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Ryuhi

Ryuhi

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Ryuhi
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  • They could easily fix most people's issues if they would just replace perk nodes as "Take your pick" nodes instead. Since they've essentially forced buying perks in nodes to have negative value and perks can be unable to show up in webs to affect its other nuances (like forcing the entity to eat more of the web faster,) they need to use those perk nodes as an opportunity to streamline the situation while giving players a feeling that they're actually remotely getting what they want from all the BP they're wasting. That's especially important with how slow gains feel right now, it makes being forced to waste large amounts of BP feel that much worse.

    Enter the solution. Instead of perk nodes being the same as they've always been, make them nodes where the player can choose from a list. The best version would let you choose any addon, item, accessory, offering or perk, which could maybe have an offset of double the node's normal cost based on rarity. This would not only prevent players from losing the ability to manipulate the bloodweb when they have all the perks on said character, but it would allow them to get the addons/items/offerings/etc of their choice as they progress instead of needing to click 50+ webs before seeing maybe 1 or 2 of a consumable that might be required for a build.

    Its the best way to make it feel less user hostile, especially since it would address a lot of players wildly varying degrees of value that came with the "grind reduction."

  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134057#Comment_3134057

    It's hard to have sympathy when killers just got a massive buff, survivors got nerfed and you are still complaining.

    That doesnt address a single point in any of my arguments, well done on such a pointless and projecting response. When did I ask for sympathy? I'm just pointing out straight up false information.

  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134023#Comment_3134023

    Then use furtive, it got a massive buff with thr added aura reading in game as well. There are ways to play around - and if you really want to avoid maps then bring offerings 👌

    "Each time you hook your Obsession..."

    ...I'm sorry, how is that supposed to stop 2-3 gens from popping during the first chase of the game? Or even the amount of time it takes them to traverse the map? Are you thinking of a different perk? If you mean the Nemesis perk Lethal Pursuer the buff only increases the duration of other aura perks. It can certainly cut down on the wandering portion of early game tracking, but it doesn't guarantee a down within that time period, AND thats when sacrificing a whole perk spot pretty much for that specifically. Its terrible value unless you get the first down extremely fast, which isn't necessarily difficult to deny.

  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133970#Comment_3133970

    Then on those killers run corrupt or furtive chase. You have the means to counter at your disposal.

    Corrupt? you mean sacrificing 1/4th of your entire loadout just to potentially not have 2-3 gens pop in your first chase? Then have it yeet itself into oblivion once you have completed less than 1/12th of your objective? It was a bad bandaid fix before, its an absolutely useless one now.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133973#Comment_3133973

    The point @LeeONE appears to be trying to make is that the Nurse is unbalanced and that the people of this forum keep incorrectly saying "git gud" against Nurse as if that addresses all the issues.

    I tend to agree with them.

    She is balanced though, she's balanced for how unbalanced the game is. She is the killer equivalent of the broken ######### you can do with survivor vs the rest of the cast, her existence is the counterbalance so that at least 1 killer has relative agency at high level. She also has to work for that agency, and survivors can hinder it, as OP even admitted to with their own performance. The issue became the other survivors not being willing to improve and put in that effort, the same type who would rather just call her op and learn nothing.

    Even with that, 4 good survivors can and will do well vs her. All anyone can do is make sure they're not a weak link for her to snowball off of, just like killers have to make that same choice on whether to commit to an early chase without knowing how good the survivor is. it becomes a 50/50 which it feels people are allergic to or something, despite 50/50 situations being literally the most interactive interaction the game can have.

  • @LeeONE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133886#Comment_3133886

    I'm not ranting about teammates, I'm ranting about people that keep saying nurse is balanced and I just needed to git gud to be able to beat her because I was "too lazy to learn how to play against her"

    The issue is that the other 3 survivors didn't take the advice, not that its the advice you were given. If more of your teammates put in the same effort to improve, she wouldn't have had a chance to snowball anywhere near as much. Are you arguing that they did the right thing by willingly staying bad at the matchup?

    no survivor should be able to 1v1 any killer, because the game is legitimately not structured for that. You can do literally everything right and still lose, on either side. Thats what happens when an asymmetric game has "chaotic balancing," you're going to win games you should lose, and lose games you should win. That has nothing to do with nurse being op, if anything it means that she actually was able to adapt her strategies to mitigate your strength, as you were outperforming her in the 1v1.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133860#Comment_3133860

    Just remove levels 1-10. Have level 1 start with the entity active and two perks per web. Wouldn't speed it up but would make it more worth your while.

    or just have it repeatedly do the level 50 web, like we used to be able. cut out mandatory prestige costs while we're at it. reverting to small webs at prestige is an outdated part of the old system that they refused to update, but they certainly didn't mind throwing a big tax on it and forcing you to every 50 levels.

