Rydog
Rydog
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Doubt it. The developers move at a glacial pace, their decisions seem to be entirely metric-driven, and there is no discernible conduit to provide player feedback to the devs (i.e. community managers -- Peanits has posted here 4 times in the last three months). If there's any strong meta shift, it's going to be in a hypothetical Dead by Daylight 2.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1835362#Comment_1835362
I don't think you read the title correctly lol. I asked if you think the devs have done something about the grind and the bloodweb before the start of 2022.
Well, I did point out that the change to perk selection was something. As far as what they will do, if anything, in 2021... who knows. But this is my suggestion for what they could do in 2021 to make the game a lot more accessible in this regard.
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Adding more perk options to post-40 webs actually did help a lot for players who have already put a bunch of time into the game. But it does nothing to ease the grind for new players, or help them come to grips with putting together even a single decent build or learning how to actually play, without significant research and/or blind grinding. Also, the problem just keeps getting worse with every chapter, because they add six new perks every quarter. They have to rework this system because it is getting crushed under its own weight.
I think they should do all of the following:
- Compress all perks into a single rank apiece.
- Decouple all perks from bloodwebs.
- Award a character one Perk Token every time they clear a bloodweb.
- Allow that character to spend a Perk Token to purchase one perk of their choice, from all of the perks the player has unlocked (common perks and teachable perks).
- Reduce teachable perk thresholds from levels 30-35-40 to something like 15-20-25.
This would still tie perks to bloodweb progression, while allowing players a lot more agency in what perks they get. Lowering the threshold for unlocking new perks would also really incentivize playing and leveling a lot of different characters. And, it would make prestige a more tempting thing to commit to, since you would be able to get your prestiged characters up to speed more reliably. Bloodwebs would still remain a vital thing that players are deeply incentivized to churn through, because they would still be vital for items and add-ons.
And, maybe don't award characters Perk Tokens if they own all perks; make the limit exactly the amount that would allow the character to buy all current perks, so that a character can't just bank infinite tokens for every future expansion ahead of time.
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@Amazinggoose said:
https://forum.deadbydaylight.com/en/discussion/comment/1835205#Comment_1835205
i hate that it has to be like that the game is so grindy sometimes i just dont want to play it anymore the bloodwebs are giant , everything costs to much bp, and you get barely any bp for playing survivor
My solution: I wish they would uncouple perks from the bloodweb. Give a character some sort of "perk token" currency every time they clear a web, allow them to spend a token on any perk of their choice that they have unlocked, and compress all perks into a single rank. This still makes perks incumbent on bloodweb progression, and it's not like the bloodweb is devalued anyway since it's still crucial for items and add-ons.
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Look, if you know that someone else is in the area for a save, or that someone got free with Deliverance or just a lucky try or whatever, I'd never fault you for going back to the hook, especially if you're close enough to see/hear it.
I tend to get annoyed at killers who mindlessly tunnel one person instead of going for the unhooker (since this is how I play myself... and it's bad to risk BT), but if the killer is hanging around the hook to attack a teammate who they know is nearby or whatever, I'm going to get mad at my idiot teammate for that, not the killer.
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@Amazinggoose said:
when you unlock a character killer or survivor you get all the teachables you have unlocked straight away at teir 1 this would significantly reduce the grind (sorry this was short )
They'll never do this. They want this to function like a mobile game, with interminable grind for a player to achieve even the most basic playing field. Every time someone suggests something along these lines (give all characters all unlocked perks at rank 1, condense all perks into a single rank, etc.), @Peanits will come in with some "Oh, but characters will run out of perks to get on their bloodweb too fast" logic, as though that would be a bad thing and not a vast improvement.
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People say Spirit has a lot of coin-flip guessing games, which I understand in theory at very high-level play, but I at least usually feel like I have some sort of play vs. Spirit (trying to fake out where she predicts I will go, walking, doubling back, etc.).
