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Slowpeach

Slowpeach

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Slowpeach
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  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076751#Comment_3076751

    Yeah, it doesn't work on Doc, I'm having the same issue and this isn't the first time this has been reported.

    It seems like multiple Archives challenges break almost every patch now. Previously, it was that Botany Knowledge challenge in Tome 1...

    Hooray Spaghetti code! It is amazing how much unrelated stuff breaks every update. I've seen some pretty... questionable bugs and testing practices in my time but this is something else. No amount of testing in a few weeks could honestly fix this :D.

  • Yeah honestly when they listed the perks to be buffed/nerfed/reworked and had all the slowdown ones there I thought 'okay we are getting a global/rework nerf of them to counterbalance the 90s gens' that's a good start right?

    Turns out no. They just shuffled which perks got used and which ones didn't because nobody saw that coming (sarcasm). Maybe not the exacts a lot of people were on about overcharge which while good I haven't seen it that often though maybe without its ptb nerf but really this 'change the meta' patch doesn't really 'change the meta' if you simply replace one set of slowdown effects with other slowdown effects...

    I like a lot of dbd, the lore, the music, the characters, the look/art etc. but the coding and balance not so much. I don't even take the game seriously (mostly play killer) and don't care if I win or lose but it's hard to be so light hearted when so many people suicide on hook for stuff like this happening to them in previous games.

    @fulltonon said:

    The problem existed since pentimento released lul

    thana buff nor gen time increase, neither of those made this gameplay... the reason for those excessive slowdowns are the stackable slowdowns perks that DID exist before this patch (which did not got buffed in any meaningful way), and the fact other regressions has been nerfed to the point those slowdowns worth more for perk slots.

    You've been repairing generator for 210 or more seconds with this specific build before, now 240 or some more? not a big difference.

    I think the issue was that the changes were meant to encourage a switch away from slowdown which never happened because they simply shuffled the perks around rather then actually address the issue. It's only a little worse true, but it's still a problem they made worse.

  • Is there any video evidence of this? DH doesn't work under deep wound or any other endurance effect but IRC you can still use it (even though it has no effect) which is the only thing I can think of which is happening but considering the spaghetti code and countless other issues I'm more then willing to give the benefit of the doubt no matter how much I hated how DH functioned before.

  • I don't but I see a lot that do. I play Gentleman Wraith and only kill if everyone is on 2 hooks and always give the last (or more) hatch/escape. If someone is obviously new (failing skill checks often, running too much, being easy to find) I generally give them a break. Played him a lot during the masquerade (and also because he looked the part) and let everyone go for that because they needed to leave with the mask.

    However Wraith isn't in my top 3 played killers anymore.

    On playing survivor though yes I absolutely agree. 95% of wraiths camp and tunnel because it's really easy to do it with them since you don't know where Wraith is and it's efficient to boot. Simple math tells you that 3 survivors are easier to beat then 4 which is why tunneling is such an issue. Another thread titled it and it's accurate. It's really on BHVR to deal with camping and tunneling because the way the game is structured, it's simply the most efficient way to win.

    However there was another gentleman Wraith I came across not that long ago who hooked everyone twice and then just rang the bell constantly following people everywhere but never doing anything harmful.

  • @Jinxed said:

    They should just make hooks akin to pyramid head's cages and be done with it, unless it's basement. I'm so sick of it.

    On the "strategy" aspect, yes sometimes it is very helpful to tunnel someone out, but I've experienced it enough at 5 gens to know most people just do it for an easy win.

    This. I think the thing that annoys me is people saying things to this idea and others ‘No this won’t work because it’ll be too easy for survivors” as if all ideas are final and a vacuum that other changes can’t happen alongside or in time, that everything has to be fixed RIGHT NOW!!!

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089526#Comment_3089526

    I double checked and I was off on the 70%, it looks like it's actually 50% is at the thickest part of the lines (i.e. the median MMRs is where the lines are thickest in the middle of the graph) and above average players beyond that would be in the 55-60+% range. It's hard to tell exactly what the weighted average over the median would be but 60% seems like a pretty good guess.

