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Seraphor

Seraphor

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Seraphor
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  • "So in the last month to stop this 'anti-game system' the devs added 5 boxes to remove the traps (this was the BEST solution btw) but this was an indirect nerf to Pig (that is already a weak killer)."

    Incorrect. This was a buff to The Pig.


    When there were four boxes and each trap was allocated a box, it meant every box had a 25% chance of removing the trap. Like the Monty Hall problem, each box checked eliminates an option and you get compound percentages. First box checked by a given survivor was 25%, second was 33%, third was 50%, and last was 100%.

    What this translated to, is that 25% of trapped survivors got their trap off on the first box, 33% get theirs off on the second. That totals 58%, leaving 42% of survivors left for the 50% third box, which means 21% of survivors got theirs off on the third box, and 21% got theirs off on the last box.

    As you can see, that means survivors were more likely to remove their traps on the second and first boxes respectively. Additionally, it was statistically possible for all to remove their traps on their first box.

    To summarise; 1st= 25%, 2nd= 33%, 3rd= 21%, 4th= 21%


    The new system now allocates the number of boxes required to remove a trap to the trap directly, instead of assigning a specific box. But the total number of checks will always be 3x the number of traps, so 12 without addons that change the number of traps available.

    Thus you allocate chances to survivors like so;

    1, 3, 4, 4 (one survivor gets it on first box, one on the third, and two on the fourth)

    2, 2, 4, 4

    2, 3, 3, 4

    3, 3, 3, 3

    That's it, those are all of the available permutations, although they can come in any order within a set.

    No Monty Hall problem here, just flat percentages because the whole thing is predetermined the moment your first trap is set. With a 25% of getting a given allocation set, and a 25% of each number within each set, this means that there is a 6.25% chance of any given survivor getting their trap off on the first box checked., a 18.75% chance of a survivor getting their trap off on the second box they check, a 43.75% chance of getting it on their third box, and a 31.25% for the fourth box.

    Furthermore, you're guaranteeing that survivors need to check boxes 12 times if you use all 4 traps, 8 times if you use 3 traps, and 4 times if you use 2.

    To summarise; 1st= 6.25%, 2nd= 18.75%, 3rd= 43.75%, 4th= 31.25%


    So you can see that the new system gives you a significantly greater chance of more boxes required per trap set, giving you greater slowdown potential.

    It was never intended that you patrol jigsaw boxes. It's intended that you go after survivors as you normally would, and the fact that you have survivors running between all these boxes means they're not doing gens. You're actively losing out on pressure if you tunnel a survivor with a hat on, instead of finding one that doesn't and sticking a new hat on them.

  • Considering that currently buying a perk from the SoS merely unlocks it on the bloodwebs, while buying that perk for the first time will now unlock it as a permanent perk at Tier 1 on all characters, that first 2,000 IS is definitely more valuable.

    If you wanted the perk at Tier 3 on all characters, you're playing 6,000 IS to save yourself potentially hundreds of thousands of BP on levelling those characters. Instead of grinding out 2 specific perks on 30 different characters, you get it on all of them instantly.

    IF, big ifs. Considering how many perks you will now already have unlocked on characters automatically, you're likely going to go into the new system with half of the grind ahead of you than you have right now, and grinding out the Tier 2 and 3 versions of those perks will be remarkably easier.

  • Odd choice to count 70 perk tiers for the first level but 50 for each subsequent level after that.

  • Nothing will be lost going into the new system.

    Current teachables will be treated the same as a fresh P1 in the new system.

    So if you have any character perks that you can currently find in your bloodwebs, whether you unlocked them at level 30/35/40 or purchased from the SoS, then they will automatically be unlocked at tier 1 for all characters when the new system goes live.

  • Being sacrificed is just part of the game. Most games I'd rather take the altruistic route and risk my own life to rescue someone on the hook at EGC. If I fail, no biggien I knew what I signed up for. Most of the time it's a hook traden they get out, I dont. Either wayn everyone involved ends up with more BP.

    Escaping isn't everything.

