TragicSolitude
TragicSolitude
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@Blueberry said:
I just can't relate to this at all.
I play strictly solo on PC at rank 1 and have none of these issues whatsoever. I survive probably 8/10 games and the hard camper/tunneler is rare to come across. Most times people talk about a killer tunneling or camping it really isn't. Yeah occasionally I'll get left to die on a first hook or it will be a mori/iri hatchet game but those are extremely rare to find and I play A LOT.
I think there are a lot of things that determine what kind of players you usually come across, including platform, rank, and region. I play on PS4, and pretty much wherever I am in rank I get camped and tunneled out of the game. It's not just common: it's the norm. Getting left to die on my first hook and getting farmed are also pretty common. My fellow solos rarely run BT.
I do not see moris or iri heads or things like that very often, though.
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Fix Kate's hair and P3 head.
And also see about fixing Ash's End of Days head so the hair is correct.
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@EnviouSLAY said:
https://forum.deadbydaylight.com/en/discussion/comment/830637#Comment_830637
im not positive on your # for there only being 35. Because im at about 25 from level 1 + just playing as is.
I'm pretty sure the devs themselves said the tome challenges provide 350 Rift Fragments, which is equal to 35 tiers on the Rift.
We also earn Rift Fragments with XP, and we started earning those from the day the Rift was originally supposed to be released. So, I think that's an extra 8 days of XP-earned Rift Fragments.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/830771#Comment_830771
Why do you feel they should make this product so that everyone will complete it? There are those of us who know we won't complete it and ar ok with that and still see value in it.
Because they stated that the average player could complete it. They said that. The devs stated that one hour a day of playing should allow the average player to complete the Rift. But like I said in my first post in this thread, the math is wrong. It's not going to be completed in 70 hours in 70 days; it's more like 175 hours in 70 days. That's over twice as long as the time they estimated. A 105 hour difference. That's huge.
Again, I'm not the one who said everyone should be able to complete it. The devs said the average player should be able to complete it. And there are average players who bought the premium pass believing that to be true and who would not have done so if they knew the actual amount of time it would take. I personally have not bought the pass because I'm not going to buy it if I can't complete the Rift, that's my own personal preference.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/830637#Comment_830637
Back to my original post, parts of your argument might prove to be untrue. We don't know what the other tomes hold? The rift shards earned for completing challenges might increase. The devs might do a double rift shard weekend similar to bloodhunts. We don't know which is why I'm saying maybe we should wait and see.
Unless they do it sooner rather than later, it doesn't matter for me. Because they've split up the tomes to be released every 2 to 3 weeks instead of all at once or even just a week apart, they're releasing the final challenges in December right around the holidays, when I (and I'm sure many others) travel. I probably won't be able to do the tome level 4 challenges before the Rift closes.
Unless they increase the number of Fragments rewarded and move up the scheduled release of level 4, then I still probably have to average over 4 hours a day of playing (due to traveling in December) to finish the Rift.
Anyway, if we don't all voice our opinions now about why we don't like the Archives/Rift in its current form, then how could we expect to see change for the better? Especially when the premium pass costs money, we have to judge the product as we have it right now. We can't judge the product on what might be, we can't judge it on changes that the devs haven't even said are definitely coming. But if we want to see change, we need to share our concerns. And people who have spent money and are unhappy with the product as they've seen it so far have every right to judge it based on what they have in hand; they shouldn't wait until it's too late and their money has gone to waste to voice their displeasure.
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When it asked about the level of horror in the game, and the strong answer is like "It's already too scary!" I was really disappointed the weakest option wasn't "What horror?"
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It doesn't even totally matter what the challenges are. Even if they are all able to be completed by the average player, it still only awards enough Fragments for 35 tiers of the Rift, leaving 35 tiers to be grinded exclusively by XP. I've timed how long it takes to earn a tier on the Rift: 4 to 6 hours. And yeah, it did include the daily bonus XP. If I average that to 5 hours, then it will take 2.5 hours per day every single day to complete the Rift. That's more than twice as much time as the devs said it should take. That's 175 hours in 70 days vs their estimated 70 hours in 70 days. That's a big difference.
