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Seanzu

Seanzu

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  • @Speshul_Kitten said:

    @SenzuDuck yeah but for some reason devs like to confuse anything with a similarity to legacy as EXACTLY the same as the OG legacy skins. And apparently some other forum members.

    and the devs have repeatedly said that no form of legacy is coming back, no recolours, nothing, but people keep asking for recolours of legacy.

  • @Speshul_Kitten said:

    I am 100% for being rewarded for grinding so hard.

    JUST TO BE CLEAR, OP IS NOT, I REPEAT NOT, ASKING FOR LEGACY SKIN. So please stop coming here to comment that “legacy was a one time thing and it’s never coming back.” Read the actual post.

    "Frost White colorway of the Legacy Skin"

    flat,550x550,075,f.u4.jpg

    A recolour of legacy is still legacy my guy.

  • How does this make the grind less?


    I don't think they should ever add more prestige, literally 1000s of players have 1000s of characters maxed and forcing them to reset would be the biggest travesty this game has ever seen, this would completely null any efforts to reduce the grind for the players that have actually endured all the grind.


    also, LEGACY AND ANY FORM OF LEGACY IS NOT COMING BACK.

  • There isn't a single non-viable killer in the game, you guys are just BAD.

    2 Kills is a fair game, and every killer can achieve 2 kills in a match, stop having your sights set on 3K/4Ks when they're supposed to be far less common, I'm sorry but if you're struggling to get 2 kills against rank 15s then you need more practise.

    The worst killer on the worst map has a 54.90% kill rate, there's nothing more to say, killer isn't as hard as you think it is.

  • @FishFry247 said:

    https://forum.deadbydaylight.com/en/discussion/comment/631559#Comment_631559

    Ah, another abusable survivor exhaustion perk, no wander I saw someone double dead hard today, thought I was just seeing #########. And none of them will be punished for doing. Just like the sprint burst bug. *sigh* same old same old

    There's been a million killers bugs that have been abusable and gone unpunished, there is no survivor v killer mentality from the devs, it's in your head.

  • Use an offering for a map you like?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/628788#Comment_628788

    If you've got all four survivors injured, that's between 32 and 128 seconds of healing time, since they can heal simultaneously.

    It's still two peoples time being occupied, lol.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/628763#Comment_628763

    Again, potentially. You're always ignoring adverbs and conditionals to pretend I said something I didn't say.

    "less likely to be looped?"

    Is what I said, I didn't completely disregard what you said, maybe you're the one having trouble here?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/628746#Comment_628746

    I'm saying the devs think they're more threatening than they are. You're the one putting words in my mouth and then getting upset when I (rightfully) correct you.

    rightfully correcting me by pretending billys ability somehow makes him less likely to be looped? lmao

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/628727#Comment_628727

    That would definitely be an option, yes, except then let's assume you're playing with three friends. You're all completely at the mercy of that one guy if you want any chance of receiving that thumbs up. If he had a bad game, or maybe someone peed in his Cheerios that morning, you get nothing.

    In any case, I really don't mean to come across as, "No, this idea is bad and can't be saved." It'd just be nice to see if there's any other ideas for how it can be used before going all in on one.

    I don't think the majority of killers are like that in all honesty.

    I certainly wouldn't be like that, I'd probably give the thumbs up anyways.

    I'd rather have the chance at getting bonus bp than nothing.


    Additionally, 2 mans are what, 40%? There's definitely a chance you'll get thumbs up from other survs anyway.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/628735#Comment_628735

    I literally said "potentially". Look it up. You seem to have a serious problem with adverbs.

    You seem to have a serious problem addressing actual posts and instead like to nitpick at people.

    You're saying one hits aren't as threatening as they are but they're currently very effective in game.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/628730#Comment_628730

    When the exposed status effect/oneshot mechanic was created (ie: since day 1) no, looping was NOT a common tactic.

    Those infinites killers rightly complained about were non-existent, then?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/628724#Comment_628724

    I didn't say it was non-threatening, I said the devs perceived it to be more threatening than it actually is. Still, arguably the Hillbilly's chainsaw is only threatening because it allows him to move very quickly, thus potentially cutting down on loops.

    Billy is incredibly loopable when using his ability, what?

    I know you don't play this game very much but lets pretend billy chainsaws every loop.