    But if I was tunneled out at the start of the game? Yeah I'd take that a bit harder, and it would definitely get to me if it happened every game.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030967#Comment_3030967

    Well, It's not exactly 24 meters because it's 24 meters from the hook and with the basement, some of that distance is in depth. Basement depth can sometimes vary, and I'm not certain what the typical basement depth is, I think it's something between 8-16 meters, though. So, you can be something like 18-22 meters away from the point above the hook in shack. Depending on what that distance is depending on how deep the basement is.

    Distances aren't calculated in 3 dimensions. They're only calculated linearly, making every range or radial effect based on a cylindrical area.

    So no matter what the elevation, could be top floor of RPD, they still need to be at least 24m away from the map position of the hooked survivor.

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030967#Comment_3030967

    All the trapper has to do is sit 24 meters away (if he wants to), which is not far (as demonstrated by devour hope). If anyone disarms a trap they'll be injured and is an early warning sign for the trapper if they didn't already see them. Now, they run down and unhook. Whilst they're doing so the trapper resets the trap. Both survivors are now dead unless the unhooked one has DS.

    https://forum.deadbydaylight.com/en/discussion/comment/3030964#Comment_3030964

    The point is this camping playstyle is being buffed, regardless of whether you agreed with DHing through traps. Also to make it clear: I'm not suggesting that you should still be able to DH through traps.

    Also it's not exclusive to Trapper. Nurses can use range and camp with Monstrous Shrine + MYC, Resonance, Agi/Deadlock. Hag with MYC, Mint Rag (TP to any trap), Monstrous Shrine etc.

    Essentially, camping builds in general are buffed which I don't think is a good thing.

    Anything with MYC or Devour is not a camping build.

    If a killer can use these perks and still make it back to the hook quickly, that is simply the killer utilising their power efficiently. To say killers shouldn't be able to do this is to say killers shouldn't be able to use their power. Hag would be a slow M1 killer.

    They did not prevent the unhook, you safely rescued your team mate, thus no camping was involved.

    But being able to rescue your team mate does not entitle you to be safe as well, a rescue is an inherently risky move.

    Ultimately a hook trade is a positive result for the survivors. A survivor who may have only had seconds left until they died, is now replaced by a survivor with up to 2 minutes of time to spare, taking pressure off the team as a whole.

  • Give us new challenges!

    [Insert glyph challenges]

    No wait, not like that!


    I don't have an issue with them. Play killer if you're struggling on survivor.

  • OtR isn't quite better than DS. It doesn't work with grabs, and the killer can get rid of it with one hit without wasting any time, while DS wastes time picking the survivor up and then getting stunnedn which also won't force the survivor to mend.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032444#Comment_3032444

    If you get better solo games then it likely means your friends are putting you in a higher MMR bracket than you can handle.

    Then why do I regularly get the high score in my swf games?

    The thing is, people play swf for fun don't necessarily make good plays. At best they're overly altruistic, at worst they take huge risks under the assumption that they're better because they occasionally call out the killers location.

    Meanwhile when it comes to solo games, good players more or less play the same way. If for example you have someone on the hook and two others injured, the healthy survivor will drop their gen and go for the rescue.

    The survivor with we'll make it teabags the unhooked survivor who's healing themselves to get them to stop, and they do.

    They point or beckon and the other survivors get it and head towards the exit they pointed at or follow them to a gen with prove thyself.

    If you know how to play survivor well, then you know how to play survivor without voice comms.

    You're implying I'm boosted. I say all those survivors who have mastered the 360 spin and flashlight mob attacks, but can't coordinate for ######### without a voice telling them where the killer is every second, are boosted.

  • @ACleverName4Me said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032527#Comment_3032527

    With this she has to ddmanefest which during a survivor cannot be body blocked so they can vault back unless a window is blocked. But I understand your pov and I can see how it would be strong.

    It could maybe work if she was a 110% killer, which I actually wouldn't mind, if she had shorter TV cooldowns and her speedboost after teleporting add on was basekit.

  • @ACleverName4Me said:

    I want her to be able to walk through pallets and breakable walls when manifested. She's a ghost she should be able to do it and she can't attack in that state. Also yes I agree with the tv and tapes and condemned.