    So you're right that I was off on the 70% number. It's still a really sizeable chunk of the player base though, in the vicinity of 50%.

    https://us.v-cdn.net/6030815/uploads/JXJ2ZJOKQOUL/perkusagebymmr-survivors-fullscreen.jpg

    The other thing too is that consider that even at its lowest Dead Hard was still the third most perk (assuming some others that weren't mentioned didn't rank higher) and was used 1 in 5. That's still rather high considering how many perks are in the game. True the fact Dead Hard belongs to David who is available at the game from the start does inflate it's numbers and it's other two counterparts Self care and Spine Chill are also available at the start but unlike the other 'only available at the start' perks, Dead Hard's numbers go up, not down with MMR.

    The fact it gets as high as 50% is absolutely laughable never mind getting as high as 75% at highest mmr. Especially considering it's also an exhaustion perk and thus competes with all other exhaustion perks, in other words, it's not like self care or Iron will. You have to not run other perks to use Dead Hard, or well they don't work :D. It is utterly stunning to me that it was left alone for so long.

    Honestly considering how huge a part of the game Dead Hard was, nerfing it was always going to have earth shaking effects on the balance. Personally they probably should have been more conservative overall and I usually like my changes drastic. Shake ups are good and all but this one was always going to be massive and considering they just shuffled the killer slowdown perks around (buffed some nerfed others)... I dunno that felt off for a shake up considering they passively added extra gen time so people wouldn't feel the need to run them...

    Mind you I still think Dead Hard is the best exhaustion perk. It just can't be used mindlessly anymore.

  • I might do my own of this, on either side. Provided I can find a way to present it in a nice way like this, haven't looked into it. Still yes people who play better killers tend to be more... ruthless.

    Things I want to keep track of that weren't noted here

    - How many survivors suicide on hook

    - How many generators get done if the survivors don't win (a 3k hatch still might mean 4-5 gens remain)

    The rest is pretty good. Honestly I've been on killer more lately (I'm a killer player about 65%-35%) and I deliberately avoid hooking the same person twice consecutively unless I really can't find anyone else and even then, if I find them, I'll just let them go once. Despite this, the amount of survivors that suicide on hook and nothing gets done is just... awful. Really while I think the buffs may be a tad too much in the killers favour (mostly slowdown perks just being swapped around rather then actually nerfed) a fair amount of this is the survivors throwing tantrums about things not being the way they want them.

  • Yeah I really dislike Cenobite too. Don't believe he's OP but just today was in three people in a group but one didn't have comms. They were complaining (in text) about how much they hate pinhead because nobody does the box. Guess what happened when the two of us on comms were on hook? NOBODY DID THE BOX. Not the guy who complained or the random. Was the most hilarious irony. As I said he's not OP and I don't even hate it when people play him, but it does teach me to dislike my team :D.

    I'm always the guy who does it when it's nearing half way but if I'm on death hook it's simply a bad move for me to do it again.

  • @sonata93 said:

    The thing with GoJ is that there are some really powerful loops/pallets, but there's also a lot of dead zones (similar to Haddonfield rework). There's a lot of pallets, but only a couple of them are really strong, whilst others can be won with one mind-game.

    The worst maps by a country mile are The Game and Badham. Badham is beyond broken: it has four god buildings (the school, the main house, the smaller house with the basement, and shack), as well as a bunch of really safe pallets and loops. Not to mention it's really big and convoluted.

    This. The Game is completely inexcusable in it's current state as if the amount of pallets is justified because there's hardly any windows so really bad survivors can theoretically run out of resources. All variants of Badham are really awful too for the reasons stated.

    RPD also has big problems in it's... 'directional' flow and it's way too big. I understand the love it or hate it relationship people have with it though.

    Garden of Joy does have serious problems but I think they can be resolved fairly easily, the solution isn't basically rip the map apart and change almost everything about it. The main building is a big issue for sure and it's god windows with no negotiation. It is similar to Haddonfield in that if you're against competent survivors you are in for a horrid time almost as much as the Game and Badham, However against the majority who don't know how to exploit the map they aren't quite as bad compared to the game where it's playstyle is spelled out in big block letters with only very new players getting lost or something. For everyone else with basic mastery, walk to pallet drop, walk to pallet drop, makes up almost the entire game play.

