TragicSolitude
TragicSolitude
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- TragicSolitude
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Holding the game hostage means one side prevents the other side from ending the game in any way other than disconnecting.
Also, you have to report people in-game and also file a ticket. Once you've left the end match screen, I think it's too late.
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Being tunneled/camped
Being hook farmed
FPS drops
Being flashlighted
Seeing a gen pop at the beginning of the match before you can even walk over there
Needing 8k XP for each tier of the Rift
Trying to play Nurse
Trying to get the Skilled Huntress achievement on PS4
Haddonfield
Survivors disconnecting to deny you an achievement/challenge
Killers disconnecting so that you get no BP or XP
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I just had this happen to me, again. Up against Freddy. Decently long match. One person gets sacrificed due to NOED, so then there are three of us left. No exit gate is even open yet, but he DCs the moment someone cleanses his NOED. Takes me back to the main screen. No BP. No XP.
So tired of this crap. Had multiple matches today where it ends up being a waste of time because I get no BP and no XP. Devs, if you're gonna have something like the Rift, please fix this nonsense.
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I just don't play if they're sabo'ing hooks right now. At most, I'll camp an event gen to return the favor, but otherwise, I'll just afk somewhere until they finish gens and leave. I don't care about pipping, and if they don't want Altruism points for rescuing people off the hook, then it's really nothing to me.
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@Chmurkaz said:
In my opinion they should do more than Just look good (not like you See them on survivors anyway unless you look close) like give 1% bonus in something (bonus to certain perks, speed of certain action but never running speed) like claudette one could give 1% faster healing and trapper 1% faster placing traps. Not much but at least they wouldn't be worthless
They said they won't have them affect gameplay like that because then it'd be pay-to-win. A small bonus to BP earning seems reasonable to me, though. I'd like that.
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@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/812130#Comment_812130
Ive completed about 50 games and i'm only on tier 11 because I don't enjoy playing killer. At all.
Then, since I have a real life, being able to get to tier 47 in just a few more days of the event is literally impossible. Unless we will be able to earn Sirum after the event expires(the rift closes in 61 days, the even ends in 2[?]).... I have no reason at all to even attempt to complete it. The cosmetics are mostly junk and can be bought in the shop. So that being said, I will not be purchasing anything premium. If you can play so much that you can get through all of that in the small window of time then you're a legend.
Cosmetics get you tunneled most of the time anyway. I'd rather take No Mither as my only perk lol
The serum is on the Rift until the Rift closes. It's not going away.
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I don't get that [BAD WORD] at all.
I played against a Trapper today. He killed two people, and he let me and a Nancy finish the last couple gens. I go to the exit gate, I was only gonna 99% it in case he wanted to farm or something. He comes over, downs me, and opens the gate. I waited there just in case I could do anything for him. Maybe he'd like to get an EGC kill or something. He let me go in the end, but I would've been perfectly fine with it if he'd needed me to step in some traps or let him sacrifice me or something.
It's just a game, man. Why is it so hard for people to be nice?
I'm lucky: when I play killer, if survivors send me a message it's usually because they recognize I was being nice and they appreciated it. Only a few have been like "haha gg ez you suck." I've never messaged survivors before a match to ask them to farm. I just don't trust people. Though, depending on what the future Archive challenges are like, that may change. But if I let someone get two flashlight saves, I'm not giving them a chance to chance to break our deal. Them dying is just principle.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/817911#Comment_817911
I didn't say it didn't affect her, I asked how it makes playing her less enjoyable. If you played addonless Nurse before and had fun, what about new addonless Nurse is unfun?
I can't play Nurse and find out why you're not having fun.
She's clunky. On console, it's already difficult to blink accurately (I say this after putting enough time to get multiple levels of Devotion into her), and it was already punishing with the fatigue, but now it's even worse. When I tried playing as her, I spent most of my time looking at the power bar; staring at a power bar isn't fun. And to make it worse, I would still mess up and try to blink early.
It was already a struggle to have fun with her on console. Now it's just a completely miserable experience. I was never able to 4k with her, but at least her mechanics were a fun challenge. Now, she's not fun at all.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/816846#Comment_816846
That is genuinely surprising it takes me about 6 hours to get two tiers if even then.
Granted I've mostly play Killer so I'm normally in the match for The Long Haul.
