issue, but it's one of those little minor thousand-cuts things that hurts DBD's overall sheen.
Also: What @screamdreamsx said. Perk rarity really needs to just go away as a concept. It would make the grind so much more reasonable without even remotely eliminating it.
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I've seen some top streamers advocate using, say, Balanced Landing and Dead Hard together. I feel like you need to be very confident in your map knowledge, positional awareness, and ability to win chases in order to use two perk slots in this way, though.
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I like the one with the skin!!
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I wish I could hit any survivor one time with Nurse!
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If you're talking about the round circle prompt itself, it spawns in the same area of the screen, unless it's impacted by certain effects (right now, I think the Doctor's madness tiers are the only things that move the circle prompt around, but feel free to correct me if I am wrong).
As far as the rectangular skill check zones themselves, they can appear anywhere in the circle. You may have to hit the check very quickly, if it spawns right near the needle's starting point.
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It's like when I don't look at social media and/or try to avoid the news for a week, and I'm a much happier person for it!
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It's arbitrary. With some exceptions, each character's first teachable perk is green at tier 3, and their other two teachable perks are purple at tier 3.
This is one of those weird stupid UX things, because Behaviour seems to grossly undervalue strong UX. It would be nice if we had, say, a tiered yellow/green/purple system for tiers 1/2/3, so perks sort alphabetically according to rank in each character's loadout screen. As a player, I feel like this certainly isn't a notable issue, but it's one of those little minor thousand-cuts things that hurts DBD's overall sheen.
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Don't moris already not award sacrifice points, because they don't count as a hook state?
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Is his lunge better than the normal killer lunge?
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Don't forget Enduring and Spirit Fury.
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/620737#Comment_620737
No he asked what the point was. Stop being petty.
His later reply clarified that he thinks it's responsible for a bunch of gens being completed quickly.
I'm not trying to be petty, I'm just very confused!
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@Marcus said:
So, this new effect is gonna buff stealth killers and make Object of Depression weaker ? Sounds awesome 😁.
How do I unequip Object of Depression IRL? :(
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@newavitar OP is somehow blaming a gen rush on Thanatophobia without context.
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Yeah but I wonder if the survivor would even know they have the debuff. Would kinda defeat the purpose if they did!
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And, frankly, those two states sound really similar. I wonder if they will just be combined into one.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/620711#Comment_620711
What abilities currently give the equivalent of Oblivious?
As-defined by that screenshot, I can't think of any. But it would seem like a clear path toward buffing, say, Wraith's cloak using a strongly defined game term that would be applicable to it.
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The answer to your question is yes, the entire broadly diverse spectrum of players who play this killer do exactly this with no variation.
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Wat
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This seems like a push to squarely define some existing game states, such as Ghostface's shroud.
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@XAbbasX said:
https://forum.deadbydaylight.com/en/discussion/comment/620681#Comment_620681
Used it . 5 gens done in 9min . Explain that lol
Highly efficient survivors? Were there toolkits involved? BNPs? Prove Thyself? Why would you blame an unrelated perk for that?
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It's because the survivor learned their Jigsaw lesson and will now be a better person, obviously.
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To slow down action speed.
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This would be such a great change.
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If you DC habitually, you will eventually get softbanned.
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/620489#Comment_620489
do ppl get rewarded like with legacy back in the days? hope we get at least something
For what?
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My personal rule is that if I see you, I'm going to try to hit you. I'm not trying to tunnel anyone. I'm hitting you because you are there.
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A recurring rank reset without a rank-based reward incentive is one of the stupidest ideas anyone has ever implemented in a competitive video game. It's the worst of both worlds, and it's been this way for more than THREE YEARS.
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Devotion should have some kind of cosmetic reward or something attached to it. Maybe with these upcoming charms or whatever they are, we'll get some devotion items.
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Killer rank should absolutely be close to whoever the highest rank survivor is.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/620501#Comment_620501
I am being sarcastic because the devs have ignored massive issues that exist since launch but they use resources to develop anti-consumer garbage such as a battlepass
Lootboxes, though not confirmed, are the next logical step
Haha sorry, sarcasm is hard on the Internet sometimes.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/620495#Comment_620495
Considering that the summer event was cancelled despite them having everything needed for one and bloodweb changes requiring more work than that it is very unlikely that anything will be done. Obviously there are more important things to work on
Such as the battlepass
Or lootboxes
Are you being serious in how you are defending that rationale right now? Battlepass and loot boxes are going to completely throw this game down a well dude.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/620481#Comment_620481
Making changes requires someone to implement them. That costs money
Luckily, they have employees whose jobs are exactly this!
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@Peanits said:
(I apologize in advance, I didn't get a chance to read the whole post, I'm about to head out and wanted to share some info before I did. Sorry if any of this is mentioned.)
As you've mentioned, removing perk tiers isn't the direction we'd like to go at the moment. It's a little easier said than done and would create some issues, namely that a new player would stop getting perks early on (level 14 for survivor, for instance) and then receive no perks at all until they start unlocking teachable perks at level 30. It would feel pretty lackluster.
That said, we do have a pretty significant change coming to bloodwebs with the next update. We'll have a blogpost coming out towards the end of the month explaining the change.
Cool, looking forward to it. I hope it means less overall time investment per individual character!
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I have mindgamed myself hardcore when trying to cut survivors off with a teleport, and then getting completely turned around. This would be a great change.
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Chuck Norris, killer.
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There are all kinds of solutions, yeah. More BP rewards, no rank 1-2 perks, more perk choices per web (I'd say like 7-8), the option to buy all three ranks of a perk immediately for additional BP cost, or just a straight-up full list where you choose the perk you want from each web and pay the BP cost.
A big part of my issue is that they refuse to give a straight answer for why they don't pursue anything like this. I want to know, specifically, what they think the underlying advantage of the current Bloodweb system is in both gameplay and business terms, and why it is worth the player happiness and convenience sacrifice.
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@Scal3r said:
They should just start having a double BP event like once a month, because you can get a ton of bloodpoints during those.
Counterpoint: Maybe double BP should just replace the current normal amount
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@Scal3r Yep, there you go. The game isn't friendly to players who don't do extensive research as they go. And I didn't even think about double BP weekends, but yeah not everyone is so lucky.
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There are some edge cases where this might be good, but what you're describing has the potential to create serious power creep.