  • Honestly I think that people who suicide on hook should be forced to queue with other people on suicide on hook or at least more likely to. It’d be pretty easy to figure it out. Ultimately no matter what BHVR does with the game balance someone is going to find an excuse to suicide on hook.

    Slippery meat and luck does exist but those perks are never used by people who suicide on hook because they only get three attempts instead of six.

  • No matter what the devs do they won't please everyone. Many people lack the ability to do things such as 'realizing things' that might happen a few months from now or understand perspectives aside the ones they agree with.

    Many threads and themes are just not worth the time and rational thought so just seek out those that are.

  • Nurse

    I really don’t think there’s a way to fix this killer without completely gutting her which isn’t fixing her. Her very design is simply not enjoyable because it depends entirely on the skill of the person using her and not on the skill of the survivor in many cases, it’s like only one side gets to play the game. If a competent Nurse wants to hit you she is going to. I think the reason there’s any debate is because there’s a lot of mediocre nurses which causes confusion and people want to keep their oppressive toy.

    Hag

    Just hate the counterplay and jump scares in general, jump scares aren’t scary just a cheap trick. Unlike nurse she isn’t a balance problem but crouching everywhere you suspect a trap is just tedious, Also the camera snapping is annoying.

    Bubba

    Complete lack of interesting counterplay if they camp and many do. Doing gens and letting someone die is basically playing a single player generator sim and that’s fun for nobody except the Bubba. In general it just leads to a lot of dull play styles.

  • Ultimately you can't force someone to play if they don't want to.

    Having said that there should be conditions but yes. Some sort of 'surrender' should be acceptable under certain circumstances and at least 4-5 minutes in. The game as it stands has far much 'do nothing and wait' even if the killer isn't being a jerk.

  • On midwitch it can work the other way. Like entire sections of the map without a single hook.

    Yes though the farm maps do tend to spawn the hooks nice and close. Lots of things to do with the maps need a look at honestly.

  • @Gress said:

    This is more of a temp fix than anything, but maybe the challenge only works on Doctor? All the perks you mentioned came out after his release, so maybe it was designed with him in mind?

    But this definitely should be something looked at.

    I'll try this but I've done a similar one before and I used Trapper (when I had fewer perks) and that worked. Considering this one is required to advance the path it's usually generic but 'favoured' to the themed killer (Doctor in this case).

    Edit: Tried with the Doctor too. Not using any scream perks. Still did not progress. I have the footage if desired but it's long with nothing because someone dc'ed at the start and I let the rest go. It just took two of them a while to figure that out.

  • @DoritoHead said:

    The Joey build is interesting, but sadly undetectable and legion don’t mix well. I like the theme though :)

    It's not supposed to :D. There's a reason they got fired from all those jobs. Any ideas yourself? They don't have to be good/effective. In fact it's better if they aren't, especially with how many people hate Legion atm. Just as long as they have a theme.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076387#Comment_3076387

    The penalty only applies to items, autodidact only activates without using items, so you get no penalty all you get is a 50% extra healing increase. On top of however many stacks of autodidact you get.

    I'm aware. That's why I said you should bring a health kit when using it so if you do need the heal without the penalty then you've got it. I meant in terms of healing speed, you get the maximum right out of the gate with Botany. Sure Auto at max is faster (I'd hope so lol) but I think I may be a little prejudice against it because I've seen it kill at least two survivors because they thought the heal would come through in time but Auto said NOPE you are still stuck here lol.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076319#Comment_3076319

    They made it negative because it becomes so OP, after you hit max you can basically 1 skill check heal people.

    I dunno... with how good Botany is without penalty (aside health kit efficiency) as well as desperate measures it just doesn't seem worth it. I'm glad some people find it fun though.

  • I think you need to run it with a medkit though because there's been a few times where a heal was not completed because of autodidact which in turn resulted in someone getting killed.

    It 'is' a fun perk I just kinda wish it was 0%/10%/20%/30%/40%/50% instead of being initially a negative.

  • Honestly the best way to purge camping/tunneling is to simple teleport the hooked survivor to a different hook similar to pyramid head (they still have to be moved to a hook they just don't stay there).

    Yes, certain things like basement will no longer be a thing and if killers need a buff after that so be it but at least explore the trade offs here for how much of a plague this behaviour is on the game.

