Rydog
Rydog
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- Rydog
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@Kerbert I take back what I said in that other thread, search bar's over there --->
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I would Urban Evade into a corner and disconnect at the first sign of trouble. 😃
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Anecdotally: You can trip killers up pretty good on some corner tiles in the swamp maps.
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bUt CaMpInG iS a StRaTeGy
(Did I do it right? 😃)
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@Kerbert said:
I think that once you unlock a perk in the bloodweb, you can upgarde it to its higher tiers at anytime for a BP cost. Of course, the cost would be more than 4,000/5,000/6,000 to compensate for the levels you would normally have to get to find it, but not that big of an increase. Maybe like 10,000 for tier 2 and 20,000 for tier 3,
God I wish I could do this.
Devs are so hesitant to ease the grind because they're like !!!!!!!BUT RESEARCH HAS SHOWN PEOPLE WILL STOP PLAYING OUR GAME IF THERE ISN'T A GIANT STUPID ENDLESS PROGRESSION GRIND!!!!!!!!
To which I say, whoa my dudes, you might need to take a look at your game's fundamentals if THAT is your worry. Progression is good, and I think a game like this needs it to some degree (the lack of progression is frankly why I dropped Last Year: The Nightmare after a weekend), but it's just out of control in this game.
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I feel like a jerk saying SEARCH BOX IS OVER THERE, because I don't actually want to be unwelcoming to a new person.
But yeah, this is a lore thing that has popped up a few times. The French gendering is always what seems to confuse the matter. I am pretty sure the Entity is like Gozer, it's whatever it wants to be. 😀
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The rationale has always been that they stick to more-or-less human killers, so that there's some sort of cohesiveness to why all these killers are here in this place. That's why it's unlikely that we'd ever see like, the Alien or Godzilla or whatever.
Chucky squarely violates this rule, and also can you imagine having a killer who's so short that you can't see him? It'd be pandemonium!
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Mad Grit
Agitation
Whatever else
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Why does this same thread keep popping up? This exact same ACTUALLY, IN FRENCH... conversation already happened like, a bunch of times.
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@anarchy753 That would be an interesting way to do it, too!! I might seriously consider prestiging characters in a system like that.
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Players in this thread making excuses and rationalizing about oppressive grind, defending it like it's some glorious hill to die on. Man alive, are video games all you have to feel proud of in life or something?
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(Also, I would be totally in favor of them overhauling or just FLAT-OUT ELIMINATING a lot of the redundant grind for the good of all. Just GET RID of multiple perk ranks, if there were one rank per perk it would make prestiging more alluring, and it would still mean going through a current minimum of 215 bloodwebs per survivor for P3-50, which is still pretty substantial for a normal-ass adult human being who doesn't play this game 15 hours a day.)
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@xChrisx said:
https://forum.deadbydaylight.com/en/discussion/comment/610452#Comment_610452
A compensation for who have every character p3 full perks (me)? I think me and other guys deserve something special for this insane goal
WAAAAAH ME WANT PWEASENT
True story: I am exalted with 101 of something like 103 factions in World of Warcraft, because I put in all the insane effort and time over a period of years. I also know beyond a shadow of a doubt that the reputation grind system is comically stupid for a lot of these reps, and I would in fact support them making it easier for others, or totally overhauling the system, because I know it's not ideal at all, and it would be great for the overall health of the game.
It's no wonder Behaviour gets gun-shy about alleviating grind, with these insane entitled attitudes. Just because you have the patience to put up with the really broken way things are done, doesn't mean it's good, or that you deserve a cookie for it. It is a video game.
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Alert is a perk that:
- Shows you where the killer is and what they're doing and usually where they're going
- ...for 5 full seconds
- ...map-wide
- ...with no cooldown whatsoever
- ...every time the killer does a common action, which happens several times in every single match.
It is a super-good and undervalued perk that tells you, with 100% perfect information, what areas are safe at that moment. Equip it, tap every gen you see, and enjoy awesome regular broadcasts of the killer's intentions.
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Wat
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Also, it doesn't help that you need an Excel spreadsheet to make heads or tails of exactly how actions are scored in what categories. It's like the whole thing was designed by engineers, with no thought to how the end user will engage with it.