Deathslinger is the killer who I feel is way more of a coin-flip encounter, because unlike going against a Huntress, there's no way to predict or dodge his projectile if he's got you in his sights. You either move left or you move right, and if there's no LOS blocker, good luck with that. He can also harpoon you from outside of his terror radius, which is just terrible to me. He is 100% the most unpleasant killer to go up against.
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Hawkins and Midwich have no indicators whatsoever that I can tell, for figuring out where generators are. On Gideon, it's the giant closed doors and some flickering lights, but those are hard to see.
They really ought to have some clearer indicators on these indoor maps. What you've proposed here is a really good idea that will never get read or implemented, cuz Behaviour.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1834206#Comment_1834206
" If you’re going to use a perk like Oppression which also gives survivors the opportunity to wake up, then you may as well get extra regression out of the failed skill checks."
I haven't considered this. I'm actually losing value by taking them out of the dream world and merely getting an alert in return. Or they just win the check and nothing happens. I'll take it off. It made more sense on my Ghostface but now I see it's not worthwhile.
https://forum.deadbydaylight.com/en/discussion/comment/1834204#Comment_1834204
This sounds great. I'll do that. I can't use whispers because it's hard for me to focus on, so I may opt for Discordance or Tinkerer. I did run Tinkerer for awhile and it was amazing. I also had luck with Dark Devotion and Tinkerer as well. Now that you mention it, I may take off DH and Oppression for these two.
Thanks guys :)
Whispers takes a little bit of practice, but it's great. Remember that it's an up-or-down notification -- either a survivor is in the radius, or they aren't. It's useful for knowing where NOT to go, since a lot of times you can just go in the vicinity of a generator to confirm that no one is there, and then move on. I have a hard time playing without it.
Spies from the Shadows is an excellent alternative to Whispers, too.
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My everyday build with Freddy is Barbecue, Pop, Discordance, and Whispers. Tinkerer might make a good substitute for Discordance -- pretty much any perk Freddy can leverage for gen visibility synergizes well with his teleport.
With shack, I try to catch survivors at the window by heading to the doorway and then backing up/moonwalking, and a lot of time they will hop out the window and I will be there to greet them. Also, throw snares down all over the shack as you loop. It will cut them off, slow them down, and erode their distance advantage. You should generally just be throwing down snares willy-nilly, constantly.
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The Twins need to be changed to a non-camping-centric design.
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@FlamingkittyUmad said:
First thing I did when I started playing this game was switch m1 and spacebar. get a mouse with an autoclicker and your problem is solved.
This is not the nature of my problem with it.
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@Mister_xD said:
yep, thats a known fact for years now.
BHVR even acknowledged it, yet never really did anything about it...
just shows that they dont view this as an actual problem that needed some attention, but as a "yeah we'll get to it when we have time" type of problem, which means we probaply wont see an improvement for the next couple of years...
btw, if you're a PC player i can only advise you to change the struggle jey from space to mousewheel up or down. it makes it so much better, trust me (given you have a mouse where you can freely spin the weel without it stopping immediately).
I have it on a different key that's more convenient. But that's completely ancillary to the actual problem, which is that it is an annoying mechanic. It would be an easy fix, a la the mori fix. "When we have time" is out the window as a response to this now.
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@Shirokinukatsukami said:
Everyone has brought this up at one point or another but BHVR doesn't care. They think it's a great idea and part of what makes the game awesome, simulating the duress of the trials.
Yeah, they're way wrong. It ceases to be tense after about the third time it happens.
Just remove hook interaction at the struggle phase. The downside is "you cannot attempt to escape." I would rather have no interaction than a very negative interaction, which is what this is.
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@Shirokinukatsukami said:
Wait I just had a brain fart hahahaha. You're right
I was thinking there were 8.
But why was there only 2 on one side. There should be 3 on each side.
Probably down to whatever tile population business they have going on. Unfavorable gen spawns are a thing sometimes.
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There are seven generators on every map.
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I'm a North American purple/red rank player (on survivor anyway), and I have never had a queue last more than 10 minutes at most, and that's a stretch.
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The aura-reading is not the reason to use BBQ for most killers. Some killers, like Nightmare, Nurse, and Blight, get some good value out of it, but most killers cannot greatly capitalize on it unless the survivors don't know what they are doing.
