Steel_Eyed
Steel_Eyed
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- Steel_Eyed
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If a player is struggling to get a perk on one character, I hope they properly have developed builds on several others. To have to spend millions of bloodpoints to get all perks unlocked is only a condition for players who have unlocked a lot of teachables (which if you don’t know what you’re doing, you can do prematurely with no going back in this game).
New players only have to get to level fifty to unlock everything on a character.
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I like it. They wanted to shift the perk meta and Boons/Scourge Hooks have introduced something new that people want to use.
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I’m expecting it in a few minutes.
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Balance change to address camping: Remove the two health state grab from killers. If an injured survivor goes for an unhook, that could be a grab. Otherwise, nah. Thwack em or use your power.
Survivors aren’t entitled to survive. Killers aren’t entitled to kills.
I agree that advantages of camping should be addressed so we can go back to what makes the game thrilling: chases.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2809366#Comment_2809366
Sorry, but you can't compare yourself to the other players. You spend insane amount of time on DBD, most of us can't afford and don't even want to spend that much time on this game. I am not prestiging and the grind is INSANE without prestige as well.
Here is a simple scenario that is not working because of the grind:
A new chapter is released, I buy it because I want to play the new killer. I would like to try various perk combos, try builds that various content creators suggested, etc. But it is impossible unless you spend 50+ hours on leveling up the new killer. And there are 26 of them.
Probably I shouldn't even buy new DLCs, because buying them is not enough, you need to also spend 50+ hours on it before you can fully do what you want.
“Sorry you can’t compare yourself…”
Yes, I can. I just did. And if anything my experience could teach others how to approach the grind.
Here’s what I’ve done in relation to your scenario: flush out characters you already have before moving to a new one. Even if unlocking stuff is tough in that moment when first starting a new character, you can always fall back on the characters you already enjoy that are built in a way you enjoy.
In my case I now have twenty plus viable options because of this kind of thinking (second paragraph) and when I restarted from PS4 to Steam, I did my favorite killers with my favorite perks first.
And to be clear, restating my point from above, there’s nothing wrong with going at a slower pace.
Some things need to be addressed by the developers. Some things need to be learned by the playerbase. In the last Q&A, it sounds like we’re in need of some learning.
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@FriendlyBubba said:
https://forum.deadbydaylight.com/en/discussion/comment/2809498#Comment_2809498
https://forum.deadbydaylight.com/en/discussion/comment/2809503#Comment_2809503
I was wrong, it's 10 billion bloodpoints. My bad.
You did your best.
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@FriendlyBubba said:
29 survivors = 957000000
26 killers = 858000000
total: 1815000000
one billion eight hundred fifteen million bloodpoints.
That's a lot of matches. Number is more depending on bloodweb RNG and match outcomes
And then add Ringu and future chapters.
I want to be polite.
I know the 1.8B isn’t accurate because my account on Steam stat websites shows I’ve earned about 530M bloodpoints and all of my killers/survivors are P3. About thirty of my characters (20+ killers and about eight survivors) have all perks unlocked.
@Tranquil_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2809475#Comment_2809475
That math is very wrong. The video linked above shows that you would need about 23,000,000 (as of the video date) to UNLOCK all of the survivor perks (i.e. get all survivors to Level 40). So, it's not 33,000,000 per survivor, it's more like 10-12 million per survivor, assuming A) you want to P3 them and B) you already have the perks unlocked.
It's still astronomical and ridiculous, mind you. And yes, a new player will need to spend many millions to unlock the perks as well.
Ah, now I see how they were calculating Billions of points.
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I have done the math on this!
It takes approximately 1.5 million bloodpoints to get to level fifty on a killer. There is some fluctuation to this number, usually less points but could be more. Let’s just agree 1.5 mil as an easy baseline.
If we are prestiging, we have to get to level fifty four times. Six million bloodpoints.
We can only unlock one perk per level until level forty, then two perks. So at P3-50 we spent 1.5M to unlock 59 perks.
Killer after Ringu teachables are included will have 78 unique perks. 234 tiers and have three starting tiers unlocked.
So from P3-50 up I estimate that each perk tier costs 30,000 bloodpoints (60,000 average cost per bloodweb).
234 minus the three starting teachables. Minus the 59 perk tiers unlocked getting to lvl 50 leaves us 172 perk tiers to attain.
172 x 30,000 = 5,160,000 bloodpoints. Add in six million for the four level fifty prestiges and it costs 11.2M bloodpoints to max out a character.
