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Speshul_Kitten

Speshul_Kitten

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Speshul_Kitten
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  • He’s fine, it’s not like we can bully him into a corner or anything..... oh wait...

    6EB4392F-05AD-49BA-8F48-946F5EBA94E9.jpeg


  • This is what the Lisa’s in my lobbies are getting for supporting this.

    4718D531-D753-4263-813F-E0F1105D341C.jpeg


  • @Stinde said:

    They don't even answer questions about the optimization, they just ignore everytime someone asks about it. I made a thread about this same issue yesterday. I'm just not gonna play killer anymore until they release an optimization patch for console.

    That’s what I’m doing, I feel a lot less stressed too. I just run WGLF and I make about the same BP’s anyways

  • @Demonl3y said:

    Just press start and go to the party info menu. They added it into the endscreen. Now you can also see who played which charackter in the endscreen.

    This is for PC only though, again console gets seconds.

  • @OhMyWords said:

    https://forum.deadbydaylight.com/en/discussion/161609/smacking-on-hook-gone

    It was here before too. I hate it because i hit them sometimes to stop the screeches. Especially meg and laurie. It's the loudest thing in the entire game.

    Cheryl is actually really loud too when she gets hooked I actually cringe a bit

  • Yeah I’m not sure I like this change either, I can only click on the randoms in the lobby pre-game now.

  • Yes, they nerf solos so they can change SWF a bit.

  • WGLF also doesn’t give you a stack

  • @Peanits said:

    The points you received from the login reward are bonus bloodpoints, counted separately from your regular bloodpoints. You can still only have 1,000,000 bloodpoints, but bonus bloodpoints are unlimited.

    So if you have 1,000,000 BP and you get 50,000 bonus BP, you'll then have 1,050,000.

    What are the “bonus bloodpoints” rewards for?

  • Paired with Unbreakable, DS is more game changing than any other perk in the game. It does need some fine tuning in my opinion to be less abused.

  • killer hasn’t been fun for a long time. You just need to look at survivor queue times to put things together.

  • They’re both crutches that need reworking.

    Mori’s, not all but often, are used for toxic/hate reasons in higher ranks and rarely-exclusively as a way to “slow the game down” .

    In my experience, keys are often used for challenges in Tome’s, using an Escape Cake/BPS (to maximize points), or for people who keep dying every game as a survivor.

  • You can literally outplay your opponent at every single loop and mind-game but still lose the game because the gen simulation takes absolutely ZERO skill.

  • @I_Teabag_Gate said:

    5 gens left, 3 people dead in around 5 minutes and the last one gets hatch. I deserved a 4k in that game but he found hatch very fast.

    I'm often in a situation where I have to choose between letting somebody escape or wasting another 5 minutes while they pick eachother up over and over again.

    IMO the hatch shouldn’t even spawn if C amount of generators haven’t been completed. It doesn’t teach survivors anything and only promotes pipping that should not have been given in the first place.

    Also, It sucks and the devs aren’t helping the survivors on the floor with the sound bug. So that makes the game take even longer than it should because as Killer you cannot hear where they are.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328557#Comment_1328557

    I get what you mean, but the most basic on-ramp is a disaster. Consider this hypothetical conversation.

    • NEW PLAYER: So, I level up characters with BP, and then I unlock perks?
    • ME: Yeah, that's how it works, they all have individual levels and individual perk inventories.
    • NEW PLAYER: What about this Barbecue perk you told me about? That makes you earn BP faster, right? How do I get that?
    • ME: You have to level Cannibal to 35 first.
    • NEW PLAYER: But what if I don't like him? I want to level up Doctor, he looks cool.
    • ME: You have to level up Cannibal to get Barbecue & Chili.
    • NEW PLAYER: OK, well, then I'll have it on Doctor?
    • ME: No, then you have to keep leveling Doctor until you get lucky and it pops up in your Bloodweb.
    • NEW PLAYER: I have to do this for every perk?
    • ME: Yeah.
    • NEW PLAYER: What if I play a different character?
    • ME: You have to start the process over again with every character.
    • NEW PLAYER: What about that Shrine you told me about?
    • ME: It could pop up there, but it may be weeks or months. And then you still have to find it in your Bloodweb...

    I dunno what kinds of friends you have, but in my experience, a normal adult human being who wants to kick back and enjoy games for a couple hours a day in their off-time is gonna go "No thanks dude, let's just play Overwatch or something else that I can wrap my head around and doesn't sound like such a slog. Why do you like this game so much if that's what it's like??" They don't ever get to the actual fun part, because all this red tape is such an impediment to it.