  • @LeeONE said:

    2 weeks I was training against best nurses in private lobbies, 2hrs a day, basically now I am competitive dbd player, not a single nurse can catch me in at least 90 seconds. (seriously I did that)

    I am finally at "git gud" tier! Now I will stop complaining how OP nurse i!

    Ueugh why does every nurse is dropping chase with me and destroting my other teammates in seconds, guys I thought that I should git gud and nurse won't be OP anymore??? YOU LIED???

    B-b-but you are soloq!! That's weakest thing in game! You can't win most of your games as soloq!

    Guys, at least I won some games against "not nurses", against nurse all my games are 4k/hatch escape

    If you want to not have to rely on the agency of others, play killer because you have no allies to ruin your game just kidding you're still relying on one or more of the survivors to make mistakes and play poorly anyway.

    All you can do is play your best, as one of 5 participants in a match. If you want 100% agency at all times you're playing the wrong game.

  • @RedCloud said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133835#Comment_3133835

    ######### that if this is true. Personally im constantly capped with BP because I cannot be arsed to click and hold ######### for 30 minute straight. And realising when I have to, I just exit the game tbh

    I think the least cynical answer would be "it gives you something to do while waiting in queue" but yeah, everything about the bloodwebs design is 100% deliberate.

    ...except the things they overlooked when they overhauled progression, which they're only trying to bandaid fix. But even the forced prestige paired with the prestige tax was to reduce the "grind reduction." Its hard to take them at face value about these kinds of things when they're not exactly cutting back on the deceptive practices.

  • Its by design, as it puts more "engagement" in the act of actually spending the BP. They wont get rid of it for the same reason they wont let us just buy items/addons with BP instead of having to rely on chance, its all part of the retention methods.

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133311#Comment_3133311

    How was my comment “us vs them”? lmao

    Its a fact if you get a down fast you have the upper hand over the survivors. 1 on hook, 1-2 going for save and the last in chase.

    Just like its a fact that if survivors can do a gen in 40 seconds that is similarly extremely efficient. I never said that either side couldn't be hyperefficient, just that this is a situation where the propeosed question of "is this still broken when paired with these factors" still resulted in the answer "yes." Your insistence on going to the polar opposite extreme for the other side would i guess be more "whataboutism" if you care so much about which fallacy it is more than the fact that you were committing one, so apologies.

    @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133267#Comment_3133267

    But you concentrate all your perks, items, addons, to do 1/5th of your objective in a short amount.

    And again, you lose hyper's tokens, stakeout's tokens, you empty your toolbox and lose your brand new part so you cannot repeat the same process twice. You still got 4 gens left.

    Plus, you cannot realisticaly bring comodius and brand new part every game to consider it a staple combo.

    Many of those resources can be reclaimed, i dont think any of them save actually emptying the toolbox (for which there is a perk to refill charges, even) and the obvious BNP is an actual resource permanently spent. The relativity comment also matters because the timing of the usages of all of that burst repair speed makes a massive difference, just like tunneling one out at 5 gens left has a lot more impact than tunneling one out a 2 gens left. Again, the question was whether it would still be broken with those considerations, and the answer is yes. Not knowing how to utilize it properly wouldn't balance it, because learning to do so removes that stipulation. Granted its pissing into an ocean of piss with how unbalanced this game is in general, so its a pointless discussion regardless.

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133267#Comment_3133267

    Or, if you play Nurse with Corrupted you will have your first down before a single gen is even 20% done.

    How exactly does that refute that time management is relative? Or was that just supposed to be an us vs them gotcha moment?

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133100#Comment_3133100

    You have to consider things like consistency and the balance in the amount of effort you put to the benefit you got.

    For that combo which you consider broken you need:

    - 75% of your perks loadout (prove, hyper, stakeout?

    - another surv working with you

    - best toolbox for repairs (commodius)

    - best addon for repairs (brand new part)

    - skill not to miss great skill checks with hyper( if you intend to get 6 tokens)

    - reasonable time next to the killer without being in chase(stake-out)

    If you invest ALL THIS in a single game, you need something in return of the same value.