So roughly about two matches per fragment not counting overdraft which does significantly lower the number.
From what I hear from my survivor main friends it's a little bit harder because if you get killed early it's more work you have to do.
I kept track of my time on Sunday. I earned two tiers on the Rift that day. The first one took me six hours. I played only killer and I got about 500 XP per match.
The second Rift tier took me four hours and fifteen minutes. It included the daily survivor and killer matches bonus XP. Other than that, it was all killer matches averaging around 550 XP per match.
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@Volfawott said:
I have friends who are currently on level 45.
They basically just set themselves a goal of two tiers per day
How do they do that? Two tiers for me is 10 to 12 hours.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/816626#Comment_816626
Not to mention Tome III and IV both release around Thanksgiving and Christmas lol. Lots of people won't even be able to hop on much.
I'll be traveling for the holidays before Tome IV even releases. I most likely won't get to touch it before the Rift closes.
Great timetable, BHVR. Really takes people's lives and schedules into account. -_- Almost everyone is busy around the holidays.
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@johnmwarner said:
I had a game yesterday where I made sure to hook everybody, I mean EVERY SINGLE SURVIVOR, once before getting anyone twice and then all of them twice before death hooking anyone and I still got called a tunneling camper
I've had that happen. Everyone was on death hook before I killed the first survivor, and they still messaged me after the game to call me a tunneling garbage killer.
Today, my friend was chasing someone at the beginning of the match. She jumped in a locker, he pulled her out, and she immediately disconnected, then messaged him saying "tunneling ######### reported I will get you banned, tunneling is cheating stop cheating." I still can't figure out how he tunneled.
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@Mrwood204 said:
https://forum.deadbydaylight.com/en/discussion/comment/816231#Comment_816231
Maybe in the future they can work out length of tomes by difficulty. So maybe give us more time with the tomes as they get harder? Like from what I understand we will have the same amount of time with the fourth as with the first....but the first will never close, cause I'm sure you can go back and do them whenever.
Anyways...I just enjoyed the challenges as well...and now I'm just waiting
I think the time between tome level 3 and level 4 is 3 weeks, and then the time in which to complete level 4 before the Rift closes is 2 and a half weeks. Makes no sense.
It'd just be so much better if they only had a week between each of the levels going up. That'd still space it out some without forcing players to try to rush through level 4. Yeah, you can complete the challenges whenever once they're up, but the Rift Fragments earned through them only count towards this Rift, so completing them after this Rift closes means you don't get the full benefit.
It was nice to have new stuff to do with the challenges. All this down time between level 1 and 2, just waiting for the next set of challenges... it's so boring.
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@TeambossFloze lol that good, huh? I haven't played SWF that much, usually when I'm playing games on PS4 it's not to be social, but the few times I have I was surprised by how much better I performed. I didn't necessarily escape but I survived much longer, was able to do more during the match. It was almost like a completely different game.
It's just crazy that there are perks that are made completely unnecessary by using voice coms, but SWF don't have to sacrifice any perk slots. If the game took into account that people communicating are basically going in with Kindred, Empathy, and Bond, that would leave them with only one perk slot.
It's just, to me, it seems like voice coms shouldn't do work for some players for which other players are required to use perks. The perks exist because players aren't supposed to have that information without using the perks/sacrificing perk slots for them. In other words, players shouldn't be able to use voice coms in the game while the game basically treats it like voice coms don't exist.
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@TeambossFloze said:
I don't think the killer needs to be balanced against SWF at all - in fact I fail to see why you would balance the killer against SWF and not just against 4 standard survivors?
Thing is I don't think there is a huge gap between solo and swf, I think communication with SWF is useful as it improves timing, but other than that my potato team mate SWF party group are no better than the T3 Blendette who knows ######### she is doing. I think people look to SWF too readily and not at their own skill levels - personally. @TragicSolitude - I also think this is a good mannered debate about a hot topic within the game and needs some decent debate and back and forth.
Debates are good.
SWF can bring so much to the table that even the best killer will have trouble dealing with them. They have built in Kindred, Empathy, Bond, a totem counter. They know when a teammate is in a chase and it's safe to work on gens, make a save, or open an exit gate. Then, they each get four perks on top of that. If you have four survivors who are great solo playing SWF, they're going to destroy a likewise-ranked killer,
From a similar viewpoint, if you have a bunch of boosted survivors who normally play SWF now playing solo, likewise-ranked killers will destroy them, making the killer seem OP.