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I don’t mind the grind. I think there’s a couple of issues here.
1.) the grind being complained about keeps the game interesting. I do not think DBD would do as well without a progression system. The rift opens up new forms of progression and I think is welcomed for that reason.
2.) There’s no time constraint to unlocking perks on characters. Do it at the pace you want. I’ve had a Steam account for two years now and probably completed most of the content in the game. If a player wants to be more casual, be more casual.
3.) The grind in this game is in many ways self inflicted. If the player wants to prestige a character, its their choice to commit to that. If they unlock more teachables before say completing prestiges on other characters with unlocked teachables, they are making it more difficult for themselves.
I am at the end of the grind personally. Devotion 14. All characters unlocked and P3. I only have seven killers who do not have all perks unlocked, but they have most of them. Survivors I have eight with all perks unlocked.
I’m looking forward to new characters. New content. I’m practically ready for the new Tome too.
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In general - The new counterplay makes me more inclined to play her now. Her prior iteration was so one sided it felt like shooting fish in barrels. Like outplaying cause I waited at a pallet wasn’t really fun.
Now I still smash teams with her but the cheesy parts of her game are gone and I couldn’t be happier.
To OP - Don’t sleep on her greens and purples addons. They do more damage than gimmicks.
I would not recommend Brutal Strength. If a chase perk is wanted, I’d highly recommend STBFL. Also playing around pallets is still a viable option with Spirit.
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@Tr1nity said:
played “with?”
Ppppffffffffttttt
@jeremycarinio said:
are they back again? ######### the wrong with you BHVR.
i just played with a 4.6 trickster just days before, and now this?
There’s a reporting system. It’s not on the forums. I guess I’m feeling like old news is old.
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I would be okay with Cannibal's chainsaw ending when downing a survivor. He still has higher maneuverability with his chainsaw compared to Hillbilly's, which is more of a straight line.
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I think if they go the route of additional perk slots, they'd have to add limitations to use of perk slots PLUS make certain perks take multiple slots up.
IE one tracking perk, one gen regression, one chase, one end game, etc.
No ones interested in playing against Blights and Nurses with five gen regression perks.
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Twins are one of the best killers in the game. These kind of buffs (in the OP) will not likely happen. The developers explained this pretty well in the Q&A. Like it or not.
I think switching to Charlotte during cooldown would be a nice QOL change that does not make them more powerful. It leaves Victor completely vulnerable and reduces time to hook by a small margin. Maybe being able to snuff boons as Victor would be good, fair change for the Twins.
The five second cooldown is deserved. The thirty second recall is already generous and less time would result in faster snowballing, which is why they have the cooldowns they have.
@TeabaggingGhostface said:
If the twins are so powerful, then why isnt everyone using them?
Difficult to use.
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DS needs a buff. Self healing and healing others should not deactivate it. Progressing objectives or removing totems should be the few deactivation conditions.
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If I wasn’t saving challenges I’d have ten more Rift levels completed. I’m level forty currently.
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I just wish he had less add on penalties and activation requirements. Just remove them all and tone down the charge time or speed add ons.
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Nah. Watch some old Tru3 vods to see how to ‘mind game’ a Nurse.
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Have you seen Monto’s no power Oni builds? It’s some evil stuff. I think Otzdarba copied the build for YT as well.
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No. Pighouse Gloves are terrible. One of many Hillbilly add ons that knee cap him by using it.
Enduring, Brutal Strength, or Monitor? Sounds good. Costs too much. You have to M2 spam, slowing him down until you overheat for the effects to last fifteen or so seconds. It’s really bad.
There is no creative way to use it. It just makes him a worse killer.
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Get Pig to enjoy the Tome! She might still be on discount as well.
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Is it the chase or the camping?
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The best? Tombstone Myers.
The most fun? Hillbilly with Tuned Carberator.
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Survivor is harder. You can often escape and not pip. Face camp out, depip. Afk killer, de pip. It’s harder to grade up as survivor compared to killer.
Killers more difficult to play in general, but not to pip.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2801957#Comment_2801957
Considering how the community reacted to the actual game health midchapter recently, I doubt that would actually change the community's mind on things at all.
That’s a bingo. What would we talk about if there wasn’t something negative to express?
Anyways, #buffBilly.
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They are trying to get Cannibal nerfed. He’s probably going to be over performing pretty soon.