    And even if you repair a 40 sec gen, you would lose all stacks of stake out, all token of hyper, your addon if you used brand new part.

    Do you factor all this when you consider sth broken?

    Considering you accomplished 1/5th of your objective in the time it took the killer to do roughly 1/12th of theirs, even if they played it very well? Yeah, kinda broken still. The killer would have spent half the gen's time just wiping their blade, picking them up, walking over to and then hooking the survivor. Time management has a lot of relative value, especially in this game.

  • @Candyxo said:

    People are actually going to run that perk? Does nothing if a killer doesn't camp, seems like a wasted perk slot for a "they might camp"

    I mean apparently every single killer always tunnels and camps every single game according to the forums, so apparently no other perk guarantees more value.

  • @Mewishis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131535#Comment_3131535

    It's such a shame though, because I don't want to see another hillbilly or deathslinger esq nerfs, but at the same time solo q at least for me against pinhead has been so miserable especially if they have regression perks as there is no way I can account for everything or do everything for my team if we are unable to coordinate as not every survivor runs kindred and I rather not have all survivors be required to run kindred, perks like shattered hope and the anti-camping perks shouldn't be required, but sadly this game has always had perks be used as bandaid fixes.

    If worst comes to worst they should definitely make it scale with distance as I used to hate the possessed chain as I am a console player and I have to do my own little thing to not slow vault over pallets lol, but I have gotten pretty good at dodging the possessed chain enough that I am pretty confident I can avoid it in a chase.

    They don't have to, only you do. Do people still not know Kindred affects the equipped survivor anytime anyone is hooked? Every time it gets discounted in topics like this, its entirely because they imply it only takes affect when you are the one on the hook, like it used to be years ago.

    Seriously though, Kindred does wonders vs pinhead. If he doesn't have anyone hooked and the box is at least halfway, go for it yourself. Otherwise if someone is hooked you get a free UAV the whole time on the rest of your team.

  • @Sonzaishinai said:

    Wait doesn't it do that already?

    I get sound when the match starts

    @Dead_Harder said:

    This is already a thing?

    I think they mean if you have the mute unfocused option on, it mutes the game if you are alt-tabbed out. Handy for when you hate having to hear moris, killers slapping on hook, or otherwise obnoxious death sounds. Also for not having to listen to random killer noises or the fire crackling while waiting for a match.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130753#Comment_3130753

    'Maining' a survivor was a symptom of the old system. It used to be more efficient to just get the bare minimum on every survivor then pile everything into your main to get them all of the perks.

    But now it's more efficient to spread it around and play a range of survivors. You don't need to stick to just one anymore, because everyone gets every perk you unlock. This makes dailies easier too as uou can jump on the required survivor and go with all your meta perks.

    When they say this is reducing the grind, it's because every prestige automatically unlocks 3 perks on 30 other characters.

    Thats 3 x 3,000 x 30 = 270,000

    You save 270,000 just on the perk nodes alone. When you factor in the whole bloodwebs required to reach those nodes you're looking at ten times that much.

    This means that 20k prestige "tax" is saving you about 3 million BP.

    Until you factor in things like addons, which are consumable and arguably far more important as many of them completely alter a killer's playstyle. Those became considerably worse, especially since webs are on average much smaller and much more difficult to manipulate the entity to eat unwanted nodes. not only that, but the entity can't be forced to spawn earlier if you're out of perks to earn, with all that waste more than making up for that difference quickly enough. They needed to address the waste if they wanted to "limit the reduction" this badly with removing bbq/wglf and the prestige taxes, because like they do every single time, they overlooked an extremely important factor: most people don't care about worthless perks they'll never use, when compared to consumable addons or items that they will.

    "we're sorry you never get the addons your killer needs to be viable anymore, but hey, at least they have territorial imperitive unlocked for free!"

  • @IlliterateGenocide said:

    I would hate if they had to make perks that worked specifically for the killer they come with, very restrictive

    the whole game is restrictive in what allows perks to be good in the first place. The vast majority are useless except for niche situations or builds, while everything is slowdown vs second chances because thats all the meta gives room for most of the time. It was supposed to be the point of the "shakeup" yet everything is still exactly the same but with different perk icons.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127533#Comment_3127533

    But why not simply EQUIP kindred, when you are playing soloQ? This perk is pretty good, no way denying that, so why do so many soloQ players seem to have such an allergy to it?