Every survivor, whether on voice coms or not, should have about the same chance. An even playing field on which everything else can be balanced. Otherwise, solo survivors and killers are going to continue to be frustrated by the game's "balance," where solo survivors feel weak against killers and killers feel weak against SWF.
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@TeambossFloze said:
https://forum.deadbydaylight.com/en/discussion/comment/816436#Comment_816436
Firstly do not take my post in a combative tone - this is a polite discussion im having so calm down. I'm not disregarding the tier levels of perks, in fact I alluded to that in my post. I don't disagree that playing with friends is a benefit - I do question the level of skill still needed even in a SWF group as some of my friends are absolutely trash, no matter how much information you give them.
I think the game gives you all the information you need for you to be a successful survivor without having to use crutch perks, there is a level of skill involved and as you improve you get better the game and rely less on having to see everything single thing lit up on the map like its the 4th of July. To play without these things are Learnt as is technique and that is not up for debate either.
But how do devs balance killers against that? That's the problem, at least as I see it. When there's such a huge gap between solo and SWF, and you yourself say that SWF is much easier, then a killer can't be well balanced against both.
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@TeambossFloze said:
Surely once you start feeding someone information that tbh if they have any common sense you should know anyway, then isn't that going against the main tone of the game? It's not an Esport - its about surviving and making best use of the tools you have at your disposal.
As a solo survivor what information do you want ? what information do you think would benefit you that you cannot already get in the game? @TragicSolitude
Dunno exactly. A start would be base kit Kindred that shows survivor auras only when someone's on the hook. Players dying on their first hook is something I see constantly in my matches.
Adding a totem counter to Small Game would be helpful. Not even asking for that to be base kit, which for SWF it basically is.
Giving some sort of BP bonus to Borrowed Time would be nice. It's a strong perk when survivors bother to run it, but usually I'm the only one who ever does, so then I'm the one who dies because they unhook me in the killer's face. Something like a BP bonus might encourage selfish solo survivors to run it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/102131/bhvr-treats-solo-players-like-garbage
They’re entirely different games, providing entirely different experiences.
It cant be a horror game for survivors without elements of uncertainty and unpredictability.
Dont like those concepts? Don’t play horror games.
As much as I want this to be a horror game, it's not a horror game. There's a bit of tension for a few matches when you first start playing, but after that it's pretty much just a PvP game. The killers aren't creepy. The maps are all bright as daylight. And SWF have voice coms to turn it into a party game. As long as there's such a huge gap between SWF and solo, there's no way to really balance the game. The devs will keep balancing killers to not be too strong against solo, and killer players will be miserable because they get stomped by SWF. The only way to bridge that gap is to give solo survivors more information.
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@anarchy753 said:
The 3 days of doing challenges was fun. The other 11 days of having no challenges left and watching rift fragments and levels craaaaawl by is really bad.
Considering there's going to be basically 0-2 weeks downtime between tomes, they're basically expecting us to ALWAYS be playing DBD. It's pretty gross.
God, so much this. ^^^ It was nice to have something new to do with the challenges. This huge wait time between each Tome is just... it highlights how bad the grind is.
There's no reason to have the Tomes be released more than one week apart. Most games would just release them all at once and let players decide their own pace, because there's really no reason to time-gate everything. But two and even three weeks between Tomes? That gives players a lot of time... in which they can think about just how not fun needing 8k XP per Rift Fragment is. Oops.
Worse is that completing all the Tome challenges doesn't complete the Rift. It should've been designed so that if players completed every single challenge, it would complete the Rift, and earning Rift Fragments with XP is just there to help players when they're unable to complete some of the challenges. That would be more fun and more reasonable than what we got.
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I noticed this, too! It looks so funny. Poor little unloved fourth survivor.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/816112#Comment_816112
Not entirely sure if I will buy it or not, but I'd only make the purchase if I maxed the entire rift first to guarantee getting my money back in Auric Cells.
It really is just an XP grind fest at this point. I feel that a quick fix they could do to SOMEWHAT remedy the mess they've created is significantly boost the XP you receive from emblems, forcing players to actually play the game to complete the rift instead of just match time.