    Also please make her addons better. She doesnt need a meme addon.

    I love this idea conceptually, but this would legit make her S tier. You're basically insta-breaking pallets while having them remain as vaults for survivors, you actually turn loops from slightly survivor sided to very killer sided.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032486#Comment_3032486

    Hmm I dont know, medium vaults and fast vaults are a make or break in a chase and exhaustion perks are not equal at all for example head on would not be worth no fast vaults especially sinces its already not easy to pull off. I think they should just look at the perks than exhaustion as a whole.

    As I said, this would be IF chases were survivor sided. Like, instead of bloodlust or something, instead of granting weaker killers a catch up mechanic, it would give stronger survivors a slow-down mechanic. Similar effect, it levels the playing field slightly.

    As Bloodlust is actually getting a buff, then this wouldn't be a viable change.

  • It's tomorrow, it was never scheduled for today.

  • On one hand, no. Exhaustion was implemented purely as a way to limit the use of powerful chase perks. It only exists to prevent survivors running a Sprint Burst into a Balanced Landing straight into a Lithe followed by a Dead Hard.

    That said, if chases are survivor sided, and these perks are pretty much always in play due to how powerful they are, I don't see why it couldn't, or shouldn't be reworked into a chase-limiting mechanic.

    Killers are receiving a few minor buffs that will help them in chases, so now is probably not a good time to be suggesting it, but if those buffs don't go far enough, or it does ever become more survivor sided, then...

    Exhaustion could prevent the use of fast vaults, turning all fast vaults into medium vaults, or reduce the speed of all vaults by 20%, or something like that. That could be a fair trade for using a powerful chase perk prior.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032162#Comment_3032162

    Am I really the only person on this planet who likes playing solo queue?

    My solo queues are better than my swf.

    20220617_215144.jpg

    This was a solo queue game

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032201#Comment_3032201

    What are you talking about, both add-ons imply hitting your shot with your gun

    They mean you had to reel them in and then hit them.

    in What? Comment by Seraphor
  • Not playing for 2-3 days in a row, this would build up very quick, and the pressure to completed maybe 9 different dailies for different characters would be fairly annoying and oppressive. It would feel like too much of a grind.

    There's loads of previous rift challenges to make your way through, and unless you did them all when they were live you'll have a lot to get through.

    Otherwise, it would be good to maybe have some kind of repeatable rift challenges instead. Something relatively challenging, that can be completed infinitely for a small BP bonus, for when you've exhausted all other rituals and challenges.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031247#Comment_3031247

    Yea but we were talking strictly info wise which is the best perk after the patch. I'd still rock BBQ anyway tbh, I always used it for the info. Knowing where to go in general (even on low mobility killers) is huge. You don't need mobility to use BBQ effectively.

    I would never say thrilling tremors is better because tremors is limited to knowing if people are on gens, BBQ let's you know where people are no matter what.

    Thrilling is one of those dual purpose perks, that does two things less effectively than any perks that do one of those things on it's own.

    Thrilling gives info as to which gens are currently being repaired, and it has slowdown in that it blocks gens not being repaired for 30 seconds. It's a decent secondary slowdown perk that combos well with gen-kicking perks like Pop and Overcharge, or maybe even Pain Res (the gen that's not blocked will tend to be the one that gets hit by the regression)

    If you have other forms of info, or the killer is strong enough to find and down survivors quickly anyway like Legion or Doctor, then Thrilling's info as limited as it is, is well worth it as it is.

  • Prove Thyself is a bit of a crutch perk. Survivors who run it will feel like it helps them more than it actually does. They only have their own viewpoint to see out of, they don't see that the other survivors aren't simultaneously repairing 3 other gens while they're all on one gen at the same time.

    It's more efficient for survivors to split up and repair one gen each, than it is to all group together and do one gen at a time, even with Prove Thyself.

    Also, as a killer, you want all the survivors in one place. If you have any kind of info perk or power that can direct you towards them, then you can pressure all four survivors at the same time and slow down all of their progress at once.

    If survivors are split up, you can only pressure one at a time, and then 3 gens are done before you've finished a single chase.