    I know not every game is for every person, but DBD has a severe problem with its new player experience (like, far and beyond just the perk grind), and a healthy population of incoming players is vital to keep the wheels turning on any live service game. This scares them away.

    You understand that BBQ and Chili example you gave can be done in the same weekend right?

    What I would tell your friend is to be strategic:

    1.) They buy the game

    2.) your friends likes Doctor, but wants BBQ

    3.) Play as Bubba, get to rank 40

    4.) BBQ will show up on Doctor in the first 10 bloodwebs.

    There you go.

    This does dwelve into the topic of being competitive and I don’t want to go off topic. Having your friend go after perks like BBQ assumes that he has a mindset to play at a less casual angle, which introduces a whole different topic.

    Having a grind will NOT stop people from playing the game. Look at Call of Duty, a far more massive grind every year than DBD and yet millions of people play everyday.

    DBD has also stated in the 4th anniversary stream that more people have been playing DBD than ever, shooting down the theory that people are leaving due to the grind.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328557#Comment_1328557

    I joined early enough to not have THAT much catching up to do (just after Hag released) but even with that, it was extremely discouraging when my very first game everyone had red and purple perks while I was running literally nothing (since that's how it worked at the time). If I was just getting into the game now, knowing that people with a thousand hours aren't necessarily running everything they want? No way in hell would I have gotten into the game, and that's a shame since it really is an enjoyable game.

    I feel like the argument "it's ok to have this much grind because it's part of the learning experience" is a poor equivalency...having the perks doesn't mean you'll use them effectively, or know what's good inherently. I remember loving unrelenting early on and that's a terrible perk. But giving new players a means to get caught up without spending a ton of hours to get even a good number of options, *even if they're not all the meta options* would be helpful in encouraging people to keep trying.

    Again, gameplay balance has no correlation to grind. Skill has no correlation to grind. The sooner that is understood the better off people are in making comparisons.

    i do agree with the some of the second part of your statement: “having the perks doesn't mean you'll use them effectively, or know what's good inherently.”

    That much makes sense, I just hope people don’t actually believe poor matchmaking is an excuse for an easier grind.

  • @Rydog said:

    I've written way too much about this in the past, so I'll try to keep this short.

    DBD's perk grind is an absolute repellent for new players. I suspect that the game's mercurial peak player numbers over the years are partially a testament to this, and anecdotally I have had several friends stop playing quickly because it's an enormous Sisyphean climb. I mostly think DBD's progression system is pretty healthy with the exception of how perks are unlocked.

    It wouldn't be so bad if each individual character wasn't so ruthlessly siloed -- like if, say, when you unlocked a perk, the game put it in every character's inventory instead of making you roll the dice with an absolutely insane number of bloodwebs. The current prestige system implementation is a big part of this problem, as there would be a lot of room for workable, non-siloed solution if the game wasn't built around nuking your entire inventory on a per-character basis.

    The sheer quantity is a big part of what makes a lot of players' eyes glaze over. We're closing in on 70-80 perks per role as of the Silent Hill chapter update, and they somehow still have 3 ranks each, so even if you don't want absolutely positively everything at max, the long view is still really intimidating. Explain to a player what it takes to get some diverse and competitive build options on just a single character on one role, and most of them are going to lose all motivation and curiosity about this game, because it quickly starts to sound like a second job just to get to the fun. Those of you who would counterargue with "You don't need perks to do well," yeah right -- tell that to the brand-new player who immediately starts getting matched with and against red ranks, and see how much benefit of the doubt they give you.

    The threshold for unlocking teachables needs to be much lower, considering that we're about to have 42 characters in the game. And, there flat-out needs to be a way to target specific perks, as opposed to churning through 70 bloodwebs before you hit that first rank of Barbecue & Chili. My dream scenario would be to truncate perks into single-ranks, completely divorce the perk economy from bloodwebs, and turn it into an a la carte system (and one that functions across multiple characters and not just one).

    Players here who try to defend the current grind have lost all perspective. As I type this, I see the following recent comment from @Speshul_Kitten -- "More people need to understand [that the grind isn't all that bad]. I feel as people just look at the game and see a massive grind that they feel they have to go through. That is not the case at all." You have to be able to step outside of your personal play experience, disregard your current knowledge base about the game, and think about this from the viewpoint of someone who is evaluating whether this game might be worth their time. This kind of grind is going to scare a normal, average person away; they're not going to give it a chance if all the initial warning signs are telling them to stay far away. And even if they do, it's still really bad. We've all just learned to love our captor, to varying degrees.