One of the things many players have complained about in DbD is the grind. The devs finally made the Bloodweb a bit less grindy by letting players get 2 perks per level once they reach level 50. However, right on the tail of that comes The Rift, which is a new huge grind. Some people are already feeling the burnout trying to grind this thing, because a lot of people can't play every day, so they're left playing for a lot of hours on the days they do play.
Players wanted new challenges, new goals. Something fun to keep things fresh. A time-gated XP grind? No. That sucks.
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That's a great question. There's a pretty big delay between the third survivor escaping through the exit gate and the hatch opening for the final survivor.
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Destroying my hooks, especially if they do it in my face. Causing me to drop a survivor I'm carrying (I get really annoyed if the survivor I was carrying hadn't even been hooked once, yet).
I usually ignore anyone who t-bags or flashlight spams me; they want me to give them attention, so I refuse. Though, if I happen to get them on a hook and am memeing as Bubba, then I might camp them just for the lulz.
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@Prex91 said:
https://forum.deadbydaylight.com/en/discussion/comment/825719#Comment_825719
Personally I'm not rushing on xp farm for now. I've finished in a few days the tome 1, and now only playng for the dayly challanges and with a friend to help him with the tome and have fun playng. I'm almost level 20 on the rift, and I know that I will play more for the next tomes and farm because of the major difficult of the next challenges. I only hope to finish it all in time, best preoccupation for the last tomes that will come almost at the end of the rift/event.
I travel in December, so not only do I have to finish the Rift early if I want to unlock everything, but I'll also have to do it without the level 4 challenges.
So, XP grind it is.
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The new Nurse is not fun to play as. I used to find playing no add-ons Nurse on PS4 a fun challenge. I was proud when I could get my BBQ 4-stack. Now, she's not fun at all. The power bar makes for a miserable experience. If I'm looking at the power bar more than I'm looking at survivors, and still messing up the timing for blinking, then I might as well go afk and do something else. I'm not gonna play if it's not fun. Video games are for fun.
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It takes me 4 to 6 hours to complete one tier on the Rift (taking into account the +600 total daily bonus and depending on queue times and XP per match). So, let's average that into 5 hours. Then, the challenges will provide 350 Rift Fragments, so 35 tiers on the Rift. That leaves another 35 tiers to get through XP if I can complete all the challenges; if not, then I have to earn more Fragments through XP. I'll be earning Rifts Fragments through XP and completing challenges at the same time.
So, 35 tiers to get, 5 hours per tier, it becomes at least 2.5 hours per day. That's with good queue times, all challenges completed, and taking the daily bonus into account. That's two and a half times more than what the devs said it would take.
Most people can't play every day. One day missed means 2.5 hours that have to be made up on other days. If someone can only play on weekends, then that's 17.5 hours of play time each weekend to stay on track.
Me, I travel in December, so I have fewer days in which to complete the Rift, and I probably won't be able to even attempt the level 4 challenges before the Rift closes. Doing the math, it'll take me over 4 hours a day of playing to unlock all the tiers. I look forward to the complete and total burnout of attempting to complete the Rift. No, wait, I'm kinda already feeling that as I just camp my Ruin totem with Leatherface, lengthening matches with minimal effort to farm XP. I can't tell if the survivors prefer memeing over afking or not; I guess it depends on whether or not they like playing with Ruin active all match.
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This is the dev's fault. They keep fixing in-game problems with perks instead of working on the actual game mechanics. They've basically made it so that if a player has an issue with the game, the expected solution is to run a perk. You have four slots to fill, so pick your four biggest issues and fix 'em with perks!