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Emblems are so bad. If you kill everyone you should pip. That's the entire base goal of the killer side, is to kill everyone. Whatever's necessary to routinely kill everyone at purple/red ranks, that really ought to be what the game's scoring mechanics consider to equal a +1 pip.
Same for survivors who make it out of the exit gate alive, really. Don't safety pip me because I didn't get chased enough or whatever.
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Why do people make these "X is Y, change my mind" threads about obviously controversial topics? That kind of subject line is such a combative way to even start off a thread, it's like you just want to pick a fight.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/607939#Comment_607939
That is the wrong comparison - just because people not playing Nurse do not play her well does not mean she is fine. It's all about what she can do if you play her and to be fair she is not quantum physics - anyone can learn how to play her and the more you play the more you learn. She is not that hard as most people claim she is. I myself refuse to play her but when I do play her even though I am a terrible Nurse I still get kills. Was that my skill? I do not think so.
Part of my point is that Nurse is one of the few really challenging/demanding characters that you can devote any kind of substantial effort to, in order to climb toward a really high skill ceiling. Players who have put the effort in should reasonably be a threat to play against.
Eventually, if even the better killers get nerfed, things will get watered down to the point where there are no strong killers in the upper ranks, which is a pretty awful balance target. I'd rather see more killers get pulled up toward Nurse/Hillbilly level, than have it go the other way.
And I mean, I guess nerf her super multi-blink add-ons, since that's probably the most crazy part of her whole kit.
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Wat
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/607160#Comment_607160
https://www.youtube.com/watch?v=XBVjc5patI4
Loop this Mister Know-it-all
Doing that consistently takes a ton of practice, game sense, and mechanical discipline. I would maybe agree with you if any idiot could pilot Nurse effortlessly, but I'm sure many of us have seen that an unskilled Nurse player looks to survivors as though they're playing with only half their brain intact. I guarantee you that if I logged on and played a Nurse game right now, I would not hit a single person.
This is like asking for a top-tier Street Fighter character to be nerfed because top players win tournament-level competitions with them.
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God, just give him normal move speed in treatment stance. I don't understand why it's not already like this.
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Bond is a way better Self Care.
Also, Pharmacy.
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If the developers listened to their loud vocal minority forum community for every single little thing, this game would be unplayable. Threads like these reek of the worst sort of entitlement.
We are not designers. We are not a balance committee. We are not owed some sort of heads-up so we can discuss or give a vote of approval. The PTB exists to test and evaluate upcoming changes. That's when we, the players, will see them in action.
I know that there are a lot of grievances in terms of how this-and-that gets done to DBD. I've brought up plenty of issues myself in the forums, and shared ideas to improve the game's quality of life. But I'm not owed some sort of say in it; none of us are. This is Behaviour Interactive's game.
I know it's hard for players to fathom, but we're not game designers. Some very high-level feedback, from the Scott Junds and whatnot of the DBD world, probably makes its way in from time to time, but that isn't this forum.
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It makes it easier to negotiate with cops without getting arrested, when you get pulled over.
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I think they should probably look at some of the dumb infinites on Haddonfield, for example, and fix these issues that way.
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@BBQnDemogorgon said:
Gotta make sure they don't get Springfield lol.
Yeah it's too confusing, I'm always getting lost in the nuclear power plant tile because it's such a maze.
They really should remove those Broken Saxophone map offerings until they fix this.
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Wat
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Who cares? Damn, all these little thousand cuts gripes about any hint of adversarial play in an adversarial game.
There are a lot of big systemic issues with Dead by Daylight, and then there are insignificant gripes like this one.
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Speak of the devil, I had a group that I just had to give this lecture to. People think you have to start playing like an idiot and give them a free unhook instead of looking for you when they know you're right there by the hook, waiting for you to leave. Swear to god, some people...
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I'm assuming the next double BP event will be a fall event in September or a Halloween event in October.
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I've learned that if you do anything short of beelining to the opposite corner of the hook, some players will call it camping.
If someone is standing right underneath me waiting to unhook, or I see obvious fresh scratch marks on the wall right next to me, this means: a) I'm not camping, I'm looking for the guy I just saw; b) I'm not suddenly just going to start playing like an idiot because someone thinks they deserve a free unhook; and c) You should be angry with your bad teammate, not me. If it's any consolation, when they unhook you, I will always make every effort to go after them and not you.