    So much for keeping this short! I'm sure I will definitely have much more to say in this thread. Oh boy. 🙄

    I know that your opinion is 100% against the current grind and believe me I understand. However the way that most people, including yourself, who have complained about the grind is looking at it as a means to no end.

    This is exactly what I’m talking about: “tell that to the brand-new player who immediately starts getting matched with and against red ranks”-Perks will not teach skill. In fact, this in my opinion is a poor example of why the grind should be reduced.

    You expect too much for someone who just picks up the game. If everyone had access to meta perks or the perks they want, they would not learn the game as it’s meant to be learned which the less competitive perks allow them to do in the first place.

  • @Chewy102 said:

    The way I see the grind is that isn't isn't all that bad.

    Grinding for perks can be hell if you want and ONLY want a single build. But if you open yourself to use what you got and attempt to break out of meta. Then the perk grind isn't all bad and can be a good thing as it gives you options you'd otherwise never think you had. Plus having a perk grind builds your core gameplay skills. And building those is never a bad thing.

    Grinding for cosmetics. Shards at first are not easy to earn. But as you level devotion they flood in. NO where near fast enough to kit out multiple people, but you should be able to get what you want in a timely manner. If I can get the 2K shards to dump for blood points through the shrine, then it shouldn't be hard to save up for some nice fashion over 1-2 weeks of off/on gameplay. Again, you aren't gonna get full outfits. But should be able to get a part here or there to make a look of your own. And I find mix/matching parts to be MUCH better overall as it can really be of look of your own.

    Grinding for Killers/Survivors. I never bothered with this and chose to support the devs by paying for what people I wanted to play as. So far I have bought all DLCs with cash outside of Headcase, Charity Case, and Ash himself. It's my opinion the devs earned the money and so I gave what I could afford over the years. Needless to say I don't have any say in the grind for people when I never ground for them.

    Overall. DbD's grind is only as bad as you make it out to be. If you only want a certain thing, then the grind is going to be pure hell. But if you are more open to options, then there almost isn't a grind at all as you will be earning new stuff constantly while you play. And if only takes raw gameplay as well unlike many other games that need you to farm certain resources to certain unlocks. That quickly makes gameplay a chore as you can't really do anything but farm those exact things to get what you want.

    DbD though, just play the game. Play it any way you want, using anything you can, or as any role you choose. Sooner or later you'll get where you're going. Or if you want, pop a bit of cash for what you want now.

    DbD is only $20 base before going on sale. That $20 gets you a good bit to start with and has vastly more potential gameplay compared to some other games who charge the full $60. If you spent an extra $20-$40 to match those other games, you'd instantly unlock just about everything you could ever want outside of perks.

    More people need to understand this. I feel as people just look at the game and see a massive grind that they feel they have to go through. That is not the case at all. Well said though 👏

  • @JustCats said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328295#Comment_1328295

    I think part of the problem is this notion that this is a "highly competitive" game. It's 4v1 balanced to where the team of four is supposed to win if they don't royally screw up multiple times. The killer is there to make it fun and punish the mistakes. If the killer was meant to have an equal chance at winning the game they wouldn't have things like looping or being able to run so many second chance survivor perks. Plus you can party up with whatever rank you want - I mean, there's no point in pretending like this is some sort of e-sport. It's just a fun game.

    So what's the point of the grind? Usually a game's got DLC and microtransactions, OR a heavy grind, and you choose which path you want to follow. This game has both, for no discernable reason, with the choice of "pay to win PLUS a grind" or "grind PLUS a grind."

    I don't see any harm in opening up all the teachables at rank 1 to everybody from the start - for the DLC you own. Keep the slow shrine drip for the rest, and grind the bloodweb for higher perk ranks. Not sure what the point of the current system is.

    I can see you haven’t been around long enough that the devs don’t balance over “highly competitive.” In fact, most of the game’s balance is around Green and Yellow ranks. To help you better understand what the intentions of this game are (which is not to be highly competitive) I will put this in the words of the devs: “the goal is 2 kills to 2 escapes”

    Whether you agree with this notion or not is beyond the facts.