  • Yeah sure show it at the end but not in the lobby. It's just going to cause dodging on both sides. I suppose survivors already suicide on hook for the slightest 'offence' so maybe getting it out of the way may be an okay idea but yeah nah.

  • During the Masquerade I basically didn't kill anyone during the first week because survivors needed to make end game collapse in order to keep their mask. 2 hooks and you're done. I think this hurt my MMR though because the quality of players I'm up against has dipped notably which then runs into this problem...

    I give out pity more then I probably should. If someone is very obviously new, I find it very hard to kill them. Like they need all the blood points and experience with skill checks they can get. Eliminating them from the game just doesn't seem productive to the game's health long term. I'm one guy and I know they are likely to get victimized by the next person who doesn't think about anyone but themselves but still... some are grateful.

  • For a killer like plague without red vomit, getting chased around shack is just... not fun. I'd leave too. As Plague I want to infect people quickly and force them to use fountains or run around wounded, not engage in long chases. I might try infect you but then I'd leave and let the infection do it's work.

    I admit on killer I'm not great at chasing but I've learned to pick my battles. If I see someone who's a pain to catch, I'm not going to waste time and let the others play gen simulator. That simply is a losing move.

    I mean my only suggestion is to do generators that are 'dangerous'. Ones that the killer will easily see and are in an exposed location where you don't have obvious strategic advantages. You could also do silly things like trying to blind them while they are charging you to make yourself look new but that's a bit mean :D.

  • Yeah I'm beginning to think it's not tomorrow. Really dislike the vague nonsense sometimes. They could easily choose to debunk it if they wanted if it's not tomorrow.

    I mean granted, the update contents itself are mostly good and I've been... pleasantly surprised by that but yeah, I'm not a fan of the vague information that they can bend around. I know some people act like spoiled brats if things get delayed and if you have to go back on a date but chances are they'll act like spoiled brats at some stage anyway. For the rest of us getting an idea of when things are gunna be 'changed' significantly would be nice.

  • Honestly considering the fact that Dead Hard competes with all other exhaustion perks and still had such extremely high usage? Yeah… I think it’s fairly safe to say that it’s not getting reverted. Every metric supported the fact it was overpowered and used way too often.

    The new version may still be the best exhaustion perk simply because it can be used on demand but at least now it’s significantly harder to use and doesn’t have its versatility.

  • I'm going to use it if only because it is meme status. Wouldn't use it before. Still think it's decent with surveillance. Honestly Hex perks are tricky because too strong and they are basically a luck based modifier due to the idiocy of totem spawns and the fact hexes are random. Too weak however and they are useless.

  • Honestly yeah. It should be changed to a different effect entirely or only 'aid' with healing, not actually heal. It just hurts too many bad killers as it stands now. I don't hate it that much and would be more 70%/30% for against but...

    It 'could' be reworked but it runs counter to every other boon there is. The other boons work best when chases or action takes place near them, Circle of Healing is best when used as an area to retreat to. There's a reason most of the others are niche and you hear a boon you automatically assume healing rather then any of the others.

  • @Wampirita said:

    God you must be a hella "fun" teammate to have around, omg. I'd dodge a lobby with you if I knew you were there.

    Most of those challenges aren't even a tiniest problem, they can be done as a part of normal gameplay. You don't need to rush challenges that are not specified to be done in one trial, so cleansing totems or opening chests shouldn't even be there, just have them active in background and play games normally, they'll complete themselves eventually.

    If you want to address "unnecessary" challenges, you should look at glyphs. Especially that people actually throw games for them. Yeah, they're fun side objective, but in some of them people will die to just do them.

    Man I'd delete this thread if I could now because of this one misunderstanding which I've clarified both in the edit and in several replies. It's the one trial part I have a problem with. Chests I should have removed but I more think that some people yell at team mates or complain here about others doing chests and say they are throwing the game when they are just doing challenges.

    I care about my team mates and even if they do something silly I assume trials and leave it at that. Others on this place flame to death.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052548#Comment_3052548

    They're not useless at all. Inner Healing, Clairvoyance, Overzealous, and a few others all proc from cleansing dull totems; rather than being a pure time waster, totem-cleansing challenges are an encouragement to try looking at what tools you have available to make cleansing totems worth it.