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I used to think I couldn't live without Self Care, until I realized it was actually Bond that I couldn't live without. :D
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I think it is possible because everyone can choose which perks and items and add-ons to equip without restriction.
Also, four of the seven heals are dependent on a specific thing happening.
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@Voxxed said:
https://forum.deadbydaylight.com/en/discussion/comment/600954#Comment_600954
Woooosh.
I'm not literally saying get rid of windows, I'm saying they are so bad they might as well not be in the game. Behavior continues to fail the community with their utterly piss poor attention to QA wit the amount of game breaking bugs in the game.
These kinds of hyperbolic subject lines are super-dumb. People take you more seriously when you state things constructively.
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If he could just keep throwing bottles that many times, no one would ever be able to shake him in a chase. He would stop needing to use them tactically, and could just start chucking them with reckless abandon.
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I'm a fan of anything that would substantially lessen the grind, and allow me to figure out how I feel about a character without having to deeply commit to them before I can even begin to understand them realistically.
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I like it when no one disconnects after I see a cake and a streamer on the offering screen.
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@Entità said:
What are you talking about? Vanilla test?
Testing out their new ice cream formula.
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This achievement goes much faster for a Borrowed Time and/or Mettle of Man build. It's kinda like the "unhook yourself 50 times" achievement -- ridiculous, but not if you run Deliverance.
I know this is annoying and probably not what you want to hear, but it is the best solution.
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It takes Freddy 5 seconds to channel his teleport. This is long enough for anyone nearby to grab a huge head start.
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@kamisen said:
https://forum.deadbydaylight.com/en/discussion/comment/595417#Comment_595417
@Rydog I think you have been absolutely brilliant in this thread. You made me feel redundant. In my own post. :-)
Haha, thanks. I try. :D
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If there were no BP incentive, I would probably run Bitter Murmur or Rancor in place of it, or just rely more heavily on Discordance.
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Yeah, this is so dumb. If you did enough to earn 30k BP, you definitely should have done enough to pip, no matter what it is you did, and no matter what your rank is. Those things need to correlate more.
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@ArecBalrin Just pointing out the specificity that resulted from the way I asked the question, and the context I provided for why I was asking it. It resulted in a specific yes/no answer plus an observation about the wider context, as opposed to just a yes/no and nothing else, which is what would naturally result from just asking a yes/no question.
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@ArecBalrin Did you watch today's stream? They discussed my question about perk tiers; the added context that I tacked onto the question led them to point out that they are going to implement ways to address the oppressive perk grind, likely as part of the upcoming Archives, it sounds like.
They of course did not lay out anything definitive, and I also wouldn't rightly expect that from this type of Q&A. I'd obviously like to know more, and hear a solution that addresses the issue; for now all I can do is trust them when they say that this is coming.
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Clown makes loud and distinct noises constantly. He sounds like he's perpetually on the verge of dying from all forms of respiratory diseases simultaneously.
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@Jdsgames Good thread that you linked, I think a lot of that stuff is reasonable.
As far as adding more "tutorial" ranks: Do you not think that would add more chaff to the game, and also immediately nudge survivors toward developing wrongheaded habits (i.e. they would get used to seeing auras, but this would soon be taken away from them)? The initial experience is already a huge, massive knowledge wall for new players, and I would be hesitant to add more to that. Don't get me wrong, I think there's a lot that the game could do in the name of solid onboarding -- but I wouldn't want to confuse new players in this way.
And, common sense (similarly to real life) is not a common, universal thing in all matters. A couple of light detection perks in a killer's base kit would provide overwhelming value for less-experienced players, and like you say, really high-tier players might be able to deduce that information even without those perks being there... so maybe the benefit naturally gets marginalized as you get better at the game, yeah?
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@Jdsgames Hardly anyone uses pregame chat for that purpose, so it's not a useful replacement for an in-game mechanic. Think of the Bond suggestion as a stab at instructive design, in a genre where you usually don't see much of that.
In my experience, "git gud" is (usually) just shorthand for patronizing people who express (usually) legitimate frustrations about something in a game. Helping killers to know where to find survivors, giving them a little nudge -- the whole idea behind it WOULD be to help them get better and make progress, and hopefully result in fewer really unpleasant or lopsided game experiences. I think you are looking at this from the perspective of a very experienced or high-rank player, where I am trying to address frustrations of the average player.