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@magicdoesntexist said:
https://forum.deadbydaylight.com/en/discussion/comment/825848#Comment_825848
Its still unfair, I literally cleanse every totem i see but its just too lats before the endgame. The fact that you dont know where the totems are is also a problem, basically youre cleansing 5 ruins just in case he has it and its almost impossible for you to find all 5 before the gates are powered which just hides noed more. A nerf i would like to see it making it so either: noed totem is always present even before gates are powered or, the survivor doesnt have to cleanse all totems, maybe 3 or 4.
I hate cleansing 4 totems and still dying to NOED. I wish that it were more fair, like if I cleanse 3+ totems and NOED still activates, then I don't get exposed while the other remaining survivors immediately go into the dying state when the last gen pops. But unfortunately I doubt the devs will do that.
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Increase the range of his shock. Make it a little quicker to switch between treatment and punishment mode. Change that add-on for changing his shock from a cone into a ring to something useful.
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Depends on my mood. If I'm having fun being altruistic and am finding getting a daring save more fun than escaping, I'll do that. If I've recently gotten messages from salty survivors complaining that I didn't even try to save them, I might even throw myself at a survivor I know I can't save, which ends in both of us dying, just to avoid getting more annoying messages.
If I've been dying a lot and would like to escape at least once, or if I'm trying to complete a challenge or achievement or something, then I'll escape and leave them to die.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/825747#Comment_825747
Survivors have to work for Adrenaline and have to go out of their way to stop NoED.
That's not countering.
Adrenaline can also be countered by your logic here: just kill off the survivor before the endgame!
Killing survivors is the killer's main objective; NOED helps killers do that. By that same logic, survivors can counter NOED by escaping: a killer can't use NOED to kill a survivor if the survivor's already escaped.
Countering NOED gives survivors a second objective (something which a lot of people keep requesting): cleansing totems.
Adrenaline and NOED are end game perks. They both proc in the end game. If the killer sacrifices three survivors and then closes the hatch, both NOED and Adrenaline proc. The survivor didn't earn that Adrenaline, but they still get it.
NOED also serves a third purpose besides countering Adrenaline and creating a second objective: it keeps killers dangerous during the end game. Once the gens are done, killers lose a lot of their power because survivors are no longer stuck on the map, and if they're healthy and anywhere near an exit gate a hit from the killer will just propel them faster to freedom. NOED means that a survivor running in circles in the exit gate clicking their flashlight may be taking a risk (that's how I completed the sacrifice-one-survivor-during-the-EGC challenge :all they had to do was leave, they were at the edge, but they came back because they wanted my attention. oops.).
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Yeah, I experience lag in lobbies. If I try to spend BP in the Bloodweb while I'm waiting for survivors to fill my killer lobby, it lags pretty bad. I don't know about survivors lobbies, I always ready up immediately when I play survivor. (PS4)
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/825595#Comment_825595
The killer does no work for NoED. It's a crutch baby perk that's the equivelant of calling an older sibling to do a Mario level for you.
Adrenaline also only heals one state and gives Exhaustion. It doesn't heal dying to healthy.
The speed boost from Adrenaline is also only temporary, compared to the permanent of NoED.
I didn't say the killer has to work for it. I just said Adrenaline needs a counter, and that's what NOED is. Survivors can stop NOED from ever coming into play by cleansing the dull totems. And if it does come into play, it can be ended by survivors by cleansing the hex totem, so it's not permanent.
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@Prex91 said:
I think they have to calculate better time for it. I buy the premium rift to be a stimulus to play more dbd, but honestly I'll dont like if I wont finish it because of a bad management of it from devs.
Rather than encouraging me to "play" more, The Rift has encouraged me to meme, more... right now, I'm playing "Hex: Ruin Protector Bubba." I get good XP slowing the game down by keeping Ruin up all match, and sometimes survivors feed me hooks trying to distract me. Every second they spend teabagging and pointing at me is another second where I'm earning XP.