    The only time Prove Thyself is a legitimate benefit to survivors, is when they're caught in a tricky 3-gen situation at the end game and they pair up with maybe one other survivor, while another survivor distracts the killer by repairing one of the other gens.

  • Very good question, especially considering there's a chance Stranger Things could come back within the year. (don't ban me for talking about leaks please, this is being covered by gaming journalist sites as a 'possibility', it's not a leak of something definitely happening)

    Does that mean these perks would revert back to being character teachables instead of generics?

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031731#Comment_3031731

    Ruin, Iron Will, Dead Hard, Pop died.

    At least Corrupt is still alive for Trapper, Myers and Hag.

    But i think this is mistake, these perks needed nerf but they should stay viable. But they are not anymore.

    Pop is fine. It's still just as effective as Pain Res when a gen is it 75% or higher, and Pain Res is now the most effective regression perk. the difference is with Pop you don't need a scourge hook and you can chose where to apply it and maintain pressure on that gen, while Pain res is pot luck and doesn't stop the survivor from just continuing to hold it. So chances are you might even get more value out of Pop on a gen at say 50%, than you would with Pain Res.

    I would say the new regression meta will include; Pain Res, Pop, Overcharge and Jolt. With Overcharge or Jolt essentially becoming the new Ruin, depending on which aspect of it appealed to you as a killer; whether you prefer to inflict as much regression as possible, or because you simply don't want to waste time kicking gens yourself.


    The fact that Ruin, a Hex, is now weaker than all of the other regression perks, even if it's not cleansed, is kinda sad.

    I hated Ruin as much as the best of them, but it was absolutely wrecked by these changes. It only needed one or the other nerf applied to it, not both.

    It would greatly benefit from not being a Hex at this point, and with it auto-destructing after the first kill, it would be as self limiting as Corrupt.

  • We'll find out tomorrow, but I'd imagine it would be level 51 bloodwebs that get rerolled to the Prestige button.

  • Going by the above ^, you should have hit your 8 points.

    3 x 2 points for your 3 kills

    1 for hooking all survivors once

    1 for hooking 9 times


    The only possibility I can see is that you didn't score 10 hooks, you only got 10 hook states, two of your hooked survivors progressed a hook state while hooked.

  • @Veinslay said:

    SWF dOeSnT GiVe AnY AdVaNtAgEs

    SWF doesn't always give advantages.

    Only a select few high MMR SWFs play like this. Most are in pairs or groups of three, and may not even be using voice comms. They may include players from a range of skill levels, or players who don't know how to effectively communicate in DBD. Sometimes insufficient information can be worse than no information, causing SWFs to make bad risky plays that they wouldn't do while solo.

    This is my experience, I have way more successful games as a solo survivor than I do with my friends.

    You can't effectively nerf SWFs because in doing so, you also penalise every regular survivor who is simply playing with their friends for fun.


    A separate SWF mode would be dead, because killers wouldn't queue into it. Not because "SWF is broken AF", but because killers perceive SWF to be broken AF. They think, as demonstrated in this topic, that every good bully squad is a SWF and every SWF is an unhookable bully squad. That's a fallacy.

  • Many killers do have a secondary power mode via add ons.

    Myers has his mirror add ons that turn him from a rampaging instadown killer into a super stealthy, all-seeing, hit and run ambusher.

    Spirit has add ons that allow her husk to work in the same way as the Dredge's remnant.


    They could expand on these concepts a bit for other killers whose add ons maybe aren't so versatile.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031335#Comment_3031335

    Before you, I've never heard of a player staring to play survivor, seeing how much work there is to unlock builds, and just going "whatever, I'll just randomly play and level characters whenever I feel like it."

    Every single person I've ever seen star the game, and it's a lot, has gone through one character at a time unlocking teachables.

    Just because your idea of progressing in a game is closing your eyes and throwing darts and seeing what you hit doesn't mean everyone is that directionless and wasteful.

    Don't saboutage your own gameplay then act like everyone who comes after you is going to see a huge benefit from the new system because you assume they all can't think through how to progress the way you couldn't.

    I've never seen a survivor start playing this game, and treat it as a career, planning their every BP spend, and refusing to attempt to even enjoy the game before they've unlocked every perk available.