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I love those videos by him. They are very outdated now though.
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@danielmaster87 said:
I've said this from the beginning. I'd love to see an actual logical counterargument to this.
The developers already talked about this. When his new bottle was released. To entice survivors to go where the Clown wants them to go.
In my opinion, if we really wanted to make Clown oppressive: Combine both effects of bottles into one. The gas slows survivors and speeds up Clown. One bottle. One cloud. No switching.
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@icecrem55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2800724#Comment_2800724
I'm pretty sure it doesn't but honestly idk
@wimpy said:
https://forum.deadbydaylight.com/en/discussion/comment/2800724#Comment_2800724
I've checked. It is not possible to start from an epilogue that has not been opened.
I think if an epilogue has multiple challenges touching a single node, players can select those other incomplete nodes. That isn’t the case here.
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Wait - Doesn't selecting the epilogue allow the players to select challenges from other epilogues? If so, that would save the Watchful Eye challenge near the top right.
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I wish Honey Locust applied Mangled on hits as well. Rusted Spike just outclasses it too much.
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Thank you
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@APoipleTurtle said:
Probably not. Each tome is usually worth about 300-400 fragments across all of their challenges. You need 690 to finish the rift.
So completing all the challenges will complete about half of the Rift by themselves (ie, not including fragments earned from games played while working on the challenges). But realistically, you'd probably be pretty close to the end of the Rift once you cashed in your last completed tome challenge. Especially with the reduced XP needed for fragments these days.
Right. The fragments will get a player halfway there. Now that does not include all the matches and experience earned while completing the challenges. But if a player were to start completing challenges right after the fourth tome unlocks, I don’t know if I could confidently say they would finish out the rift in two to three weeks, nor should they.
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Takes a little bit of imagination. With no Waka option I might recommend using Senko Hanabi with Mothers Glasses.
Phase by a vault. If there’s an alert, end phase and know they won’t be able to vault that area.
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After getting used to post nerf Slonger, the only area I would focus on is his terror radius. Monitor and Abuse is practically required on him. You might say his 4.4 m/s doesn’t matter (and before I say this I am not in favor of making him 4.6). But. Hearing him 32 meters out lets survivors know to start pre running. The amount of time it takes to make up that distance is monumental when the killer is only 10 percent faster.
I say reduce his terror radius down. 32meters is for 4.6 killers. Hag and Spirit still have 16 meter terror radius but Slonger got the hammer.
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Last time I was held hostage I used that time to report to BHVR. He was disconnected at some point.
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I’m still waiting for the Huntress (single) cosmetics from the first rift. The yellow weapon and red headpiece.
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I’ve been using Pain Resonance on just about every killer.
Deathslinger: Don’t have to travel to interupt and slowdown gens.
Hillbilly/Spirit: Can travel to the interrupted gen.
Its win/win.
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She’s in need of buffs. She is not that strong at all. Wish people would play these killers before calling for nerfs on seemingly things they do not understand.
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His addons suck. But most killers addons suck. He fits right in.
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Hillbilly cross map snipes. Very quick. Also the good ol Deathslinger M1, shoot, M1.
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Black bars would be nice.
The only official opinion was they ask Fog Whisperers to not use it. Basically it’s tolerated. And looked down upon.
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I personally like the idea. Just to add more support in the thread.
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Record Video. Reporting in game lets them tie your support ticket, that we submit with videos, to your user report. Thus their account.
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Yes - I don’t even play Huntress and I’m considering switching to her more often. Very good job on this one.
And really all of the iridescent killers have been great. Trapper. Oni. Blight. Now Huntress. Can’t wait to see the next ones.
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Pinhead does have some oppressive builds. It does take add ons though.
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Am I the only one that likes playing TTVs and watching the vods afterwards?
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Learn to report properly.
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The five second cooldown is there to slowdown the snowball. Twins has one of the easiest snowball mechanics and its basekit without earning it like Oni.
They are already too strong. It makes any buffs/changes harder to implement. Harder to justify.
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@Marc_123 said:
Known problem.
The system may in fact work good - but if no one is available or somebody dodges a match or a group has been waiting too long, the system simply favours speed and puts any match together and ignores the rest.
And that seem to happen quite often.
Yup. Then take away the semantic arguments about the definition of skill and turns out this thing is not too shabby.
The MMR can determine outcomes of games when pairing players. That means the code can determine which players to match together.
It does work.