SkeletalElite
SkeletalElite
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@Annso_x said:
https://forum.deadbydaylight.com/en/discussion/comment/2889219#Comment_2889219
Skill checks while bleeding out is a big no from me. It means you'd have to stop recovering or crawling to hit them, which is very bad, also there's no way i'm spending 4 minutes hitting my spacebar
I think it'd be better if you just bled out faster if you're the last survivor or all the survivors are slugged to avoid killers just wasting your time for the sake of it
either this or make it so a survivor which has recovered fully gets the option to hold right mouse button to increase bleed out speed to 4x
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I made mine
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None of htem are particularly mechanically skillful but there is a risk reward and general strategy component to sprint burst that makes it more skillful. Do I waste my sprint burst to get somewhere quickly or do I hold it in case I might need it soon? Should I leave this interaction early so I can have a 99 sprint burst ready and go somewhere else or do I stick around and finish this interaction but be forced to either walk or waste my sprint burst afterward?
Overcome is probably the least skillful, just play normally except when you get you fly halfway across the map with your boost.
After that probably lithe or BL. There is somewhat a strategy component to these perks when it comes to positioning but for the most part they're pretty simple.
Probably head on/smash hit next. Head on because you gotta get in the locker without the killer knowing or its pretty much useless. Smash hit because there is a mind game/skill component to fishing for pallet stuns. It is risky to fish for pallet stuns though which is why almost no one uses it when they could just throw on any other exhaustion perk and just play safe instead.
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I made a post a while back about breakable walls that could go in tandem with a nice rework to keys and toolboxes, the gist being you can use toolboxes to build breakable walls, and not all breakable walls spawn built and that keys could consume a large number of charges to vault through a breakable wall.
As for maps I'd really like to see functionality on them inverted, you channel the map to add anything near you to them and things that are being tracked by your map are visible at all times. Maps track totems, hooks, gens, vaults, pallets, and breakable walls by default. Addons and higher rarity rainbow map can be used to add some items as pre traacked at the start of the match. For example the rainbow map can start with 1 totem tracked and there can also be an addon that adds an additional totem pre tracked at start.
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It will absolutely make it more effective on fast killers. Killers like blight and nurse can easily get a down before kicking a gen and only kick a gen AFTER getting their down, which basically negates a big downside of this perk, which is that you need to waste time kicking the gen while the survivor gains distance.
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I would only want them to replace DCs in public matches.
100% if a survivor DCs, having a bot that might occasionally do a bit of gens and run away from the killer in a straight line would be better than having literally no one, and it allows the killer to get their bbq stacks.
If a killer DCs I wouldn't be opposed to them being replaced by a bot, but given that they are the only player on the opposing team I think it would also make sense to not replace killers who DC and just continue to end the match as it does now.
Custom games should absolutely have bots so that I can test stuff out
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yeah ormond is pretty bad for sadako.
Big open map with good visibility so you cant really hide, really spread out generators and survivors typically spawn split up. Strong central main building with a couple god pallets and a god window + a couple decent pallets/windows.
Edge of map has a few loops where sadako shines like the snow pile ones, but other than that they're all gyms or decently large loops where her power doesnt help much at all.
Might honestly be her worst map. Not 100% on that, but maps that are typically really bad for other killers like RPD she handles pretty well with her teleports and stealth. Maybe cowshed or badham are worse though.
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They should just let survivors who are fully recovered hold right mouse button to accelerate their bleedout speed to 4x so you only end up being slugged for ~30 seconds it takes to hit full recover than another ~50 seconds for your bleedout to fully drain.
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The survivor range should be slightly bigger than the killer range. Like killer within 16 and canceled if a survivor is within 20 or 24.
But this could be a decent idea otherwise.
I'd prefer if camaradirier kept its current effect, but automatically triggered when you're about to stage on the hook and also gave other survivors an indication you have it. Something like your aura appears yellow instead of red when you're on the hook and have this perk equipped.
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I think it might end up being enough. In terms of time spent healing its slow enough that it's only a little bit faster than self care now considering you have to spend time setting up the totem, and after you get injured running to the totem and then back to a gen.