Yeah, I'd have to max the entire Rift. Because if I buy it, I want the vial charm at the end. And given how ridiculously simple charms and recolors of cosmetics make up most of what's on the Rift... well, it's starting to look like one of those "grab bags" stores sell for cheap that have maybe a couple nifty things in them but mostly you're paying too much money just for trinkets that'll end up forgotten in a drawer. But at least you usually don't have to devote 4 to 6 hours of your life to earning each separate trinket in said grab bag.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/816102#Comment_816102
I'm not talking about the challenges being difficult. Tome I was especially a joke, I'm talking about after finishing the Tome and only being able to grind further shards with ~500 XP a match (which is solely based on time).
It's in part 'cause you said "Archives" will cause a player-base wide burnout. I know you meant the Rift and the fact that it's 8k XP for each tier on it. But technically "Archives" refers to the challenges.
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Yup. I'll hit a couple survivors at the beginning of the match as 'proof of life,' then I go stand at a door and wait for them to finish gens and leave. I've already lost interest in playing the game.
I'm starting to think that I'm going to quit playing altogether once I earn all the serum vials on the Rift. If they bother to do a fun event in the future, I'll come back, but if every future event is like this Halloween one...
I am just so happy I didn't buy the premium battlepass. I'd be really pissed at myself if I had.
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Usually, if I have a challenge that requires healing survivors, I'll equip We'll Make It. The healing time after unhooking them is so fast they'll usually let me do it. It's not foolproof, some people are really ignorant/stubborn, but it helps.
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@MissGamer456 said:
https://forum.deadbydaylight.com/en/discussion/comment/816033#Comment_816033
Say if a survivor is about to die or go into second phase and the killer is camping/ proxy camping. You try to save them but you get grabbed because the killer is spamming his button to grab you. Do you not see how that can be a little unfair?
Isn't the only killer who can spam that the Doctor in treatment mode? Otherwise, to grab someone from a hook/vault/generator is the same as the main attack button (for PC users, M1). Killers can't spam that, there's a cool down afterward (whether they hit or miss) during which the killer is stuck in an animation and the survivor can make the save.
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I think that without it, barring the killer bringing STBFL, an uninjured survivor can make a guaranteed hook save. There are enough mechanics in the game that let survivors make totally unsafe saves, there don't need to be more.
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Some shards, BP, another 10 vials of Serum, something would nice. It's disheartening for it to be all "claim your reward!" after six hours of playing only to find... the tier is empty.
And it's not a subtle way to encourage players to buy the premium pass. It's not subtle at all. I hope to get far enough in the Rift that I feel buying the premium pass will be worth it, but every time I unlock an empty tier I feel less encouraged to continue bothering with it.
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No one really wants to play, anymore; they're all getting burned out. They just want to earn XP to help them unlock tiers on the Rift.
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I think level 4 releases with two and a half weeks left on the Rift.
It's still way too late, though. Mid-December is a busy time. A lot of people travel. I probably won't have the chance to even try the level 4 challenges before the Rift closes. If I want to complete the Rift, I have to do it not only a few weeks before the Rift closes but also without those challenges.
Their way of time-gating this out sucks.
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@Jaguar3500 said:
https://forum.deadbydaylight.com/en/discussion/comment/815368#Comment_815368
But that is completely irrelevant because you are personally crippling yourself. Nice challenge to try, though :)
Not totally a choice. My PS4 controller is broken: whether headphones are being used or not, the controller constantly thinks headphones are being plugged in and unplugged, and every time it does that it changes the audio output. It's super distracting, not only because of audio going in and out, but also because a bunch of little messages will pop up at the corner of the screen going "ding ding ding" each time it happens (which, can sometimes be as often as every ten seconds or so).
But it's not really irrelevant. You said imagine the roles are reversed. I said I'm practically playing that, and it's not that bad. I'd prefer having good audio, but it's not so unfun that I've stopped playing the game because of it. I'm dealing with it and trying to learn to play around it.
Everyone's going to find different things in the game fun vs unfun. I can understand why some find Spirit unfun to go against. Personally, there are other killers I find unfun; Spirit I don't mind. But that's subjective.
The devs are really bad at balancing around fun in this game. Nurse is not fun to play as, now. I don't think Legion's ever been a fun, rewarding killer to play as. Plague's only fun with Corrupt Purge, which can be easily denied by survivors. I only find Ghostface fun because he can teabag. When they mess with Spirit, if they touch her base kit rather than just tweak her add-ons, they're going to make her not fun to play as. That's their M.O.