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Ranks generally just need to matter more, in terms of how players get matched up. Cross-play was supposed to help fix this problem.
I'd like to see them test something like this: All survivors should be within one color band of the killer in either direction, no exception. Survivors cannot form parties unless they are within one color band of each other, no exception. I can see issues with implementing this, but I'd like to see them take a stab at it.
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I dunno why they changed Nurse and then stuck with the changes, because it didn't fix anything, aside from making her less fun to play, judging from a lot of the complaints here. She's still arguably the best killer in the game, so what did the change accomplish?
Same with Hillbilly, except it just made him flatly worse. Like, what is the balance target? Bring some of the weaker killers up, instead of trying to bring the few truly decent ones down.
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@Moundshroud said:
Hrm. Well I guess I'm the odd man out, because anything I get free seems like something I wasn't going to get before, and worth showing gratitude. We all (me included) want more for Xmas; that is human nature. But wanting and expecting should be two different things.
This is mostly the way I feel. I hear (and agree with) the arguments that the BP and iridescent shard economy is just bad, but I'm not going to look a gift horse in the mouth this month.
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@AzazelTheFallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1830878#Comment_1830878
I main killer
Then dont risk it and just nod at them
Literally who cares about T-bagging
Tell me, why do you care?
"Oh its bm-ing and blah blah blah"
If all it takes to enrage you is a player hitting the same button 5 times in a row I cannot even begin to imagine what body blocking/flashlight blinding does to you
If they T-bag and u cant catch them, leave them, they want your attention on them and not on their teammates. Same if they are constantly fast vaulting to get your attention. Ignore them if they're better than you.
"Ban t-bagging"
Smh
Don't look now, but he is also demanding the removal of flashlights in a separate thread!
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Spies from the Shadows is way better than a lot of people give it credit for.
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@AnnoyedAtTheGame said:
In nearly every game a survivor has a flash light.
You down a survivor go to pick them up and boom drop them because some blinded you and this happens multiple times in the game.
You chase a survivor and they drop a pallet and boom yet again blinded and this is happening on every pallet drop going.
Flashlights needs either nerfing of removing from the game because they're so over powered and used by really good players or really good swf groups.
I for one would like them removed from the game or set on a timer so they can't be used as often to avoid being so over powered.
Your thoughts are welcome.
You are describing the intended use case of the flashlight.
You counter it when picking up survivors by looking at a wall. Do it for long enough, and this becomes an easy instinct. If there are no walls around, and you know someone has a flashlight, circle the immediate area to see if they are waiting to go for a save.
As far as flashlight stuns at pallets, they do it because it's the easiest way to blind you (because you are animation-locked), and it helps them to create distance. If someone has a flashlight and is also a really good looper, and it's early-game and lots of pallets are still up, the right move is usually to abandon that chase and go patrol other gens. You don't want to get caught up in some minutes-long chase right at the start against a survivor who is blinding you at every pallet.
I know you are probably frustrated, but I recommend trying to turn your line of thinking around and noodle over "How can I change my habits to make this less of an issue?" I promise you that once you understand how to deal with them, flashlights are not nearly the issue you think they are.
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@AnnoyedAtTheGame said:
Do survivors nees to crouch rapidly at the exit gates 1 foot away from exititng the match?
Well patch it so if thet rapidly do it at thw exit gste it blocks the gate for a short time to avoid the toxic nature of the group.
This would not be worth the hassle for them to do. Players would just find a new way to taunt each other. Could be gestures, could be angling their camera up/down to nod, could be spinning around, could be doing the little side-step run. Even if it's not crouching, players will find a way to cement some specific movement or gesture as "I'm taunting you." This happens in every remotely competitive game.
The only reason that crouch-spamming means what you are describing is because players have collectively decided to apply that meaning to it. It isn't a game mechanic, that isn't its purpose. It's only "toxic" because some people have decided that it is. It's low-effort, it's stupid, and it's probably all these people have. Don't let it get under your skin too much; it does not say anything about your skill at the game or your worth as a human being. Just chase them out the gate and move on to the next match.