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@Centernova said:
https://forum.deadbydaylight.com/en/discussion/comment/825595#Comment_825595
also if i might add, adrenaline counts on you winning the game as noed does not
But Adrenaline still needs a counter. NOED is that counter. If NOED is removed, then Adrenaline would need to go, too. And I've seen plenty of survivors pop the last gen when one with Adrenaline is in the middle of a chase so that they suddenly get up from being downed or sprint away suddenly healthy from being injured, saving their butt when they should've been one second away from being picked up and put on a hook.
I see Adrenaline a lot more than I ever see NOED. I'm more likely to see a lobby with 3 or 4 survivors running Adrenaline than I am to see one killer running NOED.
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NOED counters Adrenaline, which is an end-game instaheal.
And I rarely saw instaheals used against one-hit-down killers, because then the rescuer would get downed. Instead, I saw them used against weak M1 killers who just had all the time they spent in a chase negated, losing all the pressure they might've put on the survivors to slow the game down.
Also, the Styptic Agent now counters instadowns; it didn't before. It could pick someone up, but it couldn't tank an instadown hit.
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I wish I could do this in the normal mode. Looks fun.
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My friend's trying to play Doctor a bit lately, and he keeps having problems switching back and forth between modes; the amount of time for which L2 needs to be held down is too long to be intuitive. It's poor design.
I know that's not the question, but it's an observation about the Doctor. I've noticed that inexperienced Doctors will stay in Treatment mode longer than they should, making it easy to keep out of their reach in a chase. They probably don't realize it's slower. This game doesn't do a good job of teaching players its mechanics.
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My friend pulled a survivor out of a locker during a chase (the survivor had not been hooked, yet) and they immediately DC'd, then sent a message saying they were reporting him for tunneling and he was gonna be banned from the game because "tunneling is cheating stop cheating."
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Moris aren't really fair, but the animations are fun.
I was really sad earlier today. I went up against a Trapper who burned a mori, and I kept stepping in traps and stuff so he'd mori me... but he just hooked me to death and then mori'd someone else before I could even get back in to spectate. 😥 I almost messaged him to be like "Why???" but I don't message people.
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/824084#Comment_824084
Sabotage, boil over and bodyblocking swf friends before you can make it to a hook. Very fun to play against.
Yuck. At that point it's either afk or slug party time.
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Yeah, I've seen sabo'ers run No Mither. The counter to that is to get them out of the match before they can create dead zones.
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Played Leatherface and had multiple DCs. One happened as soon as I revved the chainsaw. Obviously his very existence is OP, plz nerf.
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@Terratoast said:
https://forum.deadbydaylight.com/en/discussion/comment/823660#Comment_823660
But if someone were that determined to deny bloodpoints to deny an unhook, couldn't they just suicide on the hook once they see you getting close?
A two- or three-man SWF. One of them is hooked. Solo survivor comes to rescue the hooked SWF member. SWF member denies the unhooking because they want their friend to get the points, instead.
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@supersonic853 said:
Only 2 keys open the hatch and the hatch needs to be found for said reason. I personally like how it works now its a who finds it first wins id rather not barely beat the killer there and when im about to jump in they grab me they didnt find it first so its my win thats how the hatch works right now.
Actually, if the killer finds it first but the survivor has a key, the survivor can still win in that scenario, especially if they're uninjured and the killer doesn't have an instadown.
(I'm not saying hatch grabs should or shouldn't be brought back.)
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All I see happening is...
-> Nerf strong killers
-> Finally buff solo survivors
-> Nerfed killers now too weak
-> Two years later, they take another look at the killers they over-nerfed
Or it's possible they'll never buff solo survivors, which is going to be the death of this game because killers will constantly feel too weak against decent SWF groups and solo survivors will feel horribly oppressed by decent killers. But hey, we'll all save a lot of money not buying future DLC, so at least there's a bright side for us.
Sorry. I've watched Battlefront II get destroyed by constant nerfs by its devs. It's a horrible cycle and really depressing to witness. It was enjoyable to play for a while, but I long ago quit and moved on. I'll play what's fun.