    My most successful survivor build is nearly all information: Bond+Kindred+OpenHanded+Borrowed Time. Its so good that I even run it sometimes when surviving with friends, as the difference between hearing what someone is doing and SEEING were exactly what is happening is staggering. But of course, many SWFs will opt out of a build like this for more "fun" or "flashy" builds.

    To add to this, I use Kindred+Windows for very similar reasons, also with a lot of success as well for being able to route chases much more efficiently when knowing what resources are available where. People want this stuff basekit yet they're not willing to use a perk slot or two to see how valuable that stuff actually can be.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128207#Comment_3128207

    https://us.v-cdn.net/6030815/uploads/186KIIF2FNRA/filter-op.png

    Just use filters. My dad always harped on the value of brand names. I have a Sony TV that is over 20 years old. Likewise I have extreme brand loyalty with Nvidia.

    These are the filter settings from a friend of mine with an Nvidia card.

    As for the building - yes it is a little unfair. It's basicaly a "bamboozle" check. Do you have Bamboozle? If yes then the building might be fair. The building is also fair for "nurse". When people say Nurse nerf we need to account for the fact that some of the tiles in the game are only fair to killer if you bring Nurse.

    Not only are those filters not exactly selling me on anything, but they don't affect what is causing the issue in that screenshot, which is the fact that it purposely mutes all base lighting tied to the map and relies solely on dynamic lighting within the area, which it also then forces a harsh trailoff on to prevent local lighting from being able to get rid of it. You cant even see the chest in that screenshot, let alone me working on it. Its not a gamma adjustment kind of issue, its straight up light not being allowed to exist within that area.

  • 20220625050603_1.jpg

    I am always a fan of its patrician visibility balancing.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/340754/can-working-with-survivor-as-killer-be-justified

    I think you are both wrong. Stop wasting peoples time, and just down one and hook, stop trying to slug for the 4k.

    Nah, the person doing nothing to progress the game is literally the one wasting time. If someone runs the killer for a few minutes as one of the last 2, i don't even consider it colluding if they lead the killer to the locker jockey. Both are equally scummy self preservation strategies, one just wastes a lot less time than the other for all parties involved.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128142#Comment_3128142

    For sure swfs will make better use of it, that’s nothing new. I don’t think it’ll be “easy” to avoid a trade though if the killer is right there, if a survivor takes a hit not much is necessarily preventing the killer from just following up and downing that survivor afterward if they want. And if two survivors are bouncing around the hook they both get injured and then one gets followed up on and downed and meanwhile the survivors only have one person on gens the entire time this is happening. Plus the two survivors doing this presumably both have Reassurance as a perk which means they don’t have something else so it’s not entirely a free benefit either.

    Don’t get me wrong, this perk sounds solid, I’m betting it’ll be a new meta perk. But I don’t see it really hurting me personally, for instance.

    The issue with those types of scenarios is the amount of things that can stack. With the amount of bodyblocking and endurance that can come into play between three people in close proximity, there's room for shenanigans. A lot of the more broken stuff in the game isn't an issue *until that one time it really is* after all.

  • @KayTwoAyy said:

    What would y'alls thoughts be if they reversed the stacking of Thana?

    Gen speeds debuff by 20% when all survivors are at full health.

    For each injured or dying survivor, the gen speed debuff is reduced by 5%

    Essentially, the perk would be designed to help provide pressure to killers severely lacking it, and then deactivate when the killer already has immense pressure. This would in turn make it weak on Plague, but I've never understood why a killer who has everyone injured needs EVEN MORE pressure. Everyone being 1 health state away from death should be pressure enough, no?

    This could stack really well with Sloppy, so that survivors can't 99% heal themselves as they crank gens.

    that would be hilarious to see vs a 4 man no mither/rush thyself/resiliance squad 😎

    I do definitely agree with the idea of survivors starting weaker than they are now, but also losing less strength as the match goes on. Unfortunately for ideas like this, there are plenty of good players who don't mind staying injured, and can still waste a ton of time while doing so.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128102#Comment_3128102

    Sore losing survivors say all sorts of dumb things after a match. I had one complain I was “tunneling and camping” in a pre-buffed Legion game where I had 12 hooks and 32,000 points. I also had someone complain one time I was “camping the generators” (even the other survivors called that guy an idiot.)