    The game is playable, and enjoyable, without every perk unlocked.

    I've been playing for a little over a year now, I've only just got to a point where I have characters that have nearly every perk unlocked.

    However I managed to level all my survivors to 40-50 some time ago. As I said, its the bloodweb RNG that held me back.

    With this change, a new player can have every perk unlocked on every survivor (so that they don't have to only focus on one) in much less time.


    I feel like you're doubling down on a flawed argument here in order to save face, when you really should be conceding that this change isn't actually the antichrist and has it's pros and cons.

  • There's still one more day left on the anniversary event. So they probably want to wait until that ends before they start the PTB. So that neither theirs, or the players attentions are split.

  • @MrMori said:

    One thing that I know for certain is I'll probably not spread my hooks much after this change. I've been going out of my way to hook everyone once, but with no bonus for this I'll just go for whoever I find without seeking out survivors I haven't hooked. I think a 12.5% bonus per unique survivor hooked would be great, just like survs would get 12.5% per 50% gen progress completed or hook rescue/flashlight/pallet save. You can safely add this on top of the queue bonuses, maybe even make the 100% bonus less frequent and only for the biggest disparities in players per role.

    It wouldn't be a bad idea to give BBQ a bonus like the other perks with BP bonuses. Basically each survivors first hook would give double Sacrifice points, meaning even if you don't get a 4K, you've still got an extra 500 per survivor.

    It would maintain the effect of hooking unique survivors, and give a bonus, without screwing with the meta by making it essential for a double total score.

    Meanwhile give WGLF double score events for unhooks and protection hits.

    This would still help with the grind, as it would be easier to reach the maximum 8,000 BP per category, without sweating for a 4K or without securing 3 unhooks, 3 heals, 3 gens and 3 stuns plus an escape. but as I said, it wouldn't increase past the 32,000 maximum so you wouldn't be pressured to run them just for the BP.

  • The pinhead's cube idea wouldn't work with multiple Hexes, imagine if you had a full Hex build incl. haunted grounds, you'd get all 5 totems in one small area.

    A 30s corrupt-like effect would probably the best option at this point.


    Personally I think Hexes should have been reworked a while ago, instead of each one spawning one Hex totem, every totem in the game contributes towards it as 1/5 of a token. E.g. Hex: Ruin, generators automatically regress at a rate of 50% for each totem on the map, maximum of 250%. etc. They could all be lit from the start, but as they get cleansed the get dimmer and dimmer, until 2 remaining totems are barely perceptible and when there's only one left there's no light at all.

    But, it's way too late for that sort of change, they would have to rework way too much.

  • Up the Ante stacks, so if all 4 survivors run it, with Slippery Meat, they each get a 40% increases to unhook chance, with 6 unhook attempts. That's essentially guaranteed self unhooks.

    If it was changed to repair progress, then there's no way it could be allowed to stack. It would likely become meta, but because it's meta, multiple survivors would end up running, and wasting it.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025155#Comment_3025155

    maybe, but they should have implemented it as a basekit feature... for your logic then prove thyself, beast of prey, thrill of the hunt and no one left behind should have their bp bonus erased... (despite those perks won't gave you more bp after the trial but they'll increase your bp earned DURING the trial)

    The opposite, they should apply those types of BP bonuses to more of the healthy perks they want players to run. They give you a bit of a boost and make it easier to reach a higher score, but they don't break the 32,000 max, so they're not essential to the grind.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025044#Comment_3025044

    In my book this isn't basekit at all, they just incentive more playing killer/survivor based on the role that needed to be played in order to have a short queue, this isn't a thing that they implemented due to the bbq and wglf rework...

    Not entirely no, but it has the same effect.

    You will find that during peak times, you will invariably get +75%/+100% to the killer role. That's basically a basekit BBQ.

    Off-peak times will be more variable.

    It won't effectively round out queue times, because the reason why peak times are so survivor saturated is because that's when SWF are available to play together.

  • Playing without Crossplay severely restricts your matchmaking pool, because it's not just limiting you to players on the same platform, more often than not it's also limiting you to 'players on the same platform who also have Crossplay turned off.'