    Or, y'know, to counter NOED. After the upcoming change it'll actually be a decent tactic for doing that, though it isn't right now.

    "Must be done in one trial" is definitely a caveat that gets used a little too liberally, but almost everything listed in the original post is fine for that at least some of the time. The only problematic one is the unhooking one, that one is really unfortunate-- even getting unhooks in general is a nasty one for doing "in one trial" since there's a strictly finite number of unhooks to get, possibly none if the killer is super unlucky.

    I mention both points in the initial post. With the exception of Clairvoyance, there's better options over those two things. If they want you to run certain perks just say that. Also it only counters Noed if you get all 5. Get 4 or less and Noed still activates and now you don't know where it is. You are better leaving them and not wasting time and coming back later to find the totems you know about once you know NoED is in play. Of course a moot point now.

    @Marc_123 said:

    I have no problems in throwing games for challenges.

    Today's usual forum apathy I see. Well I actually care about other people I play with and don't want to ruin the game for them.

  • @jesterkind said:

    I certainly agree that there are some problematic challenges, but the only one of these that fits the bill is the last one. Maybe you mean specifically the variants of all of these where you have to do it all in one trial, which can be troublesome depending on which one it is, but even then not all of these are bad.

    There's tons of reasons to cleanse totems and chests can be very useful- these challenges especially are actually healthy for the game, encouraging players to maybe try different perk builds to complete them. Maybe you'd never run Small Game or Plunderer's Instinct normally, but with these challenges to complete, maybe you'll give them another look...

    Dropping pallets - even a set amount in one trial - just is normal gameplay. Players just throwing pallets to tick up progress as quickly as possible is a player issue, not a challenge issue.

    There are some awful challenge designs in the tomes, the Blood Debt one especially, but these are the good ones you're listing up here.

    Yes. I really should have specified. Only the ones that specify 'Must be done in one trial'. I would much rather do a challenge that required me to stun the killer 10 times then one that says I must do it twice in one game.

    Totems are the only ones im iffy on regardless because they are just useless. I did put chests there but eh, whatever I get they can be fun and I don't particularly hate those ones but sometimes I hear people yell at others for doing chests and I'm thinking 'could be a reason'.

    Still a lot of people yell at other players for throwing the game when in reality they are just doing a challenge.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052357#Comment_3052357

    I agree with your post, but I do not think they will change entire-win conditions to address the fun-problems.

    typically, they just add survivor second chance perks to address those fun problems. I'm surprised that there is no anti-face camping second chance perk. I'm sure survivor would use it to address their fun problems with leatherface & other killer that facecamp hooks.

    they did have chance to change base-kit aspects on survivor in the 40 upcoming perk update, but it seems like they're ok with facecamping killer gameplay.

    I don’t think they will change it either but if they don’t it’s always going to be an issue. They can give as many second chances band aids as they want, it ultimately won’t solve anything.

  • Maybe I didn’t explain properly. Most of these are when you have to do it in one trial. The only one I take real issue with that isn’t one trial is totems. Chests are alright and do have some purpose because you can get stuff but totems do not and in some cases doing them is worse then useless. It actually harms your team. I agree it’s sad but it’s also true. Blame the game for that one.

    Pallet stunning several times is fair enough across a number of games is fine but there’s several challenges that require you to stun the killer 2 or even 4 times in one trial.

    Sure doing the 10m thing to rescue is viable but some require it for 60 seconds in one trial. There is no world where that is NOT throwing the game.

    Do not straw man me though. Gens are obviously the main objective but when in one game you must do 3 or 4 of them, that’s silly. I’m okay with pallet stuns or anything other then totems honestly but don’t force me to do it x times in one game. Games don’t always work out like that and trying to force it is throwing,

    I also never use a flashlight. What I want challenges to be is less focused on doing asinine objectives in one trial and more worked on over multiple games. Most of them do this but I guess I’m doing the older ones and that just got annoying because I kept facing killers who it’s unwise to pallet stun and I had to do it twice in one game and there’s one which requires it 4 times. Yeah two it’s not a tall order but it’s one completely out of my control unless I stand under a pallet, let myself get hit and stun them and then I feel bad I’m not playing the game properly.

  • @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051923#Comment_3051923

    In the second video (without pressing play) you can clearly see a middle finger

    Lol :D.