    And yeah, being on a hook all game or being eliminated early sucks, I agree. That’s part and parcel with this game having mid-match player elimination which is generally speaking not a mechanism I’m fond of. The DbD official boardgame for example did away with that by having the killer collect ritual tokens whenever they hook a survivor and whenever a survivor is left unrescued too long and then the killer wins if they collect 8 tokens. If the video game worked that way you would have basically zero complaints about camping and tunneling because there would be no real incentive at all to do either. Unfortunately that ship sailed a long, long time ago so we’re kind of stuck with what we’ve got.

    Reassurance probably will put a dent in hard core camping, I don’t think it will make as much a difference for simple zone defense though and it won’t stop trolls who don’t care if they lose from camping hooks either. I think aside from needing a minor tweak to mitigate abuse it’s a decent perk, and actually similar to a suggestion I made for base kit a while back of slowing or stopping the timer when the killer is in range of a hooked target.

    the problem with it is, like usual, it has a disproportionate effect once coordination comes into play. if you have two survivors with the perk on comms, they can keep alternating within range to trigger it to force the killer to hit one of them, giving the other enough time to make a save while easily denying a hook trade. Its ability to stall the game has far too few limitations, especially considering its potential to force lose/lose situations. The idea is there, but they always overlook too many variables and people find those variables every time. That said, any time a perk forces a lose/lose decision on the other side and stalls them in the process until they commit is an extremely bad idea design wise. We already have enough instances of that in the game, and they're even trying to reduce some of them apparently (like the conspicuous action and EGC activation changes to some perks, stuff like ruin/corrupt deactivating early automatically, etc.)

  • SWF should be nerfed, but only in ways that explicitly single out their potential, not their general performance. Most SWFs are not sweatsquads, and shouldn't be punished as if they were. They do, however, have access to a lot of information that they should not have via comms, which allows them to get levels of synergy and coordination that should not be possible in the game's base design (and especially its balance.) Honestly I think effect stacking should have a negative penalty (when specifically between people in an swf,) and coop action speed penalties should be a bit higher. Basically a bunch of minor changes that hurt peak efficiency and coordinated rushing, but not QoL or overall action speeds. Also map offerings shouldn't work if the person is in an SWF, refund em if that sounds mean but its rare for an swf map offering to not lead to a toxic game for one side or the other.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128055#Comment_3128055

    Reacting to two people hovering around the hook isn’t “face camping”. Face camping is standing at the hook even when nobody is coming to it. And I would argue that actual face camping (which isn’t simply being at the hook when survivors happen to be there) is often a bad strategy, not just a “sometimes” bad strategy.

    Most survivors beg to differ. They will accuse you of face camping all day if you are camping and your face can see the hooked survivor's face. Many would argue the nuance of the situation, while many will bemoan it. That said, if you limit the scope of facecamping to just ignoring the entire match except the person on the hook, that would generally be a bad strategy with how bad being entirely on what the other survivors do to capitalize on that. If none of them work on gens or commit to the save, it ends up being an extremely good strategy, even if technically by accident. More often its smarter to proxy camp the hook and then return as soon as you know someone is going to attempt the save, or if the hook timer is about to switch stages. Still camping and still not fair to the hooked survivor, but the longer there are 4 survivors in the game, the more damage each second wasted can do.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128059#Comment_3128059

    Hey, the players don't get to decide how perks get changed. But rework Plague and Legion to not take health states for free by their powers, and we can buff Thana once more.

    ....Or just actually put in a thoughtful limitation that revolves around them specifically, like say having it be as strong as it used to be but having deep wounds not count toward the injured count? or even broken counting for half the %? You don't need to entirely rework whole killer powers just to limit synergy, they already do it all the time with stuff like perks requiring basic attacks for on hit procs.

  • Because people didn't like that the only two killers who ever have a use for it actually got value out of it, so they nerfed it so that nobody gets value except for those two, and they just don't get as much as they did before the nerf.

    so in other words, it got reworked to be more meta, then immediately nuked from meta potential instantly. The fastest of "shakeups."

  • @dugman said:

    There actually already are carrots in the game not to facecamp

    • Generally speaking literal face camping is a suboptimal strategy, the better strategy is to more proactively find and chase and pressure other survivors while you have someone else hooked or slugged. That forces survivors into the position of having only one person at most on the generators at a time which significantly slows their progress and gives you that much more time to focus on getting three hooks on one or two specific targets to get into the 3v1 scenario with more time left on the gens when it happens.
    • Also note that there are three killer perks that further reward being 24 meters from a hook (Devour Hope, Make Your Choice and Monstrous Shrine). So killers who want an additional reward for not being near the hooked survivors can supplement their game with those.