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I mean the healing speed is part of it too, there's a reason not every survivor is running self care but back in the days when self care took only 24 seconds instead of 32, literally everyone used it.
It still remains to be seen what this nerf will do to it, at the very least you will have to be a little smarter with your boon placement. 14 seconds of placing a boon and 21 seconds of healing plus the 10+ seconds minimum you waste to find bones or even longer, up to 30 seconds in many cases. That means in pure action bars you have 35 seconds of time for your heal and another 10-30 seconds of bone searching. After that your entire team can heal in 21 seconds but it will probably also take them 5-10 seconds to make their way to the boon radius so that's more like 26-31 seconds for a heal.
Even if you get 3 self heals off in your boon, and you have zero travel time for those heals, only action bars and 10 seconds of time wasted finding a bone. Thats still 87 seconds spent healing over 3 heals, which is an average of 29 seconds of time spent per heal, compared to self cares 32. If it takes you an extra 5 seconds to actually find the bone and an extra 5 seconds of travel time for people healing to actually reach the totem then it takes a total of 102 seconds of time wasted to get healed which is average 34 seconds per heal over 3 heals. At that point your effeciency is slightly worse than self cares and hte only benefit the totem provides is that it's 1 perk that can affect everyone in the team.
I think it will end up being slightly better than self care. Compared to self care where you can use it literally anywhere so you have zero time waste in traveling, you get a 32 second heal everytime. If you heal only a couple times its worse effeciency, you heal 3 times its going to be about the same. You heal 4 times its better. The boons 2 advantages being a benefit to your whole team and potentially higher effeciency after healing many times. You probably need at least 3 heals in the boon for it to be more effecient time wise than self caring.
Outside of a few broken bone spots and maps like RPD or ironworks 2nd floor, this actully introduces some risk into spending time booning a totem because if you look for a totem, spend time booning it, only to heal once or twice before it's snuffed, it is a pretty bad usage of your time. It will really only start to be good effeciency at 3/4 or more heals. So the risk/reward aspect of bones actually starts to come in to play since a killer discovering your totem before you are able to get much value out of it will waste a lot of your time.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2867041#Comment_2867041
Pain Resonance is such a meh perk. The fact that people are saying it's the best shows how weak killer perks are. 15% regression, only on unblocked gens, based on if you hook someone on a hook that's only available to use some of the time, and doesn't matter at all once all the gens are done. Oh yeah, it's real strong.
It's a fantastic perk. If your perk build is a contestant for strongest in the game it almost certainly has this perk. It gives regression, it gives info, and it has good synergy with basically every other good slowdown perk.
15% regression isn't insignifcant, that is about 12 seconds of work for every single scourge hook you get.
On top of that you know where the generator with the most progress is and sometimes you will learn the location of one or more survivor too, giving you almost tinkerer like effect of knowing where the generator you need to protect is, and even failing that it at least takes them more time to get that gen finished than it normally would.
As for synnergy. It's fantastic with ruin as one of the only regression perks that you can consistently hit generators with through ruin and it tells you exactly where you need to go for ruin to do the most damage. When run with DMS you will ocasionally get blocks from it although good survivors will wise up and start letting go of gens, you still have the knowledge to go to that gen thats almost done and force them off of it to actually block it. If run with pop you can absolutely nuke the progress on a gen that's close to done if the survivors stop the regression from pain res (they almost always do) and even if they don't you can potentially just use your pop elsewhere while they let the gen lose progress from the regression.
It's not any ONE of those factors that makes it one of the strongest, it's that it does all of these things. It plays nice with the strong perks, it has a decent bit of slowdown attached to it AND it gives info at the same time.
It's an absoutely fantastic jack of all trades and you really can't go wrong slapping it into just about any build, whether it be a more info focused build or slowdown focused build because it does both of those things for you.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2873622#Comment_2873622
Except they do collect the server you login to as well as where your regional location is, they all do it. It might not showcase what you're doing, but they collect said data and that's the extent I think Behavior should be looking to acquire if you're logging into a US server from China, they should know since it's openly giving you an advantage.