    With that being said, I respect your opinion. However, I stand by the grind and don’t believe it’s any worse than many games out there, nor do I believe that all perks are necessary to grind in the first place. The grind is only as big as the player makes it.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328283#Comment_1328283

    See the comment below yours for why I disagree with that logic.

    https://forum.deadbydaylight.com/en/discussion/comment/1328285#Comment_1328285

    I wholeheartedly agree with this. I started the game shortly after Hag came out and was met with people with all perks when I was completely new to the game. It felt daunting, and as someone who bought the game initially to play killer, I was in the same boat. I can't even imagine how bad it is for you currently just joining now. All I can really say is it does get better - and the upside to it is playing without the meta perks helps you to not rely on them, which actually does make you a better player, even if you get curbstomped a good few times getting there.

    That’s fine if you disagree, it’s a two way street. As a new player, yeah it’s a tough grind, but I don’t think players realize they don’t need every perk in the game, you can have good perks without making out a bloodweb.

    If you want to be highly competitive in this game, then yes, expect to work for the builds and perks you want on multiple characters.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328261#Comment_1328261

    The problem is it at this point takes objectively more BP to get all perks at P0 than it does to get a P1-50, and probably isn't too far behind P2-50 (I'm not mathing that out like I did the perk grind though as that'd have too many rarity-based points of variability). Seeing as the 50 bloodwebs are the largest, and it takes 76.5 level 50 webs for killers and 88.5 level 50 webs for survivors to get all perks T3, 100 non-level 50 webs would ultimately be cheaper than doing that (though at some point you'd need to grind the almost 100 webs to get the rest of the perks)

    Edit: for some reason the forums posted my response before it was complete.

    Yes although that maybe true, if the grind is really that much of an issue, start with the perks you care about most and reach those specific survivors to the perks unlockable level. Pnce you make them teachables, apply them to the survivors you’re more inclined to play as. Remember you don’t have to max out all your survivors as they are just reskins.

    For killers, I started with the ones I thought were more useful, grinded them to the level of unlcokables I wanted and taught them to the killers I was more likely to use.

    If you want to continue putting bloodpoints into those characters than you’re free to do so, but you must realize there are more efficient ways to get what you need from the grind.

  • The grind is better than it’s ever been. This game is intended to be “grindy.” In fact, every year Call of Duty has a “grindier” game than this one is. The point is that people are expecting to get everything they want without the willingness to commit the extensive time to it.

    Also, you have access to the shrine which allows a select amount of perks that can be purchased (up to 4 every week). I remember before I had everything maxed out I would save my shards for the perks I really wanted, I believe it was even more difficult to get them before the shrine rework.

    That being said, if you want to P3 max out every survivor, that’s a different story. However, that is even optional and not needed.

  • The only things stressful about survivor are 2 things:

    1.) Latency

    2.) Solo queue/Potato teammates

    Playing Killer takes so much more energy out of you, you can literally have 15-20 second chases and gens will STILL fly.

    I play survivor if I’m looking to relax more, I’ve dropped how much Killer I’ve played significantly since the Ruin nerf.

    That being said, I completely understand where you’re coming from.

  • i don’t think these will work as long as it’s the same character. Legendary skins are for different characters sharing the same bloodweb.

  • @LordGlint said:

    By "certain players" do you mean GOOD players? Is this Tru3's new way of saying every survivor he faces is "Optimal" again?

    ”good” is a very ambiguous term in DBD, so no, I don’t think that would be the right word.

    I will give you the name of the video if you’d like to watch it, I think it’s uploaded to YouTube by now.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/157584/is-new-mmr-active-already

    People can claim anything. Even if it’s someone with a big audience, they’re just as likely to be mistaken as anyone else. Until the devs announce that the new MMR has been rolled out, I’d take anyone claiming something like this with a big pinch of salt, especially someone like Tru3 who often exaggerates.

    I wasn’t sure if he had prior knowledge as he is a Fog Whisperer and May know things that we do not.

  • M&A, PGTW, Corrupt Intervention, BBQ

  • @ActulCasul said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317840#Comment_1317840

    Nurse feels like s tier against plebs who vault and drop pallets and then u run into double ooo squads on coldwind or yamaoka and realize just how much distance is gained from a missed swing or one good juke

    I’m not saying your list is wrong, I’m saying with 5000 hours in the game and over 10,000 kills I disagree with most of the higher ranks you’ve chosen.

    to respond to your comment about double OoO and Yamaoka, every Killer that is higher tier will have more of a challenge on different maps/layouts as RNG is always going to be a factor no matter what killer or survivor is playing the game.