    MYC only incentivizes leaving the hook, it also incentivizes returning the second someone gets unhooked, and even then its effectiveness depends heavily on the mobility of the killer. Most killers who use it either have some type of teleport or movement ability, or hover just outside of its range limit until it procs. Devour hope is similar, except it doesn't necessarily require a similar immediate return to the hook.... but it can also last random number of seconds/minutes so its not even guaranteed to get any value before being cleansed. Not only that, but a lot of perks that incentivized leaving the hook asap by giving you actual direction on where to go.... keep getting nerfed. Or have massive counterplay like bbq. Things like points don't matter in regards to getting the first out, minimizing early game pressure is far more important due to the efficiency cap scale.

    Just remember, every time people complained "the killer keeps finding me because of pain resonance" or "flat 25% regression was too oppressive, even with a shorter time limit" or even the classic "how is BBQ allowed to be so OP?" they were asking for exactly this. The numbers game tremendously rewards getting one out asap, and survivors will always start very strong and over time end up very weak. because they will never address the efficiency cap, so early game for killer will continue to be damage controlling until the speed of the match is in their favor. The only incentive that will disrupt camping and tunnelling is if the killer's pressure for not doing so is as strong as it is to force the efficiency cap as soon as possible. And the only way to balance that is to tighten the gap between survivor efficiency caps with each death. Anything less will have zero universal effect on the situation.

    Also, facecamping can be suboptimal. But in situations like, for example if 2-3 people are hovering around the hook not doing gens, its literally the only thing to do. Sometimes survivors aren't as sneaky as they think, or they just assume the killer will ignore them and wander to the other side of the map. Its all the more reason Kindred puts in so much work in solo. If the killer knows you're there and you're just crouching around a corner hoping they'll leave, you're creating the situation even more than they are.

  • why would they do that when you could just actually run the perk that already got buffed for that reason? I honestly think some people still think it only gives auras to other people when you're hooked like it used to. If you use it, you have that information every time anyone is hooked, and if you want that as basekit thats just kinda greedy.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083264#Comment_3083264

    Imo this is just a plainly wrong take. If BHVR hypothetically released a Bugging Of Kin 2 now and the game was literally unplayable and they buffed nurse people 100% would be justified in leaving a bad review.

    If you had good times with a game and then some changes made you no longer enjoy it, it's 100% fair to review it badly.

    Review bombing =/= changing your opinion on a game. Its done specifically to coerce the developers into changing to your demands. There is absolutely a difference between that and extremes like you offer. Its also worth noting thats why the ratings about specific chapters vary, negative chapters have negative reviews because they're negatively received... and yet thats also still not the same as reviewbombing the game itself.

  • @The_BiggCheeze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113741#Comment_3113741

    God pallets already do exactly that. What killer is gonna leave a god pallet in play after it's dropped? Literally none because that's a dumb idea. The doors are practically reskinned god pallets.

    I know they do and i know they are, you're just talking about adding more.

  • @The_BiggCheeze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113710#Comment_3113710

    Bingo. Plus pre closing a door can also negatively effect the survivors because they can't open it again or bypass it like they can pallets, basically turning them into rats in a cage, locked in with the killer. It'd be more efficient to use it during chase like a normal pallet as to avoid unwanted consequences.

    Which just turns it into "more pallets with little to no mindgame regarding the drop, just you cant reset them with Any Means if they dont get broken"

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113692#Comment_3113692

    I think you’re assuming the survivors would create more safe loops than currently exist on normal maps. But what I was saying above is, in place of already existing god pallets, you had god pallets that look like walls, then it’s not that different from a normal setup aside from visibility over the blockage.

    For instance, say you hypothetically replaced the pallet in the killer shack with a breakable door that starts open but can be slammed shut by survivors and the killer needs to break it down to get through. That’s almost mechanically the same as the original shack, but just slightly different because the killer can’t do a ranged attack through a door and certain perks and add-ons that impact pallets might not work on doors. But beyond that, in terms of “survivors setting up blocks the killer has to break”, it’s the same as survivors going and predropping the god pallet that the door replaced.