They don't though.
They were audited by an independent third party, a company called PwC Swizterland to be exact, and "their conclusion was that they saw no signs that we had in any way violated our no-logs promise"
Obviously when you're actually connected to a server, that server has to know where your are connecting from but none of that is stored anywhere or accessible to any employee at nordVPN. They are based in a country where they are not legally obligated to retain ANY data.
In fact obfuscating your location is a massive selling point of many VPNs, so even if BHVR asked VPN providers and they COULD actually provide, all of them would say no.
Region locking is done by making it so you can only connect to the region you purchased them game in or making your select a region on startup that is difficult to change but it would still be possible to connect to a different region that way, wouldn't even need a VPN when playing, just to initially get region locked into a different region and bam, you play in that region even off VPN. Now you don't even need a good VPN, can use a slow one.
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Isn't there a way to work with VPN services
no, full stop. Pretty much every VPN remotely worth their salt use privacy and security as a selling point and many people would see a VPN service doing something like that as a massive reasson to use any other VPN.
That's also assuming they even CAN. Many VPNs are logless and have absolutely zero data on you. NordVPN for example only has your email address and billing information, that's it.
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I think the new changes are nice
ADdons for GF and legion both needed love (especially GF) and legion really needed that reduction to fatigue and the extra speed for chain hitting is really nice.
Obviously we haven't seen all the changes yet but if the new addons for them are good they are probably in a decent spot with these changes.
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Agi is one of the first perks ever added to the game, there is no good reason they kinda just decided it would be that way.
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@FrostyEyesSusie said:
I don't understand why scourge hooks are even a thing. It should be on every hook, period. If you already got the down, you should be rewarded for it.
Pain res is already one of the strongest perks in the game right now. Floods of rage is pretty good on certain killers, the other one I agree could use some buffs, but this isn't it. It just being a select few hooks is fine.
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I have nearly 5k hours and I quit solo queing like over ~2k hours ago. I either play with at least 1 friend, play killer or don't play at all.
Its not even comms that are the issues. I have a few friends that I don't even talk to when I play with and the game is super fun when I play with them. Playing solo is the worst though.
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@drsoontm said:
I'm not sure why Lethal has that many voices for Nurse and Blight.
You gain a few seconds to find them and get their distribution, but after that it's a wasted slot IMHO.
I'd rather have another detection perk or Starstruck instead.
What am I missing?
Its because they have the kind of mobility to start a chase basically as soon as those 9 seconds run out which translates into good pressure because a fast chase start turns into a faster down which is less time for generators to get done and youll also always be on a chase with the best survivor to start chasing at first. You're not gonna chase the dude who's at the strongest tile on the map first you're gonna go to the dude that spawns in an area that spawns pallets sparsely.
Corrupt is still probably better, but lethal is definately not a bad perk on them by any means. You'd also be surprised how often you get a literal free hit or down on someone who is AFK for the first ~10 seconds.
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On killers with regular mobility corrupt is absoutely 100% better.
On high mobility they're pretty close but corrupt is still probably better because the basically free early game pressure corrupt gives is pretty huge. With lethal you can be a in a chase pretty much instantly which is big, but with corrupt you're still gonna be in a chase fast because all hte survivors are gonna be on the move and on top of that you're gonna have survivors using their time inefficiently during the early game.
Despite this, I still use lethal because I don't really care about winning that much I just want to outplay some survivors in some chases and so lethal it is for me on my blight.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2863664#Comment_2863664
They were not problem, i am not saying they did not deserve nerf but they never killed fun. I would gladly take back old mori and old hatch for example. They were not biggest issues.
They always were the biggest issues. The only thing that changed is how often you encounted them. Back then you only saw the nuclear option every once in a while. Now you see the nuclear options every 3-4 games.
I can't remember the last time I played a match with less than 2 dead hards on the survivor team.
I haven't played against a spirit who wasn't running MD ring in months.