    95% of downs I've seen with a billy are when the killer is revving up 2cm away from the survivor.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/628720#Comment_628720

    For one, it existed when looping wasn't as common of an occurence. Secondly it's still threatening against low to mid tier players. And sure, being oneshot all match sounds hefty but when the counterpoint is a match that lasts 5 minutes, and then thanks to the Adrenaline meta everyone is healthy again, that all balances it out. The reason there's such a prevalent no-heal meta is because it just outright is the optiomal way to play at high tiers. Not complaining about it or saying its OP, but that's the reality of things right now.

    looping... wasn't as common...???????

    Yea, we only started looping in 2018.

    WJGATDU9GIYC.jpg

    5 minute matches btw.

  • @Peanits said:

    Bonus BP for a thumbs up would be neat. My main concern would be playing with friends. We could thumbs up each other to cheese the system.

    Come on, you guys are smarter than that, you can't thumbs up the same person/you can't thumbs up people you're paired with,

    I highly doubt players are going to lobby dodge until they're together to cheese 1.5x bp etc etc for one game honestly.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/628720#Comment_628720

    A very good question. My guess is, the devs perceive it to be more threatening than it actually is.

    Yea, those damn hillbillys and their chainsaws, no wonder he's an F tier killer.

  • @ClogWench said:

    The thing about it is that by opting not to heal you're putting more time into gens. Meanwhile it doesn't hinder your ability to loop making it overall more time efficient. If you're skilled at looping, being injured or exposed is very non threatening against the majority of killers.

    Why is exposed even a thing then if being one hit the entire match isn't threatening at all?

  • They did it to themselves as well.

    I got into a bunch of arguments saying how self care is beneficial to killers, and they would rant on about how it's better because they don't have to find someone else to heal them so it saves time.

    Now survivors just run adrenaline and don't heal so they don't waste any time on healing at all, a lot of people don't think about the larger impact on the game and see one perk being used a lot and assume it's an issue.

    At this point, when I'm playing survivor, I'd rather go down committing to the last gen so the other 3 survive.

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/628601#Comment_628601

    Yeah, that's what I'm worried about is how exploitable something like that could become , especially if you could do it in swf groups.

    With the proposed friendslist coming in DBD it might make it even easier to be less exploitable, by not being able to thumbs anyone up on your FL unless they're the killer but who knows.

  • I don't think so.

    Learning what survivors do is more important, and you'll learn that playing any killer.

    I really should sticking to something you're comfortable with, most people won't be amazing at every killer, but everyone can be good at at least one/two killer.

    You're probably doing way better than you think, don't look at 2/3Ks as losses, because they really aren't. But keep playing and you'll definitely get better.

    an additional note is that Billy & Spirit is played a lot, survivors have a lot of practice against them at this point so it's harder to be "good" with them.

  • Something like...


    "You have received x amount of thumbs up, have 1.5x BP for the next match" Would be pretty chill, I'd end up thumbsing up most survivors from my killer games and most killers that don't tunnel/camp.

    Should be restricted so you can't thumbs up your friends/give out too many in a day.

  • Changing your name on PC is a feature of Steam, not Dead By Daylight.

  • @anarchy753 said:

    It shouldn't include disconnects, but more importantly it shouldn't include games WITH disconnects at all.

    @Peanits said disconnects usually happen when you're losing, but that simply isn't the case in a huge amount of matches. So many people DC because they don't like the killer, they don't like the map, they go down first etc, none of which equates to actually being likely to die in a match.

    Furthermore a disconnect swings the game heavily in the killer's favour and makes in FAR harder for the remaining survivors to live, especially early on.

    Beyond knowing the statistics on that, I'd be interested to see data on games without a mori offering. I'm not a fan of instaheals or keys, but moris far and beyond have the most impact on a match and to me don't feel like reasonable data for survival in a normal match. Not in the least since it's been a very common topic recently to rework moris completely due to their unfair nature of removing 2/3 of a survivor's game.

    Obviously the vanilla experiment has been running, so we'll hopefully see results from that.

    Vanilla stats mean even less because nobody is going into matches without perks 99.99% of the time.


  • @AzdrubaelVect said:

    https://forum.deadbydaylight.com/en/discussion/comment/621515#Comment_621515

    Depip squad, nuff said. If you watch optimal survivors you'll realize that m1 killers don't even have enough time to get more than 2 kills unless they tunnel like crazy.

    Almost nobody plays like that? Yes, that's a fact but it also doesn't matter because balancing in competitive games is done by using the highest possible value and skill ceiling, not the mediocre or lowest.

    the stats don't matter if most people don't play competitively.