  • @idekanamelol said:

    I really like this. People don’t realize that nurse isn’t as overpowered on console. Also doctor is the easiest killer ever on console. I’d like to see demogorgon up one though but it’s all opinion. Overall good list

    @idekanamelol said:

    I really like this. People don’t realize that nurse isn’t as overpowered on console. Also doctor is the easiest killer ever on console. I’d like to see demogorgon up one though but it’s all opinion. Overall good list

    Nurse is S Tier on Console and Wraith is definitely A-B Tier if you play him correctly. Maybe you just haven’t ran into them considering they require certain skill levels to play optimally. Here are some messages I get from survivors.

    650BF1A7-FB4F-4BD4-8B20-684B913CB698.png 7A8C1886-0B05-46F2-AEC3-F1D7D88C3CDA.jpeg


  • That’s crazy tough game, how about a new skin this week and every two weeks though?

  • It just sounds like you haven’t adapted to the newest killer yet, thus bringing you here.

  • @Demonl3y said:

    Just because they are SWF and use these perks it doesnt mean you cant beat them.

    They still have to be good.

    SWF is useless if you arent good and cant coordinate.

    However, when they can do all of the above, no killer at any skill can defeat the most optimal SWF teams. That’s the problem.

  • It gets in the way a bit when you become more experienced because it’s something else on the screen that you have to pay attention to/focus on. I played Nurse back in 2017 and have a few thousand hours on her for Xbox now. With that being said, the real problems with Nurse are:

    1.) Dead zones

    2.) dead zones

    3.) 99% charged blinks

    4.) dead zones

    5.) the damned recharge bar no one asked for

  • Do players who’ve had P3 since 2017 have the same or different rewards? Also will players who have all characters P3 maxed out receive a bonus in some way?

  • On the latest Q&A stream, the devs said they’re working on ideas that would change the way Mori’s work.

  • In the words of Tru3Ta1ent, who I somewhat despise when it comes to balance ideas, nevertheless I agree with this, “It’s not possible for me as Killer to win 12 chases every game at high ranks-do you think Clown can win 12 chases on Asylum? I have to camp or tunnel to win, I have no other choice.”

  • Here we go. Judging from “your experience” it is clear that you do not remember, we’re absent, didn’t start playing until after the new rank reset, etc., that queue times were already bad before the new rank reset-new rank reset made only made them worse.

    You could still wait In a lobby for up to 5-7 minutes queuing up as survivor only to be dodged/unable to reach host, etc.

    So no I absolutely disagree with the “not enough/lack of killer argument” who do you think you run into as survivor more often, a red rank killer or something lower?

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278521#Comment_1278521

    Queue times have been bad long before Ruin got nerfed. We can all say words but what meaning do they have?

    Load up and play some high rank killer games maybe you’ll find out :)

  • I think they said they don’t have plans to implement dedicated servers in Russia but plan to improve matchmaking in general

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278193#Comment_1278193

    Why would they give up during this time period? They got a lot of neat QoL changes recently.

    Queue times have been bad since long before “this period.” Your understanding of this can be from either your tenure in the game or by simple research.

  • Good one, meanwhile I can find a lobby as Killer in 0.0000001 seconds compared to a 10-minute queue time as survivor-which can only mean 1 thing. Way too many survivors, not enough killers.

  • It’s probably because a lot of killers have given up on this game. Look at your survivor queue times..

  • If you’re an experienced player and/or have experienced friends you’re playing with, survivors will often use these loud noise notifications to distract a killer who is in a chase.

    It’s actually a viable technique to use against Spirit as she relies mostly on sound to find the survivor while she is phasing.

    cheers 🥂

  • @EvilJoshy said:

    And despite all these killer sided buffs, there is still hardly anyone playing killer. Sounds to me like they havent fixed the real issues yet.

    Exactly. Queue times are any better at all-if anything these changes weren’t convincing enough to the killer community to endure the stress related to the killer role.

  • It’s literally a game changing bug

  • generator bug is back for killer, when vaulting as legion you get stuck at Windows, and Bill’s chainsaw was never fixed

  • If you’re a good survivor this change hardly affected you as you would have not relied on infinite’s to save you

  • prestige or don’t it’s just the amount of time someone is willing to commit to the game, IMO yes they should be rewarded a bit more. If you havent gotten to prestige well just get over it you’ve spent your time elsewhere.

  • This has been a bug for MONTHS it is a complete game changing bug, why the devs take so long to fix this is one of the reasons I don’t play Killer as much anymore.

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