I don't see blight nearly as often as people complaing about him seem to but the most common complaint about him is constant use of hte alch ring addon and combining his insane mobility with slowdown perks that synergies incredibly well to create a tedious game experience.
In the past couple weeks I've personally palyed against more nurses than I had played against in months prior to her being disabled, a significant portion of which are using the bugged ranged addons that are making the nurse faster than she should be.
Given the opportunity, players can and will optimise the fun out of a game. Look at the old civ games. Before they implemented resource roll over. Any extra resoucres spent on researching something or building something over the required amount in a turn would be wasted so people painstakingly micromanaged their resource gains so that they would be as exact as possible. This provided a significant advantage but was boring, tedious and took forever, but people did it anyways. They fixed this by making extra resources spent roll over and just go to the next thing you started building or researching so there was no advantage to this micromanagement.
Something more sinister happens in DBD where the more optimal you are the less fun your OPPONENT has which is even worse.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2863646#Comment_2863646
It was. I started game at 2018. DbD was so fun for me between 2018 and 2020
I don't know what to tell you. The game has pretty much always been only fun for the side who brings the biggest guns. You go back to 2017/2018 DBD and that's moris with really strong addons like omegablink nurse. Then on survivor side you had stuff like first down DS, actual insta heals, BNPs that did entire gens in like 20 or 25 seconds, toolboxes with 180 charges, ect.
The nuclear options have become less nuclear ie. moris dont let you kill people faster anymore, a lot of really strong stuff was nerfed since then, but despite that it's still the same, the side with hte most nuclear option is the side that has the fun. Survivors got 4 DH 2 COH 2 UB 4 BT 4 DS 4 BNP and a badham offering? You're probably losing that unless you're running 4 slowdowns with strong addons and a strong killer and even then it still probably in their favor. On the flipside though if you're running corrupt, NWO, pain res, DMS with c33 and vial on blight with a macmillan offering you're probably gonna win every single match you play.
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Again? It never was lol
The game has pretty much always only been fun for killers OR survivors, very rarely both.
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I think they should rework it as a scourge hook perk. New effect,
the basement hooks will always be scourge hooks in addition to other scourge hooks on the map.
Generates 0/1/2 extra scourge hooks.
Basically you run it with another scourge hook and you will have 6 scourge hooks and also the basement hooks will be scourge hooks.
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??? you put the 2nd strongest killer in the game in your top tier and the the strongest in your 2nd to top tier wym why aren't the fun killers strong
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Sort of
There is objectively a difference between good and bad writing, but you can still find bad writing interesting or fun and good writing boring.
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@SunsetSherbet said:
In order for the grind to return to where it is now, if you removed perk tiers, it would take a full decade for the grind to return to where it currently is.
A decade
3650 days
87,600 hours
Ten years.
This game is NOT gonna be here in ten years or at least not remotely active.
Not only is that number wrong, the grind was problematic long before where we got to today. Removing perk tiers would probably buy us 3 years at most before the grind became excessive again. On top of this, the devs aren't ever just thinking a few months in advance and they're working on creating the next 3 chapters at any given time.
So why not just rework the system in a way that removes the problem completly instead of just buys us time so that it needs to be fixed again in 3 years. That's a waste of resources that could be used improving the game in other ways.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2857353#Comment_2857353
They said removing perk tiers is not as simple as selecting them and hitting the delete button. But they didn't say that it is actually difficult.
Simple band-aid fix:
Keep perk tiers internally. Change bloodweb code so that it offers you to buy the tier3 perk immediately (skip tier1 and tier2). Run a query to update the player database so that all the owned perks are on tier3. Fixed!
Now everyone is happy and devs have 3 years to come up with their great long-term solution.
They very much implied that it is not a fast or easy change. "if we're gonna spend a bunch of time on the solution, we'd rather spend that time on a permanent solution" definitely implies such is the case anyways, and without access to the source code there is no real way to prove whether that's the case or not, so I really have no choice accept to take the devs at face value.