    @Brhoom said:

    No amount of pain is greater than being left to go second stage on hook with Kindred, while also not being camped by the killer.

    Yeah. There's a lot of pain to be had in DBD but THIS is especially bad. If this happens I'll attempt a self unhook just before second stage and then allow death. Only happened twice (so far).

  • Bubba's problem isn't a balance one, it's a fun one. The counterplay is obvious but how much fun is that? It should absolutely be addressed.

    The only real way to deal with camping (and tunneling) is change the 'losing' condition for survivors (i.e getting hooked 3 times) and/or changing how hooks work.

    Anything else is going to be too intrusive or enable the unhooked or would be victim of tunneling/camping to punish killers who are not tunneling/camping.

    It'd require a massive rework such as making all hooks work similar to Pyramid Head's ability, only you'd have to still take the survivor to a hook for it to teleport them to another hook (so the entity can savour in peace without the killer watching them eat, because that's creepy) so therefore camping is impossible or at the very least, the survivors have a better chance to rescue the victim. The problem is obvious though. A few things are based on the survivor being where they got hooked so it would require a lot of effort to fix and may cause other problems. One that immediately comes to mind is that basement would be rendered useless.

  • The reveal mechanic is why I dislike playing as or against ghostface. It just feels unintuitive and silly as hell in many cases.

  • Oh and something ‘funny’ that everyone is going to just love the new system for unless they make it work differently.

    Anyone who’s got a level 50 character and wants to buy something for them when this update hits?

    ITS TAX TIME!

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050818#Comment_3050818

    There’s 6 default ones from the survivor PoV, and 3 from the killer side.

    I definitely agree on Plague needing her own, though.

    I thought 2 didn't sound right but I couldn't think of the third. Either way, unless people really wanted new ones they should attach the ones that already exist to certain killers though they aren't symmetrical so something might have to be done.

    Still if I have to choose who gets new ones the same way Legion and Ghostface did, Pig and Plague would be my choices.

  • Myers has his own doesn’t he? I think the default chase at least from the survivor side is very good for Trapper. I’ve always seen that one as Trappers. Though the chase music itself when playing as Trapper or a generic one is a bit odd because there are two variants. One them fits Trapper and I think the other is okay for Wraith.

    I’d love unique chase/terror for Pig. Such things usually come alongside balance changes though. She could use a slight buff with her crouch/lunge or something too, not the boxes, I don’t find that part interesting on Pig.

    Plague definitely needs a unique theme. She’s one of the most exotic killers from a completely different time the default music does not suit her at all.

  • Nope. Though I didn’t use it before either. Still think the perk is badly designed, a crutch and zero fun. Its simply going to be less overpowered.

    I suspect it’ll still be the number one exhaustion perk simply because it’s still the only one that works on demand.

  • Isn’t the offering that lets you see the basement at the start better anyway? If you start in the basement they’ll spawn a fair distance from it yeah? Whereas you may find someone on the way.

  • I’m fairly sure that the tutorial runs an older version of the game, presumably so the bots can function without being updated. I haven’t looked at it for a few weeks but there’s a few things that are not in the current version I’m pretty sure.

    Maybe not considering that Peanits just said the tutorial would be updated with the new one when released but anyway…

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3042698#Comment_3042698

    #########.

    I'm honestly pleased someone took the time to download and check my work, so props :P

    Hey I would but…

    1. Beyond basic math and figuring out things in my head and on top of that the exact variables in blood webs sizes per level… yeah I was just gunna take your word for it because…
    2. The loss of bbq and wglf and a forced 50k tax every so often in exchange for getting free perks on characters I may never use just sounds like a bad deal where the gains only come at the very end of the grind where it doesn’t matter

    I’m more about logic then math but the logic didn’t add up here either.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/333163/question-about-dropping-survivor

    I often have to press the drop key multiple times to drop the survivor. I think it’s just a bug, and it’s been around a long time. Imagine if Dead Hard had this same issue - I bet it would get fixed pretty damn quickly 🙄

    Yeah, I personally think that unless in an extreme situation, the killer should always be able to drop, not have to deal with children bodyblocking the drop. Honestly would love a killer that uses survivors themselves as a friggin club. Though I run mad grit almost always now because it’s funny but also has the side effect of wrecking idiots that do this.