    I play on PS5, Crossplay on, and I get PS players fairly regularly, I'd say about 40% of the survivors I match with or against. That's not to say 40% of games are all PS players, every game is a mix.

  • Because these skill checks are legitimately hard for new players.

    I remember it took me a week before I could even think about taking Tactician off my loadout. Now I'm regularly hitting great skill checks.

    That first week the game felt incredibly oppressive. I couldn't loop, I didn't know my way around the maps, killers seemed to find me instantly and kill me within minutes. If skill checks had been any harder, I might have just quit right there and then.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031242#Comment_3031242

    MOST new players don't drop millions of points for no benefit, YOU are the outlier going about things in a strange way, not the norm. Just because you chose to do something incredibly inefficient doesn't mean you should be taken as the point to balance the grind around.

    And again, I feel like you're just making up BS to make your own point. If you're doing anything resembling efficient perk unlocking, your first 'main' can unlock all the default perks by around level 50 anyway, so any new teachables you unlock can be obtained on them instantly. The only way you need "200 wEbS" to find a perk you want is if you were leveling up a new character to main after already unlocking 16 full characters worth of teachables, hardly part of the new player experience at that point, just random griping about how the bloodweb works that isn't relevant to the conversation at all.

    https://forum.deadbydaylight.com/en/discussion/comment/3030954#Comment_3030954

    This is completely right. This is how most players would progress the survivor side and the grind has been increased by 25%. On the killer side it's better than before because maxing out all the characters actually has some benefit, but takes an immensely long time to pay off anyway, needs to offset the 25% increase on the survivor side, the halved rate of bloodpoint gain, and by that point even when you're seeing a benefit it's been a miserable ride to get there.

    I wholly believe we're going to see more new players quitting the game early than ever before because they've been completely snubbed by this change.

    I think this is incredibly disingenuous.

    Most players do not math out their most efficient route to spend their BP in order to get all perks on one character from the moment they start playing. They simply want to start playing.

    They'll try out different characters, get a feel for the game first. They'll maybe ask what the best survivors to start with are and level up Claudette, Meg and Dwight, and then they'll branch out, maybe picking up David, Bill and Laurie for the meta perks everyone is telling them to run. But then they'll have a bunch of survivors with a mismatch of perks, and in order to use the right perks they'll need to play a bit of each survivor.

    They might have to play Meg because she's got both Sprint Burst and Borrowed Time, plus a bunch of BP offerings to use, so they invest some more BP into Meg to round her out into a viable survivor. But then it turns out Meg doesn't have Self Care, so they go and play a bit of Claudette, invest a little BP in her to make her viable, and what do you know! Claudette has Dead Hard now! That's much better than Sprint Burst! So on and so on until you end up with a bunch of survivors with more than 50 bloodweb levels.

    This is how normal players play the game. Levelling survivors is, was, an organic process, not a regimented BP spending protocol. If this is how your robot brain works, YOU are the outlier.

    And with how teachables are now unlocked, this process won't be afflicted by bad bloodweb RNG forcing you to play certain survivors because of their perks. NOW you might be able to follow a more efficient levelling regimen because all survivors will have all the perks you've unlocked. NOW you have that freedom.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030543#Comment_3030543

    And again, you're looking at it from the view of a player long past the point of being hurt by these changes.

    New players don't max out 6 different characters while they still have teachables that they're trying to collect and content they don't have access to, and those are the players who the grind just got significantly longer for.

    The selfish attitude of some players, that a problem isn't a problem if it doesn't affect them specifically, is frankly disgusting.

    "New players don't max out 6 different characters..."

    I did, that's the point.

    I didn't just play one survivor when I started. And sure it sucked not having all the perks I wanted on the survivors I wanted but I made do with what I had.

    In fact, you know why I didn't just stick with one survivor?

    Because bloodweb rng meant the perks I had unlocked didn't appear on the bloodwebs of the survivors I wanted to play!

    I would have gladly used tier 1 BT on Jake if he had it, but annoyingly it took about 200 bloodwebs until it appeared for him, so I had to use David instead. And so on and so on.