@FFirebrandd said:
Alright so even if we are willing to give them that removing perk tiers is not feasable. Ok... fine... what about just doubling all BP gains from everything? Or slashing the cost of everything in the bloodweb by half? Those should be easy. Hell, assuming things are structured even remotely sensibly... you could do that second thing with 1 SQL statement.
"UPDATE tBloodWebNodes SET Cost = Cost / 2;"
Hell, even just putting us in a Blood Hunt until they get a permanent solution in place could happen.
That could be nice as a bit of quick and dirty temporary fix for sure and unlike removing perk tiers is almost certainly very little work (just turn on blood hunt). Definately not the best permanant solution though as it dramatically increases item/addon/offering availability so you'll see more strong stuff like MD rings, alch rings, syringes, styptics, map offerings and the likes.
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Yes as I mentioned in the other thread inflating BP gains is one quick and dirty way they could allieviate grind without a whole lot of work.
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@GentlemanFridge said:
It’s not just a solution to the grind though. It’s also the removal of arbitrary limitations when it comes to perk design. Every perk currently has to has some kind of modifier with its tiers, a substantial amount of which are negligible.
They could just make a perk:
Instantly slam a totem into the ground as killer.
And that’s all. No cooldowns, no “takes 3/4/5 seconds to do so”. It just does a thing.
Missed your reply earlier, yes that is a limitation of the current system I can agree with you on that much but they can work around it by having minor arbitrary side effects or mostly irrelevant differences between levels like CoHs whole 10% differnce from tier 1 to tier 3, or undyings oh so meaningful aura read, or the difference in the haste value of devour hope. It is one minor benefit of removing perk tiers though, the question of whether that outweighs the value of reworking the perk system in a more meaningful way, I could not say for sure, but I doubt it.
@SMitchell8 said:
What if perks were unlockable via a store which could be purchased by a lot of bloodpoints. Atleaet you can buy the ones you actually want which would smash the grind completely.
Maybe, I don't really care how they fix it. I'm just trying to help people understand why the reason behind BHVRs decision might just logically be a smart choice to the best of my ability.
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@[Deleted User] said:
"That is just 5 years of killers from now". You realize 5 years (+ some months) is exactly the lifespan of DBD right now? You're really saying this isn't a good change because it allows DBD to live the exact same time it has already lived? Also it's very unlikely this game will ever reach 48 killers, this 3 month schedule they have will stop at some point. They eventually stopped releasing maps with every chapter, it's consequential that characters will also stop being released every 3 months.
No it's not a good change because supposedly the amount of work removing perk tiers would take to implement relative to a functionally permanent solution is not worth it, as the developers have led us to believe. See my earlier reply with a quite from peanits and it's source for more on that. Also I don't think the game living that long is unlikely. Other live service games have done it, see league of legends which is now 13 years old still going strong. I can't remember where I heard this, I think it was on a McLean stream back when he was still a dev, but the devs have over 20 killer concepts drafted (but not necessarily in development) at any give time. Clearly BHVR believes the game will last long enough that a much longer term solution is worth spending time on.
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2857416#Comment_2857416
I absolutely agree that probably the most difficult part of removing perk tiers is adding bloodweb support.
But considering they have reworked bloodwebs before, can it REALLY be that difficult to do so?
You see, there is no permanent solution. At some point, the grind will always grow back to what it was. All these solutions do is cut back the current amount if grind and reduce the "maximum" amount of grind by a margin. But then again, the maximum is infinite either way, it's just that the infinite without perk tiers is 3 times smaller.
Yes EVENTUALLY the game will grow to a point where it gets bad again but ideally a permanent solution will make that take so long that the game will either A) be dead by then or B) have a problem with excessive content, something that live service games do have to deal with. Look at destiny 2 for an example of this, Bungie introduced sunsetting and the destiny content vault as a way of retiring older content to make sure the game stays maintainable. By the time the grind became a problem again with a solution like the hypothetical one I suggested, the game would have so much content that BHVR would almost certainly have to start considering changes to how they approach maintaining the game.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2857338#Comment_2857338
The bloodweb and perk tiers themselves have been reworked multiple times with some very extensive and substsntial change. And it was done without much fuss and when they were a much smaller company.