    Yes yes, we all know about the year and half old study done by Prof. Marth88 who was going OUT of his way to play like no other team usually does, 99% of games aren't against people that played like Marth & his team.

    Lets not forget the exhaustion, ds, pick up speed, less pallets and changes to the game since then and pretend that anything Marth88 did in the depip squad is remotely relevant, devs have released stats 3 or 4 times now and survival rate was always below 50% at rank 1.

    Too many killers are getting angry they aren't 4King every game, be happy with your 2+ kills because that's FAIR.

    Too many people on this forum think they're better than they are, probably me included, the difference is I'm not going to whinge and cry because I only got a 2K my last couple of games.

  • You can earn these by playing, stop trying to make BHVR seem dirty.

  • Good Devs aren't good at their own games, almost every game has a community that far surpasses the skill the developers ever will have.

    Looking at the statistics and numbers is far more important to devs than being able to compete at rank 1.

  • Are you really saying match making should be frustrating as a punishment for it being "op".

    Running Insta Heals & Ebony mories should wipe all characters builds, bc frustration as punishment should be a thing lol

  • @DocFabron said:

    No. Why is this even a thought?

    Because some people believe that because there is such a large choice of perks it means we should make the games balance even more whacky so people can run all these perks at once, lol.

  • "Imagine if this was every single match you had and every single SWF team you went up against, and let's imagine if they all had Insta heals...fun right?"

    But It's not? I don't get it, why do people always do these hypotheticals.

    What if every match was a 5K hour omegablink nurse with ebony, it simply isn't.

    A lot of people, me included realise that things like Instas need looked at, a lot of people also realise you can't win every match, just the same as some survivors get 0 gens done in a match, some killers get 0 kills in a match.

  • It honestly depends how you play her.

    Someone who prefers Omegablink nurse might struggle because they'll overshoot and end up/down a floor, or through an object they don't want too, however someone who likes running multiple blink nurse will have an easier time getting hits as there's a lot of things to bounce around.

    Additionally, gens can pretty much all be blinked too from the centre of the map making navigation pretty seamless.

  • No, because this will just lead to "Oh, you only have xxx hours so your opininons doesn't count" even more than it does already.

  • Neither perks are needed, so certainly shouldn't be always there.

  • @ClogWench said:

    Considering just how many cosmetics that is for literally no revenue I'm not surprised they're not making Legacy 2

    A bunch of the cosmetics coming out are shards, too. I'm pretty sure every set has one that you can buy with shards.

  • Legacy was deserved because people were continuing to grind on a game that may never have a life span.

    They deserved it because they believe the game would continue to thrive, despite all te bugs, toxicity & OP content it had when it was first here.

    Those people deserve it most of all not because of the grind but because they put their faith in BHVR to continue to support their product.


    You do not deserve anything for playing a game for 3 years because they're making it more accessible for newer players.

  • This was a really nice post, thanks!

  • @DaS_only said:

    https://forum.deadbydaylight.com/en/discussion/comment/622480#Comment_622480

    So can't counter my point? Thought. Oh, just noticed it's you again, should ignore you before I lose braincells.

    I think you're upset that I'm not a baby that thinks people should be pandered to like the rest of the forum.

    I don't need to counter someone who thinks they're owed the fr33 st00f because they maxed one character.

  • It is intimidating, but the game is 3 years old now and people have to realise that, additionally people should realise you don't have to own everything to get a sense of the game.

    People who play enough to warrant buying DLC will also be those people who will figure out you can buy most characters with shards anyway so they shouldn't feel totally obligated to put down money.

  • @DaS_only said:

    https://forum.deadbydaylight.com/en/discussion/comment/622342#Comment_622342

    Soo, if the devs would have waited 2 years for the first grind cut-off noone would have ever deserved legacy as reward/compensation in the first place? The time doesn't matter. It's a COMPENSATION for those who grinded the ######### out of this game while new players don't have to go through this. Use logic and think before posting.

    Dude, I have 3600 hours and every killer maxed with every survivor P3 Level 50, I know the grind far more than most people and I still don't think it's worth giving legacy out, and there's a different because old webs used to be horrific, if they left those old webs up for 2 years then obviously people deserve compensation, but the amount of time on these easy webs is nothing.

  • no, and they never should tell killers, either.


    Killers already dodge because they THINK survivors are queued together.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/622384#Comment_622384

    Thank you for your politeness, I appreciate that! 😊

    Yeah, hopefully it's based off getting multiple perks per Bloodweb, that would be a great start! Also, I heard they might add a perk leveling system where you have to use the perks multiple times in order to level them up! :)

    I'm only rude when people continue to perpetuate lies between threads.