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Maybe you unlocked them in the Rift?
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@I_am_Negan said:
I'm confused here on what you're talking about are you talking about Gun media?
Kane Hodder is supposedly working with them on their next game.
Nothing is happening with Friday the 13th or Jason Voorhees for along time. If anything I'll expect a movie before a game
The pending litigation has been settled at least to the point where new Friday the 13th content is being sold -- there was a big deluxe Blu-Ray set that Shout Factory put out a couple months ago, and NECA has started releasing new figures again. Who knows what's impacted at this point, but I am keeping my fingers crossed that we will see Jason in DBD one day.
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ITT: "I'm predicting a guy will YouTube."
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1830067#Comment_1830067
We'll im not saying ones bad or what not but pc players have better frames and they can dodge my hatchets last second. Of course its usually the people with good reaction speed but at that point I cant hit them. Also just their coordination. And when there is solo players there is a mix of platforms but I had a all pc group. I mean there are certain factors you can look at but its all subjectivr
Not everything you suspect to be SWF is actually SWF, and they're not always hyper-coordinated. Perks like Kindred and Bond (both of which I run 100% of the time) can simulate a SWF group pretty well.
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It certainly is fashionable to call everything "boring." I don't know if I would apply that term to many things in DBD, but Deathslinger is definitely the killer that I feel I have the least chance of outplaying, outside of getting lucky with my dodges.
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Just give everybody rank 3 Bond and Whispers as baseline kit, and change those perks to other things.
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Not every group that you think is SWF, is actually SWF. Also, all the things you described sound like normal play, in terms of how to apply the perks and tactics you are describing. If I'm using Balanced Landing, I'm probably gonna be hanging around hills. If I know you're nearby, I'm gonna wait until your TR kicks in so that I can trigger Borrowed Time. If I can body block for a teammate, I am going to body block. SWF doesn't impact those things.
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@crypto115935 said:
okay so i've played dbd for a while now i've been around since legion the thing is i deleted dbd not to long ago bacause i wasn't having fun. the reason is toxicity. i dont care about the graphics i want to have fun i hate being looped, t-baged at the exit gates, fashlight stunned while breaking a pallet and then having the process repeated. i know there are ways around this but god its dumb that i have to be toxic to have any kind of fun in this game. i really hope in the future they fix these issues because this is getting out of hand.
The things you are describing aren't toxic, though. Looping the killer is how survivors win chases and avoid dying, this is the intended gameplay experience during a chase. Getting flashlight stunned is also the intended use case for the flashlight, what do you expect them to do with it?
Crouch-spamming at the gate is whatever. Assume that they're just dumb clueless 17-year-olds, people will always find some way to taunt each other in competitive games. It's such a low-effort thing that it's just not worth getting upset about.
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@Komodo16 said:
I dont know if its just me, but crossplay brought LOTS of swf, most pc players I verse are in a swf. Now im not scared of swf but when I actually have like constant pressure and they somehow still win when they can't loop it kinda turns me away from crossplay. And I'm a huntress main higher fps means they can last second dodge my hatchet even if they ran INTO it. I had a game against superaaronnova and him and his set they all did that. I played how I was supposed to in the beginning wait for them to go in my screen and bam thrown and dodge last second. Not only that but console huntress is just hard as hell and easy to bully unless you're the best. I'm way better than before and still a swf can wreck me while not being good and crouching at loops are my biggest weakness and I can never tell when someone is throwing a pallet or not so 4.4 looping is just a pain. Anyways thats why im no longer playing huntress with crossplay. Too many swf and the fact they can last second dodge hatchet on pc just isnt really fair until they optimize console to be at the same compatibility hell bring mouse and keyboard support and ill be happy.
How do you know they are in SWF?
Also: I'm on PC, and I have been having the opposite experience with cross-play. I've encountered a lot of surprisingly good high-rank console survivors while playing as both sides.
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@Warcrafter4 said:
Don't you get tired of reposting the same thing with no constructive feedback?