All their arguments about how 'much work' it would require to remove tiers are just meant to be non-committal about any changes at all.
But they definitely have the capability to do it.
Okay but if you don't believe what the devlopers say there is no point in giving them feedback in the first place. Either you believe they do it out of malice in which case they actively go against the community desire in the quest to acquire infinite money, in which case there is no point in requesting it in the first place since they dont care about what you think.
or you believe they are wrong because of incompetence in which case there is no point in telling them that this is better because you do not have the means to prove it.
I may not have the means to prove that you're wrong, but you certainly don't have the means to prove that you are correct either.
Additionally "perk tiers have been reworked multiple times" When? When they changed perks rarities to all be the same or made perks no ultra rare? I doubt those changes have anywhere near the same scope. As for the bloodweb changes. I assume you mean when they increased the number of perks able to be purchased from 1 to 2. We have no idea how long that change took them, or what the scope of the project behind the change was.
@TragicSolitude said:
It's really worrying that removing perk tiers might actually be a lot of work. If the game is properly coded, then everything should be compartmentalized and removing perk tiers should be an annoyance rather than a large undertaking. This shouldn't be difficult to do. It shouldn't be time consuming to do. If it is, then the devs need to really put more resources into rewriting their code and getting it optimized.
Coding is as much of an art as design is. BHVR needs to put some love into their code and hire coders, people who can read DbD's spaghetti and weave it into Shakespeare.
And perk tiers should be removed. They're unnecessary bloat. They add nothing to the game. It's not like upgrading weapons or advancing through a skill tree where it can feel rewarding; getting perks to tier 3 is a chore. It does not make the player experience better.
I somewhat agree with your sentiment here, I prefer not speculate on something I don't know a lot about, but they certainly do make changes too slowly.
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2857373#Comment_2857373
Excuse me, but how exactly is removing perk tiers this tedious job for behaviour?
Sure, I don't say it's just pressing delete, but it also can't be such a time consuming process. It's not like behaviour has 3 employees and is a small company. If they want to remove perk tiers, they can do it.
And no, the fact that behaviour is slow isn't besides the point. It's exactly the point i'm making: If removing perk tiers is what they wanted, they would be long gone. If they really wanted to fix the grind, they would have it fixed by now.
They are just too comfortable with the lack of competition so they don't go all in to make substantial changes to improve the game.
It's entirely possible that the bloodweb and progression system was not built for perks to only have 1 tier, and in order for them to make it work that way they would have to either A) use hacky code or B) rewrite the system from the ground up. I prefer not to speculate though. Unless BHVR came and explained straight from the horses mouth why it is apparently so much work I won't assume the reason.
The reason the speed they work is unimportant is because if we're going to say "if they wanted to get rid of perk tiers they could have done so by now" we could also say "if they wanted to implement a permanant fix they would have done so by now" The "just work faster" argument applies to both scenarios. It's irrelevant. Yes BHVR is slow, everyone knows.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2857369#Comment_2857369
Yes, the devs are wrong. Stuff like removing perk tiers is not difficult for a company the size of behaviour.
The only issue is that behaviour is VERY lazy. Any other game I play constantly gets changes to numbers and the META is always shifting.
Dbd, on the other hand, barely gets any change ever and we have to wait 10 years for those. If they wanted to remove perk tiers, they would be gone by next Saturday. But they don't want to, because they are too lazy.
There is absolutely zero evidence for anything you just posted other than DBDs slow rate of change (which is entirely beside the point). Everything else was pure speculation, assumption, or opinion.
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@Pukenplag said:
Oh yeah, now I realized to tell you this. No, it's not this "humongous" amount of work to remove perk tiers.
If you are a multi millionaire company, with one of the most played games out there as your product, you are more than capable of quickly getting rid of perk tiers. With the team they have, I can't imagine it would take more than a day or few more.