    So it’s not looking to increase the number of safe loops or safe blockages, it’s replacing what the nature of the blockages are with some spots that might have been a god pallet instead becoming a breakable door.

    the concept was originally hinting at being able to burst through the environment like the koolaid man as a way of solving the god loop situation. Then they reworked loops to just have less godloops naturally, introduced breakable doors, then used breakable doors to bring back god loops "but they can be destroyed." the Saloon killer shack idea feels like a one off since I don't believe its been applied to any other maps since, including map reworks. The more likely situation would be that there would be positions at unsafe loops that would turn them into god loops, similar to how the breakable doors now were adapted to the Game to create dead ends before gens get powered. Basically you have to consider whether it would be used to make fair loops unfair, or to make unfair loops fair. I don't trust them to do the latter.

  • @dugman said:

    Not a bad idea, you could replace what would normally be a safe pallet with what is basically a breakable wall that starts open and then the survivor can set in place.

    Until you realize that the killer can only be in 1 place at a time vs 4 survivors, who can then proceed to start the match by creating multiple god loops that will force the killer to waste more time than they waste setting them up. That would have been preferable to how they ended up designing breakable doors (i refuse to call them breakable walls) but its still a system built around creating lose/lose chase scenarios for killer with basekit availability.

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113627#Comment_3113627

    In terms of what I was trying to say, it was a well thought and fitting choice. But I can see what you mean, I apologize if it made you or someone else uncomfortable.

    I mean, if you really feel that way then pvp games in general probably aren't for you, since one person's fun generally prevents the other side's to at least some degree.

  • Considering how many actual accessibility issues the game has (while being purposely ignored,) probably not the best word choice.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113479#Comment_3113479

    That is what I fight for.

    Same goes for Billy mains and Slinger mains.

    We deserve our beloved characters back.

    Freddy definitely got hurt just as bad, but the worst part about Billy and Deathslinger is that their changes were purposely designed to make them feel worse to play, both mechanically and from a feedback perspective. That is the absolute worst way to normalize anything in any game ever. Potency adjustments and the like are one thing, but if your answer is to make them feel worse then all you're doing is intentionally dissuading people from using them.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113540#Comment_3113540

    There is a real solution, which is to use a deck of cards RNG to have the addon ratios be identical to what the level 50 bloodwebs are. Even if people prioritize different rarities, it would functionally be equal to what people previously had before the prestige update.

    that emulates the previous rarity distribution, but it doesn't address it (nor actually fix it) as it still doesn't offer pairity with how things used to work. These types of changes are damage control, not resolution.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113540#Comment_3113540

    Since the post above I found out they actually did adjust the rarities in Tuesday's patch. It's not clear from the patch notes what the change they did is, but it does say "Add-on rarity in low level bloodwebs increases as you increase your prestige level".

    Hopefully a dev will clarify exactly how that works now since that's all they said. All I know from that statement is rare add-ons can show up more often in the early webs after you Prestige, but I have no idea if that means it's the same frequencies as at level 50 or something else or if those frequencies continue changing every time you Prestige up. 🤷‍♂️

    They used to be near non-existant before level 40, but thats not exactly the issue I meant. Web size is important in regards to minimizing waste in webs, larger webs have more "choke point" nodes that you can use to manipulate the entity into taking larger chunks of the web faster, minimizing waste in an extremely-inefficient-by-design system. All of these issues would go away if they ditched this gatcha style dumpster fire but they refuse because its both iconic, and serves as a vessel for plenty of manipulative player retention tactics.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113523#Comment_3113523

    We're talking about Pharmacy. Pharmacy pre 6.1.0 gave a single guarantee 16 charge med-kit which is only enough for 1 heal.

    I've ran a Plunderers, Ace In The Hole, Appraisal, and Pharmacy build before 6.1.0 patch and your first chest is a green med-kit than everything else is up to chance. And Ace In The Hole can backfire since Abdominal Dressing Addon exists and you can end up with a med-kit that doesn't even provide a full heal.

    Even if Pharmacy was changed to always provide a green med-kit on chest opening regardless of health state, you are running around the map opening chests to get 3 single heal med-kits. You can add more chests with an offering, but at least by yourself that's 5 single use heal med-kits and you've ran around the map opening every single chest. Which is hardly an issue imo.

    I know it didn't allow for multiple before, but I was under the impression the point of the changes was to remove that stipulation and allow you to get more than 1 per match, so long as you are injured. As for the value in that, they're single use at base but they're also fast medkits, and they allow people without other means at least 1 selfcare heal. That doesnt mean as much when its one person, but again, the value increases a lot with multiple possible uses. Also does the perk synergize with others like appraisal and built to last?