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You can't nerf SWF unless you somehow take away their voice coms, which is impossible. Any other attempt to nerf them will only hurt solo survivors. That means the only other option is to buff solo survivors so they have similar information to what SWF groups have. Survivors need to be on equal footing so that killers can be nerfed and buffed accordingly. Right now, killers really can't be balanced against survivors because survivors aren't even balanced amongst themselves.
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It takes me between 4 and 6 hours to earn one tier on the Rift.
With 406 Fragments to earn via XP alone, that's about 40 tiers on the Rift. If I take the average and say it takes me 5 hours to earn each tier, then it'll take me 3 hours of playtime per day to earn the 40 tiers on the Rift not covered by the challenges. In theory, I'll be earning the Fragments from challenges during those 3 hours per day, but if there are any challenges I can't complete, then the amount of time needed to complete the Rift increases.
That's awful. Really awful. Three hours per day if I play every single day. Which, like most normal people, I can't. If there are two days during the week where I can't play then that's 6 hours to make up for.
(I'm pretty sure my math here is right. The amount of time it takes me to earn one tier on the Rift isn't in question, because I've timed that. I think my math is right, but I've been sick and my head is foggy, so be nice if I did it wrong.)
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Hm, wonder if that's a regional thing. I've only seen one since the update. That was today.
I ran in a straight line and evaded her all match. Felt kinda bad about it. She did hook a couple of the other survivors, though; I guess they tried to use jungle gyms or something else less effective than what I did.
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@ygnea said:
Me can't end chase in 10 seconds. Me cry now.
... I was never able to do that. I just don't like staring at a power bar all game and still losing blinks because I mess up the timing. She's clunky and not fun to use at all. I never 4k'd with her; I just found her base kit mechanics kinda fun sometimes. Not always. She's a pain on console. But sometimes. She's miserable now, though.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/821077#Comment_821077
Except that stridor isn’t good on Nurse. I don’t need it to track. The healing one is useless because it has a short duration and only works after you hit someone. Unless the survivor is exceptionally dumb, they won’t be healing near you less than a minute after being hit. These addons are trash
Stridor or not, I personally struggle to hear anything over Nurse's wheezing. Loud killers drive me nuts.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/820977#Comment_820977
That would mean the survivor ran out of blink range, which I don't see happening. Her power is binary, either your in range and get hit, or your not. If they are out of range you're not catching up because you're slower than survivors. This statement is just not true.
That a console problem, she was like that before the changes so its irrelevant. Again, my family plays on console, its harder, but they're doing ok. They have bad games but so does everyone. But when its played well its pretty much the same.
If they are out of range you're not catching up because you're slower than survivors.
This is a problem because killers need to be able to catch up to survivors in a chase. This is why most killers are 110 or 115 speed vs survivors 100. Nurse's blinks are supposed to make up for the fact that she's slower than survivors, but that's not really the case, anymore. If I see her coming from a distance and start running, I can stay out of her reach for a long time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/820733#Comment_820733
if someone have only a cople hours/matches a day to play and even not every sigle day of the week, for sure will have the same time to complete all the challenges that someone who plays more than a half the day not to mention not having the same skill (for succesfully doing so in a single match) of those who spent more than 28 hours a week (like your average streamer)
If I only have time to play 2-4 matches a day and only have the skill to complete a single challenge a day, but "of course" I would have enough time to complete all of them in 2 weeks!(sarcasm off)
not everyone have the same amount of time or skill to complete all challenges
I guess that's good for you. It's terrible for me, because I travel in December. Level 4 will be released after I've left, so I probably won't get to touch it before the Rift closes. That's an entire level of challenges I won't be able to do to help me with the Rift, on top of not being able to earn Rift Fragments via XP during that time, either.
I doubt I'm the only person who travels for the holidays. This time-gating screws a lot of people. If it were all released at once or within a week of each other, people could do it at their leisure whenever they have free time. Instead, there are people who will be unable to do some of them at all either because they travel/are busy or because the level 4 challenges are extremely difficult and three weeks won't give them enough time.