The issue is that they don't want to do it, because it's money and time spent on something that won't directly generate profit. Thus, BHVR uses this ######### argument of "it would take too much work".
No, it's not as easy as just pressing delete, but it's not difficult either for the size their team has.
So your argument is "no the devs are wrong, they were lying either out of malice or incompetence when they openly told us it wasn't worth the work required to remove perk tiers relative to the amount of work required to implement a permanent solution"
If you think the devs are literally just lying to you or are so completely and udderly incompetent that they cannot possibly understand the amount of work it requires to implement a new design, is there even a point in arguing about whats better in the first place? We literally only have the information they've given us and anything else is complete speculation that's not worth entertaining.
Should they have acted sooner? Yes, but I never claimed otherwise.
Do the devs work at a snails pace? Yes, but I never claimed otherwise.
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@Crowman said:
It's really weird how OP is really against removing perk tiers when it'll only benefit the players.
The devs wasting their time does not benefit players. They work slowly enough as is.
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2857338#Comment_2857338
Where's all this "effort" talk coming from? The devs haven't put effort into their game since its inception. And it probably doesn't take as much effort as you or they are implying to remove the 2 weaker versions of the perks, and keep the best ones. Until they give us an alternative solution and implement, this is still the best choice.
To quote Peanits "It would be a lot more work to remove the perk tiers than just deleting them, and so if we're gonna spend a bunch of time on the solution, we'd rather spend that time on a permanent solution, not something that's only going to be effective for a little while" That heavily implies that the amount of work required to remove perk tiers is not significantly less than a permanent solution.
Source: https://youtu.be/wIocxDbQ-9g?t=1782
29:48 if the link fails to take you there automatically
If you want a stop-gap measure until that occurs, ask for inflated bloodpoint gains.
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When I'm forcing condemn kills, every game. When I'm not forcing it, never.
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@MikaelaWantsYourBoon said:
Remove perk tiers, don't lose new players because of grind, create good time for real solution. But ofcourse BHVR won't do this.
Once again, another person assuming that it is easier to remove perk tiers as a band aid fix. The devs have publically stated, removing perk tiers is not an easy fix. It would not be a small amount of work to do. If you want a band aid, ask them to inflate bloodpoints earnings. Removing perk tiers is neither a good temporary solution NOR a good permanent one.
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@danielmaster87 said:
Removing the perk tiers doesn't solve the grind long-term. But it does solve it in the short-term, and we need it now.
Removing perk tiers can't just be "done now" the devs have literally said on the Q&A that removing perk tiers is a lot of effort that could be better spent ACTUALLY fixing the problem.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2857275#Comment_2857275
Simple: The first step to healing an injury is to stop the bleeding.
Healing such major issue will take time and trying to forcibly cure it all at once has had historically....Less then ideal results for a lot of developers who tried.
the proverbial bleed does not need to be stopped if it won't be lethal and can just have the permanent solution applied ASAP.
Even if you believe the proverbial bleed is proverbially lethal, removing perk tiers isn't even a good "band-aid" solution. Removing perk tiers would require a lot of work. If you truly wanted a temporary band-aid that could be implemented quickly the better thing would be to remove the bloodpoint cap and inflate bloodpoint earnings by 2-4x until a better solution can be implemented.
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@Bwsted said:
Removing two thirds of the grind might not be a solution, but no amount of arguing will prove that it won't AT LEAST be a massive improvement, if not even a necessary stop.
Yes but why put in the work required to do that if it doesn't solve the problem, when they could put they could put the same resources it took to put a band aid on into stitching the wound closed for good. The bandaid will rip off eventually and eventually you put so many band aids on it that the work of just stitching the wound up would have been less work than constantly slapping band aids on it over and over again.
That's assuming as well that permanant solution is actually more work than a temporary one. In reality, it may be roughly the same amount of work to solve the issue temporarily as it is to permanently in which case there is literally zero reason to use the temporary solution.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/2857270#Comment_2857270
Well then why didn't they start talking about a permanent solution years ago instead of just now? Because the grind was still atrocious back then too. But they only only started making fixing it a priority now, instead of the entire time we've needed it. So if they only care about making a permanent solution now, they should have made a temporary one earlier.