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I've been playing killer for the last few days without glasses and without audio, meaning I'm half blind and completely deaf. I'm constantly unable to see where survivors go and having to guess their locations. Every chase is a guessing game.
-shrugs- I don't really care. It's fine.
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I want Beast of Prey to have both a 50% bonus to Hunting actions and a 50% bonus to Brutality actions.
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I've kinda gotten used to corn; it doesn't bother me the way it used to. Yamaoka Estate is at least nice to look at; I like stealthing on it as a survivor and I like the challenge of finding survivors on it as killer.
I hate Haddonfield, though. I just hate it.
The swamp is a close second.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/813949#Comment_813949
I have the same problem. It's almost as if all the sounds are omnidirection, and i can't determine the distance too
Glad to know I'm not the only one. It drives me nuts. Really sucks when I get flashlight blinded. Everyone's always like, "Pffft, just follow the survivor's sounds. Ez." Follow what?! What sounds?! There was like one week during the last year I've been playing this game where sounds were fixed so that I could actually follow a survivor while blinded... it was glorious.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/814059#Comment_814059
At the end of the day, you don't need to SWF to do the challenges, you just need to communicate with the randoms pre-game that you need chests, etc. I only said it makes it easier to have SWF.
That's near if not actually impossible on PS4. Many people who play this game have messages turned off.
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@DBD_Pinhead said:
Nurse sucked on the console before and now with these nerfs, she's borderline unplayable. Now Spirit is "overperforming". Why don't they address the UNDERPERFORMING killers first? Oh wait, Bully Simulator 2019 is still a thing...
Yeah, she's awful on console. I don't care about 4k'ing as killer or anything; I just want to have fun. It was already a struggle to have fun with Nurse on console, but now, she's just miserable with that power bar. Who wants to stare at a power bar all match? I mess up my blinks so often and that thing makes the punishment ten times worse than it already was with just her fatigue.
Not fun at all. She's not worth touching.
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Even when I use headphones and no one's running Iron Will, I still have a ton of trouble tracking survivors by sound. If there's music, I definitely can't hear them over it.
I used to think it was my headphones, but I'm actually able to track directional sounds pretty well in Dying Light (I don't play many games on PS4 where tracking by sound is necessary; I think I'm able to track sound in Battlefront II, as well, though), so now I'm not sure what it is. But I often have no idea where a sound is originating from in Dead by Daylight. I can't figure out where that dull totem I just heard a survivor cleanse is. If I hear the sound of an injured survivor for a moment and then it goes quiet, I couldn't even give a basic direction of where they were. And I can't use my power mid-chase because if I lose visual of the survivor, I lose the survivor.
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I'm on PS4, so I don't know how many hours in I am, but I'm Devotion 7. I should be much better than I am by now, but no, I'm still pretty awful.
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They're not like amazing. They're cute. They don't fit the feel of a horror game, but since I'd hardly call DbD a horror game, anyway, the charms are fine.
The only problem is that you can only use three at a time. Survivors have all that room around their waist to have a charm-bracelet-like belt with a dozen charms dangling from it. Hooks, too, could easily be covered top to bottom in charms. Might as well let players decorate their stuff like a grandma drowning her shelves in knickknacks.
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One player would be able to hold the lobby hostage indefinitely, forcing players to dump the lobby and wait in a possibly really long queue. I see players constantly who never bother to ready up, way more than I ever see AFK during a match.
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I had a survivor message me once to complain that the match was boring because I didn't chase her. She kept trying to loop me so I'd just ditch and go pressure gens. Apparently, that wasn't fun for her.
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I like the idea of lowering the XP required for each Rift Fragment.
I like the idea of Daily Rituals rewarding a few Rift Fragments.
I don't like the idea of capping Rift progression. I say this as someone who has to do extra grind to complete the Rift, because I will not be able to play the game during the Rift's final three weeks when it closes. In order to complete the Rift, I have to do it before Tome level 4 releases. Any cap on Rift progression would certainly prevent me from doing that. I can't be the only person who travels for the holidays, either.
Putting an arbitrary cap on progress would feel even more oppressive than the current system does. I already dislike that each Tome level is released at least two weeks apart; I've been very bored since completing the challenges. One week apart would've been fine.