    Like when people keep saying survival rate at rank one could be near 80% despite being told several times by devs that it's nowhere near that number, instead of assuming it's over 60%, which we found out today it's actually below 60% so everything they've said about survival rate is totally wrong and assumed.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/622342#Comment_622342

    I'm rather neutral about this idea as long as it's not the same type of Legacy from before.

    Also, I wonder what this change can be? Do you have any ideas?

    From the blogpost today, it looks like several changes.

    "As the game has grown over the years, the number of perks has grown significantly as well. This can make it difficult for players with many teachable perks to find the specific perks they are looking for. As a part of an ongoing series of changes to address the progression of the game, we will be making a change to the way bloodwebs generate to improve your chances of finding the perks you want while also reducing the total number of bloodwebs required to unlock all perks. We are preparing a communication on this change (and more) which should go out towards the end of the month."

    https://forum.deadbydaylight.com/en/discussion/80354/

    From the sounds of it requiring less bloodwebs to be maxed and making it easier for you to find the perks you want, I'm going to assume it's similar to my idea of multiple perks per web.

  • "Play the game how I want you to play it"

    Or, you let solo players heal because if they're caught on the end game there's an 80% chance they get left on the hook while the other solo or SWF players leave.

    If you get caught on a gen as solo and injured people aren't going to take hits for you, you're going down and you're losing a health state.

    and longer games means more points, I see this as a non-issue.

  • No.


    the game has been out 3 years, has had 2 years worth of events, 2 years worth of offerings that increase bloodpoints, 2 years worth of perks increasing bloodpoints.

    Be grateful that it might bring in new players, or old players back that didn't have time to grind like some of us do.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/621609#Comment_621609

    Surviving was still a big importance towards pipping back then..... I'm not going to disagree with you... these percentages are only rough... ROUGH estimates.... but I think that 81% is the most accurate since it was a smaller portion of players..

    The 81% is not true, how many times can someone explain this to you?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/621500#Comment_621500

    In theory, yes. They are tracked, but it's a little more complicated to get than a simple kill rate or escape rate, so unfortunately I don't have that handy. I would need to pester the data team for that, and they're pretty busy as is.

    Too busy skewing numbers in the killers favour to make the game look more balanced?

    /s

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/621604#Comment_621604

    The number is sitting right on the graph... that's the number I'm talking about.... the players who maintained rank 1 when bhvr "calculated the stats wrong" survived 81% of the time roughly..... like that stat still exists bhvr didn't just say "oh rank 1 has this percentage" .... like that 81% is the best players

    Except it is wrong,

    "I confirmed this with the data team this morning, the 80% isn't exactly accurate. The stats are taking your rank after the match, not the rank you went in with. The data was also collected between April 1st and April 7th, when it was significantly harder for survivors to pip. As a result, those who died typically deranked back to rank 2 and their death would be counted as a rank 2 death. It was very rare for someone to die at rank 1 and remain rank 1, hence the incredibly high survival rate.

    Basically most of the deaths were counting towards rank 2, not rank 1, so the escape rate was much higher than it should be.

    I received a stat for the escape rate from the 11th and it was around a 43% escape rate"

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/621606#Comment_621606

    Yes, I am! I got my numbers from a very notable source, what about you? >:v

    no no no it's definitely

    sixty-seven thousand, eight hundred and twenty four

    I saw that number once, and I'll defend it until I'm banned.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/621602#Comment_621602

    I still don't see where 43% keeps coming up because the graph clearly shows like 60% for PC unless you are talking about average between console and PC.

    The Doctor graph shows an 80% chance of survival, @Peanits later clarified by saying,

    "I confirmed this with the data team this morning, the 80% isn't exactly accurate. The stats are taking your rank after the match, not the rank you went in with. The data was also collected between April 1st and April 7th, when it was significantly harder for survivors to pip. As a result, those who died typically deranked back to rank 2 and their death would be counted as a rank 2 death. It was very rare for someone to die at rank 1 and remain rank 1, hence the incredibly high survival rate.

    Basically most of the deaths were counting towards rank 2, not rank 1, so the escape rate was much higher than it should be.

    I received a stat for the escape rate from the 11th and it was around a 43% escape rate"

  • Are you saying it's nowhere near sixty-seven thousand, eight hundred and twenty four ?

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