    That's not going to be an issue for new players.

    Also, new players won't need to make a beeline for David/Bubba to (hopefully, if rng allows) get WGLF/BBQ in order to maximise their grind.

    So don't twist my words and give me this "selfish" #########. I had to put up with a terrible system, the new system is better. Period.

  • @bittercranberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030569#Comment_3030569

    teammates werent looping, just jumping in front of me to body block because even they realized it was extreme.

    but why should i accept this every time i want to loop? instead i have to play like a baby survivor in order to not tilt killer.

    Sounds like you need to play some killer yourself.

  • Victim of your own success. If the killer knows you're a good looper/difficult to catch, when they do, they're not just going to let you go.

    You don't get to go free if you ran the killer for 5 gens and then got caught. You still got caught. If you wanted to go free, you wouldn't get caught.

    I don't suppose you'd just let a killer hook you after he demonstrated their skill at downing your team mates quickly. You know, to reward the killers superior skill?

  • @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030096#Comment_3030096

    if you want to max out just one character,

    isn't that how most survivors play?

    You need at least 6 characters to make new system worth it and you are going to need twice more games with BBQ nerfed.

    No?

    I have about 6/7 survivors I regularly rotate between depending on who has the envelopes and party streamers, and I play survivors who have a daily ritual.

    Three of them have now got just about all perks, not that they need them all, because survivors can manage without any perks. I've escaped with crap like left behind and desperate measures on characters just because that's all they had.

    And BBQ is made up for by the role incentive bonus. Which I just told you on another topic.

  • @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030482#Comment_3030482

    You mean for only one role (probably killers) and it's between 25%-100%?

    That is supposed to replace perk that I can use every game for 100% unless I screwed it?

    Yes.

    BBQ has a 42% use rate, and isn't guaranteed to get 4 stacks.

    While WGLF is used 11% and is even less likely to hit 4 stacks.

    You'll likely be able to get 100% as killer during peak times, without wasting a perk slot.

  • @Zexbunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030099#Comment_3030099

    We need devs to respond to these concerns tbh. This reduction isn't as helpful as they think because of their removal of the bp bonus on two fairly consistent perks

    They should either:

    A. Give the bonuses at basekit, not attached to perks

    B. Increase the max bp earned each match, and increase points for actions overall.

    Or

    C. Decrease cost of all items by 2000 points

    One of these would compensate for the loss of our bp perks

    They've done A.

    It's the new role incentive bonus.

    I've already explained why in about 10 other identical topics.

  • Do we need a new topic for this every 15 minutes?

  • @[Deleted User] said:

    He's way too slow when using his remnant at loops. Basically doesn't have a chase power against good players. All you have to do is run to the next tile when he leaves his remnant.

    And yet that little mindgame still works for me 80g of the time

    Ideally you want the tall loops so you can hide your remnant around a cornern and make it a quick switch back to it.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029897#Comment_3029897

    I'm going to disagree. The grind is better even if you only play a handful of characters. The only issue I see is the bonus bp being removed from BBQ and WGLF.

    Which is at least partially (if not completely when you play at the right times) made up for by the new role incentive bonus.


    Also, purchasing perks from the Shrine is now much more cost effective.

  • Your "optimal grind calculations" are a little disingenuous.

    Where you're claiming that it now takes 4 levels to unlock higher tiers per character because you get perks in a 2, 2, 1, 1 pattern is unrealistic and definitely sub optimal. You'd level multiple characters at once and consolidate them so you'd get your 2 perks out of every level.

    So it's 8 extra levels per character, not 9.

  • It's marginally worse if you only play 1 character, due to having to level every character to 50 instead of 40. Reducing the individual characters grind by about a 3rd doesn't quite counteract that.

    It turns to your credit once you start investing in 3+ characters.

    Personally it's not that much of a difference because even the characters I don't play I went ahead and fave them a few more levelsn just so I could use up their event cakes or party streamers with a couple half-decent perks, so most of mine are level 50 anyway.

  • I haven't had a single bad match with him. In fact I'm regularly dominating as his, multiple hooks before the 1st or 2nd gen is done.

    Same can't be said for most other killers.

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