    Admittedly i havent used it much before the update and havent used it at all since, but these types of changes are usually damage control for the ways people can (and do) stack effects to an exploitable degree.

  • @dugman said:

    Just FYI the devs mentioned in the July update blog that they are going to be adjusting the rarities in post prestige bloodwebs to match what they are at level 50. Not sure if that’ll be in the full chapter coming up or a following patch but they have it in their pipeline and it’s a numerical only change so hopefully it won’t take much longer than that.

    even if they get that perfect, it still doesn't account for the other issues like forced prestiges (and forced costs,) fluctuating blood web sizes, less perks meaning less webs you can force the entity to eat bad nodes/routes, etc. And there isn't even a real solution because different killers prioritize different addon rarities because they still don't know how to create uniform degrees of value for each rarity.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112727#Comment_3112727

    Oh no the survivor can get 1 free heal with pharmacy by being able to open a chest at the start of the game.

    or one survivor takes plunderers and ace in the hole and turns each chest around the map into a portable selfcare station that can be taken with you, any survivor can take, and the others dont even need any of the perks involved.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112844#Comment_3112844

    Well, that is true, but it's also incredibly difficult to make the right decision in some cases without gutting the perk or letting it stay broken.

    The game is inherently unbalanced unfortunately, they have been embracing the mindset of "both sides have op things so its fine," which is why even things have to be extremely broken before that becomes reasonable. Stuff like clown's permahaste bug? absolutely remove that regardless of alternative. But this was something that was too strong on specific killers, the reaction was driven more by the complaints than it was consistent direction and the reaction was arguibly one of the worst possible ones they could have done, while not even directly addressing why the problem existed.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112835#Comment_3112835

    That doesn't work on all cases unfortunately. I would rather them go that route as well but it's not possible all the time.

    The alternative of "make the thing useless" is never the correct alternative. The entire point of the meta shakeup was to address literally that.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112800#Comment_3112800

    Unless the killer runs iron, agi, lightborn, mad grit...*cough cough my trapper build* lol

    well, yeah. but if you're running a build like that the only four hooks on the map might as well be the basement ones.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112768#Comment_3112768

    It...basically is. You don't really have the right to complain about a killer being bad and ask for nerfs to others because of it. If you're so mad about him being weak, main another character. Easy.

    Same for solo and SWF. I can't stand it when someone refuses to use the meta and still complains about being weak. Like, you don't get to do that. You aren't running the strongest #########, so you'd be overpowered if you weren't constantly losing to the people who are.

    You can ask for buffs to Freddy. But don't EVER call for nerfs to other characters to justify bringing back perks just for your main. That's called entitlement.

    They really need to just stop this whole "x perk is op specifically on y killer, so lets nerf it into the ground so its bad on everyone" approach. Just have problematic character/perk combos have their synergies adjusted instead. The Thana change is a perfect example of exactly how not to handle those types of situations, they could have easily done something like put a stipulation that broken/deep wounds give half the thana effect and suddenly its still a decent perk that can't become "too oppressive" on killers who get "too much consistent value" from them. Even if/when people find ways to work around that, it'd still be better than what we ended up with.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/339134/so-close-yet-so-far

    I thought she was crawling at first glance didn't even know she had a trap until I read comments. I'm sure she's fiiiiine

    I actually still didn't. Legit thought the red circle was from a GF stalk.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112755#Comment_3112755

    Sure, but know after the prestige rework devs have acknowledged it's an issue. So maybe they would go a step further, who knows.

    I don't want the offerings removed, just bc I'm certain BHVR won't do that. Thats why I thought of another way to get them (aka a shop). If that was already suggested somewhere, I didn't know, sorry. For me it felt genuine enough to warant a thread about it :-/

    Ideas like a shop or being able to "sellback" unwanted items/addons/offerings/etc is an idea that has been floated multiple times, mostly because they're good ideas. Unfortunately there is a very intentional degree to a lot of how the grind is handled in the game, as it is multiple retention tactics combined into one. Simply put they would be hurting player retention by actually making it more fair for the consumer, so it becomes a shell game to make the issues hurt less. The other way of handling it would be to create healthier player retention methods, but until that day comes there will always be ample grease in the bloodweb system.

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