Man, for real. I just took a look at this guy's post history, and yeesh.
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Wat
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Played her for a daily today, she seems like her normal 110% self to me.
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@horrortale_sans said:
what do you play on
PC!
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He's campier than the campies, and tunnelier than the tunnelies -- and he got his 4K square!
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@Dabihwow said:
You mind if I run this build?
How dare you! Don't you know that it's illegal to run a build another player has made???
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Haha, I have a somewhat poor sarcasm detector on the Internet. Especially with this game, people will fly off the handle about anything.
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In what world are you waiting hours for a match as killer? Sure, maybe queue times will go for like 6-7 minutes sometimes, but that's about the worst I've seen across pretty much all ranks for two years.
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@NeeliaR said:
Bringing a skin back from the first Rift is not cool! These skins and items from the first Rift should be rare and people can tell, that u played since Rift 1! Why on earth would u put a skin from the Rift back in the shop. Not cool.
What the other guy said. Also: These are cosmetics in a video game. This is near the bottom of the list, of all things that exist in the world, of "things to get upset over."
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@gibblywibblywoo said:
Its clearly based around their perk playstyle. Adept David is going to be considerably harder than Adept Meg/Claudette.
The only Adept survivor achievements that are remotely difficult, at least in terms of "This character has a perk that is going to actively disadvantage you against the killer" are David and Laurie.
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@IronKnight55 said:
I'm very surprised they haven't done much to help with the grind. It's insane! This will also push new players away... They need to fix it as quickly as possible. I'll be purchasing Elodie soon. Can't wait for the grind! :/
This post answers its own question.
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@Huge_Bush said:
It's all by design. The longer it takes to get the perks you want, the longer you have to play. I doubt they'd ever do anything to really make a big difference.
Best thing to do is unlock BBQ on a killer you're good with and farm points.
I am far more invested in the game now that I have several characters with full perk inventories. I agree that having a progression system is very necessary, and I honestly don't mind the bloodweb at all as a delivery mechanism for items and add-ons -- it is always valuable even when there are no perks in it -- but new players are increasingly jailed from developing a reasonably good build until they have suffered a whole lot. This keeps getting worse with each new chapter.
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@meatisadelicacy said:
Yeah I just unlocked Elodie and getting her perks on all my characters that are already prestiged has been very painful. I think it's been like 300k per survivor to get her three perks on them.
That's about right. Making your way through enough bloodwebs to rank up 3 new perks per chapter costs roughly 300k BP per character.
Getting a character from 1-40 costs 1.1 million BP.
Getting a character from 40-50 costs roughly another 500k BP.
If you already have all survivor perks unlocked, and you are leveling a new survivor to 50 (without prestiging) and building a full perk inventory from scratch on that one character, you will have to go through approximately 110 bloodwebs once they are level 40. It will cost you a grand total, from beginning to end, of about 7.2 million BP (and this assumes you do it as efficiently as possible -- ignoring high-priced items, prioritizing perks above everything, and letting the Entity swallow large chunks of the web where possible). That's for one survivor. This total will only grow as new chapters and perks are released.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1824949#Comment_1824949
They said in the last Q&A (I think it was the last one) that they know the grind is an issue and they are looking into it.
So no "/s" needed lol.
Yeah, they say lots of stuff, and then it takes them a year to address it. I've been crowing about the terrible grind for almost two years.
They need to either just have an a la carte perk system where you can buy any perk you've unlocked on any character, or eliminate perk ranks entirely and just condense them all into single ranks. And, you know, rejigger/cut down on all the useless perks, straight-up remove stuff to cut down on the sheer quantity, and give each new character one solid new teachable perk instead of three mediocre ones.
The biggest thing is just eliminate the randomization and let us get the perks we want on the characters we want. The bloodweb would still be crucial for unlocking items and add-ons, even if they decouple the perk economy from it.
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Yeah, I'm sure the developers are really gonna stick their hand in this blender.
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Equip Spine Chill, stay spread out from other players, pay attention to your surroundings, and break LOS in chases.