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@MrPenguin said:
Sure lets ignore the rest of her add-ons that are more usable because we have 2 that will rarely appear and can be ignored. Guess it'd be better if the ultra rares were good and the rest were trash instead ? there's definitely more than 4 usable add-ons what are you even talking about. I swear this post is a crying bad nurse echo chamber for people who needed omega blink.
She's not crippled hello? If you miss 8/10 blinks then yeah you'll struggle. Land your blinks, oh look chase is over in 3 more seconds than before. You want more map control than base, there's add-ons for that. Unfun is subjective, my fiance is having fun no problem. If you're not having fun with a killer, than switch to another killer. Its what I did with legion, its what I did with pig, it's what I'll do if they change another killer I play to be unfun to me.
A chase will be extended by 3 more seconds by a 3-second cooldown only if the survivor stands still. If the survivor runs away, a 3-second cooldown extends the chase by more than 3 seconds.
I felt kinda bad today. I finally faced a Nurse on console again, and all I did was run forward and she was never able to touch me. Did that for 3 gens before she finally saw someone else and ditched me.
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@[Deleted User] said:
There are people (like me) who only can play in the night after work, that can´t play more than a couple hours/matches a day or only can play in the weekeends! Not everyone is a teenager with half the day to play videogames!
The 2 week gap, is for people like us who still want to complete the tomes without the pressure of time or the need to sacrifice every other aspects of real life to get digitals rewards! (like sleeping or interact with other people like our own family)
You'd still have the same amount of time to complete them. There'd actually be less pressure, because tome level 4 will have the hardest challenges but it only has three weeks in which those challenges can be completed for Rift progress. But level one, having been released first, has ten weeks. Level 3 will have six weeks.
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If I'm not having fun, I just stare at a wall and go afk. If their idea of fun is doing gens in two minutes and leaving, then that's what I'll let them do. I'm not gonna stress myself out in a match I won't enjoy just for someone else's amusement.
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@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/818829#Comment_818829
So you can continue to get the serum after the events done? I dont remember reading that but that makes it a little better. It also goes against all previous events where once its done you have 2ish weeks to spend it.
Do you have to do the killer events in the rift to open the 2nd page? I see people talking about the third page objectives being insanely hard. But i cannot access the 2nd page yet.
Each level of the Tome is time-gated. Level 2 will unlock Nov 13. Level 3 will unlock Nov 27. Level 4 will unlock Dec 18. I don't think you need to complete the challenges on the previous level to work on the next level.
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I agree. One week apart would've been plenty. Two+ weeks apart leaves players bored and unhappy.
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Spirit. I like being able to surprise attack. She's the only killer where it can look like she's doing one thing but she's actually doing another. Look like I'm chasing one survivor but I surprise a different one on a gen. It feels more appropriate to the horror genre than any of the other killers.
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Yeah, I usually get errors in the queue while it's looking for a lobby. I don't get kicked while actually playing matches very often. Not lately, anyway.
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... I went into the basement to search the chest. Another survivor got downed in the killer shack before I could start. I hid in a locker, and after the killer hooked him and went away, I got out of the locker and searched the chest before unhooking the survivor.
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... I don't want survivors to learn that lesson. I want them to cleanse so I get Corrupt Purge. That's the fun part about playing as Plague.
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I accidentally kill survivors all the time because their teammates let them reach second state on their first hook. Tracking it all gets even worse when the survivors dress the same. I can only juggle so much as killer.
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/819073#Comment_819073
Skilled Huntress? That one can be gained through multiple trials, From the Void She Kills (I'm not 100% sure if it's this or the From the Void She Walks) where you need to grab a Survivor on you third blink.
The Nurse ones were easy. On PS4, for Skilled Huntress you have to down survivors 100 times, and it is not easy to aim her hatchets, especially not from over 24 meters away. Even if the survivor is standing still it takes me multiple tries.