  • @KerJuice said:

    🔔 shame 🔔 shame 🔔 shame…

    Would have rather this. Would love that nun as a killer lol. Bells of shame: Crouching repeatedly or flashlight clicking causes bells of shame to deafen and blind the survivor for as long as the nun rings her bell all the while hearing ‘Shame, shame, shame ringringringring’ Only ends when the Nun chooses it to. Even the end of the game does not cause it to desist.

    Would be kinda funny to have her albeit with a different effect.

  • I always am a little annoyed at this notion that every developer I come across feels like they must be infallible and I’ve come across a lot of developers in my time. If they are beat in an argument their response is 100% of the time is to say nothing/run away. They never ever ever admit they made a mistake because they are infallible and admitting a mistake will lead to anarchy and chaos or something. Best case scenario they make changes six months later ‘coincidentally’ but they will never admit a mistake when directly challenged especially when the evidence is overwhelming.

    As I’ve said numerous times in this thread, I actually do legitimately believe they thought these changes would reduce the grind but I think they grossly underestimated how impactful bbq and wglf are and have also focused extensively at the grind as a whole rather then the whole journey or how people play the game and what they actually want to unlock. In particular newer players are the ones who will lose out the most.

    Unlocking loads of free tier 3 perks on survivors or killers I never play means nothing to me even though in technical terms it would count as ‘reducing the grind’.

  • @TheSubstitute said:

    Win or lose I always end up with a lot of BP when playing against Legion.

    I find playing as Legion fun running around going stabby stabby and vaulting pallets. I generally play as Frank if I want to pip, Susie to farm, Julie very occasionally if I'm undecided what to do and then there's some other guy but even the other members of Legion forgot his name.

    Poor Joey. He does have his fans like me but he does seem to be the least popular. Probably doesn’t help he’s the least developed. Doesn’t even have a last name unlike the other three.

  • None but I don’t play to win. If I’m playing Trapper or something else that doesn’t down immediately I might run new corrupt.

    I think Brutal Strength + Surveillance may count as slowdown next patch considering that you get a 2.5% progress loss on kick meaning if survivors immediately touch a gen after you kick it, it’ll likely regress quite a lot. Especially with overcharge but that one is mentioned.

  • @Aneurysm said:

    You get people trying to go as low as possible with every MMR system. Interestingly enough with chess it gets really hard because you drop through the levels with particularly bad new players and reach a level where there's only other people actually trying to lose.

    Computer AI voice: 100 rated dbd. Except if the killer sees me I must stand still.

    Reference to chess simp on YouTube who does silly challenges like lose all pawns before winning the game or the enemy Queen is a Medusa and anything she can directly see cannot move.

    For those of you who don’t play chess you start at 1000 rating. To get to 100 as the poster points out I’m pretty sure you have to actively try.

  • @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047476#Comment_3047476

    Like why have the deep wound part at all? 

    So there is a reason to use his power even when some survivor are injured?

    It's what makes his power slowdown, he would suck without it. Main counterplay is stay injured already.

    Sure but it sucks. It does nothing to progress the game, it just slows it down in a way that’s unhealthy and boring which is why Legion is so despised despite being terrible against better players. Obviously they would suck if it was removed without compensation. The compensation whatever it would be whether charges of some kind or another effect should be better then deep wound.

  • I dunno I feel there’s a way to keep their design of a rapid slashing to injure intact without turning the game into a slugging match. Like why have the deep wound part at all? I feel if that was made something else, Legion would both be stronger and more fun to go up against.

    Fact is against newer/weaker players, Legion is very oppressive. They get three or four easy hits and lots of mending and time wasted. Against veterans however, Legion is laughably weak. Splitting up, playing cautiously during the frenzy and not mending until they are sure it’s over, taking full advantage of the fact Legion has no way to down people with their power so relies 100% on m1 which on some maps is near impossible or at best extremely time consuming. Unlike other m1 killers they get no assistance at all, no traps, no cloak, no stealth lunge, no bottles, nothing.

    I think if Feral Frenzy did something else or it’s slashes built up charges to do something that would give them a better chance against veterans instead of deep wound almost everyone would be happier.

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