No they should have implemented a permenant solution earlier, implementing temporary band aid fixes was never the way to go about it. I literally never claimed that the devs have been doing a good job of managing the issue in the past, only that the communities go to "solution" to the problem is a poor one.
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@Pukenplag said:
Now do the math and tell me what the grind level would be in 5 years if they DO NOT remove perk tiers.
People use the argument of "it'll just grow back to what we have today". Then tell me, what will it grow to if we don't remove perk tiers?
If they spend time on a permanant solution instead of a temporary one, which is what the devs have stated they are doing, it won't EVER grow back to the monster it is today
In fact with my hypotethical solution the grind instantly be reduced to ~1500. And it would take 5 years for the grind to grow by 1000 unlocks. The grind would take 15-20 years to reach concerning levels at which point the game is probably going to be long dead for newer and better things
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@AGM said:
This is just silly. Just because something doesn't solve the grind forever doesn't make it not a good idea. There doesn't have to be one singular thing that fixes the grind; I know it's revolutionary but you can in fact do more than one thing at a time.
The transition to removing perk tiers should have been started 2 years ago as the first (and not only) step to reduce the grind. Then, two years later, they do something else to reduce the grind.
But this is BHVR, who works at the pace of an ice age glacier. So I'm not surprised that they don't give a damn enough to update the game systems gradually in a way that people actually care about in a timely manner.
You're operating under the assumption that they can just snap their fingers and remove perk tiers. Removing perk tiers takes work. Why dedicate work to a temporary solution when you could dedicate work to a permanent one? If they just remove perk tiers, 3 years down the line they have to start looking at solutions AGAIN. and spend MORE time working on solving something they could have already solved permanently 3 years prior and now a problem that has eaten work time three times in the past is rearing is ugly head again to hog more time that COULD have been spent doing something else like fixing bugs, adding new content, optimizing the game, or increasing QoL and accessibility.
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I'd like to see some BP added and occasional shards on the free track of the rift so it feels less empty.
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I might try to do it a little bit if I can try to get the killers attention early on since Im usually a better runner than my team mates or if I want to pull the killers attention off of someone who's closer to death than myself.
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@Brokenbones said:
It's had multiple bug reports be set to 'acknowledged' which means a change is very likely on the way
Not matter how "consistant" it is or isn't, there should not be a manner of playing where a survivor has a 0% chance of escaping the trial because the killer decides to not play the game
You dont have a 0% chance of escaping the trial though. You have a 75% chance of escaping. Slightly higher actually due to the small chance you have a team who pops all the gens at once and lets you go for hatch.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2853189#Comment_2853189
If something like an AFK killer being able to kill 4 players shouldn't be addressed. The I guarantee that meta perks, map rebalanced, generator speeds and boons shouldn't be addressed either.
Do you think the developers are going to be proactive with balance changes when they aren't even making the effort to address bugs.
The probability of killing all 4 survivors while being AFK is literally .3906%
The expected number of trials for that to happen is 255
Meanwhile the probability of no kills is 31.64%
2 expected trials with a variance of only 6.
Not exactly a reliable strategy, there are better ways to "grief" survivors. Just face camp them as bubba. stronger and more reliable
I don't think it's very problematic
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DH was the second most used perk BEFORE they buffed it with validation. There is no doubt in my mind that it is now the most used perk. I wouldn't believe you if you told me it was less than 50% use rate and wouldn't be suprised if it was around 70% use rate.
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there's literally nothing balanced about badham. 3 structures that have at least 1 strong window. 4 with at least 1 god pallet. All that and hte rest of the map still has decent pallets spread out all over it. With the nerf to myers house before it was disabled, badham is easily the most survivor favored map in the game. Even once haddonfield is reneabled I dont think it's as strong as badham anymore except for maybe some m1 killers that don't deal with the long fences very well.
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You wont get banned for using that. Its just a driver to make dualshock controllers work afaik