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A few shards for doing dailies would definitely be nice. Something like 3-5 shards, just like the Tome challenges give out, since they're about the same difficulty, anyway.
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I think built-in Kindred that shows survivor auras only would be a good start to get solo survivors closer to being on par with SWF. The lack of information solo survivors have is painful, and while lack of information is good for a horror game, this is a horror game for all of about five minutes when you first start playing it and then you get used to it and the horror is gone. That's just how it is, being repeatedly exposed to something desensitizes you to it. Then the lack of information just becomes frustrating.
I don't want built-in voice chat; I wouldn't use it. I mostly play video games to not be social. But the information SWF have means they usually don't die on their first hook because no one bothered to save them. They know it's safe to work on a gen or open an exit gate because someone else has eyes on the killer. They know how many totems have been cleansed. That information is invaluable. Solo and SWF are not on the same level, and trying to balance killers when solo survivors and SWF aren't even balanced is crazy.
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@X_Scott said:
I had a guy carry me to the hatch and throw me down beside it a short distance away. It was pretty nice! A second before I reached it, he shut it and hooked me. I'd teabag him in life for that. Early Grey his chin with my cashews
A killer tried to do that to me. Any time a killer drops you away from the hatch, they're gonna close it on you. I always drop the survivor directly on top of the hatch; there's no reason not to unless you're not actually gonna let them escape.
When the killer tried to do it to me, I just stayed where I was while he kept swiping at it. He finally gave up, closed the hatch, and then repeatedly hit me while I was on the hook.
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/811142#Comment_811142
Grass and Corn doesn't move when she's phasing.
Crows aren't spooked when she's phasing, and even if they did she would be chasing you or right behind you meaning you already spooked them yourself.
It does but it's very minor and you most likely won't notice it during a chase.
Yes but the chase music and heartbeat makes it very hard to listen to.
This is probably one of the more valid counters, blinding her with a flashlight allows you to know whether or not it's the husk or just her.
This is also one of her counters, and one I've used many times myself.
Bringing perks shouldn't be a valid counter, it's a bandaid to a problem, not a fix.
Pretty sure I spook crows when I phase, It's given me away to survivors on Lery's.
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Doesn't sound disrespectful, just sounds like he was having fun and saying thank you.
When I play survivor, I usually crouch once or twice to say thanks to the killer. (Or I'll spin if I'm in the dying state.) It's not teabagging, it's just the closest thing I have to bowing or showing deference or something. A lot of survivors will let me hit them once or twice before they leave. Even if I do down them, I let them crawl out of the exit while nodding or spinning at them.
Other ways survivors say thanks is by crouching and nodding, crouching and looking up at the killer, and dropping their item on the ground. Context should usually give you a hint of what they're trying to signal.
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I used to try to always farm with survivors during BP events. This Bloodhunt, though... well, I basically let survivors dictate how the match would go. If they were nice, I'd farm. If they thought trying to blind me at every pallet or body blocking me at an event hook was a good idea, I'd slaughter them. If, say, I caught a Claudette in the basement, downed her, and then carried her out of the basement to try to take her to an event hook... and instead of being grateful I didn't hook her in the basement she wiggled out of my grasp, I face camped her on the hook until she died. (Personally, when I play survivor, I'd be freaking ecstatic if I got downed in the basement and the killer carried me out of it. I've died on my first hook in the basement so many times because no survivor wanted to risk saving me.)
I run with a farming build (Beast of Prey, Distressing, BBQ, and Whispers) with no add-ons or offerings. It's all about the BP. I always try to max out every category except Sacrifice, event or no. I can get as much as like 28k, 29k before multipliers without sacrificing anyone.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/810888#Comment_810888
You would have everyone getting those offerings just to sell them back, you'd make it like double bps 24-7
? I don't get it. If you buy consumables just to sell them back at 25%, that's a loss of 75%. If you bought a million BP worth of consumables and sold them all, you'd only get back 250k. That's a huge loss.
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@joker7997 said:
I think you guys are asking for way too many bps returned but yes, let us sell them back for even 100 bps each just so that we dont have to look at them anymore
I don't think 50% or at least 25% would be too much to ask. The grind in this game would continue to be ridiculous even if we got back 25% from unwanted consumables.