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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/757327#Comment_757327
Jesus you are a negative nancy. I never said you had too agree with me, but all you've been doing is being negative and not helping the topic at hand. Insulting people doesn't do anything but derail the convo. Just calm down and be a little happy for once xD.
I understand the fact they have too make money, they are a company and it's stupid too think everything should be free, but if casual players don't have a chance too get everything without paying then that is an issue. The grind should be reduced for those who don't have the time too commit too 8 hours of gameplay a day 7 days a week.
and Casual players are the bread and butter since they are the majority, so they usually cater too them when it comes too balance. If you keep the majority happy, they are more likely too buy auric cells for cosmetics, which is money in BHVR's pocket. Just because you don't buy cosmetics doesn't mean everyone else doesn't.
No, I'm not negative. I'm just not going lockstep in agreement with your agenda. Particularly when your agenda is painfully problematic.
Like this portion of your reply
I understand the fact they have too make money, they are a company and it's stupid too think everything should be free, but if casual players don't have a chance too get everything without paying then that is an issue.
It's contradictory to a fault. In another part you state the casual are the majority. So you want the majority to be able to acquire everything free while acknowledging the game can not be maintained free. So then who exactly is supposed to support the infrastructure for the majority? The minority?
One part I think you have no awareness or appreciation for is that as more copies of the game sell the number of needed dedicated servers rise. The base cost of the game is going to cover salaries for programmers and such, not those dedicated servers. So then that leaves cosmetic sales to make up the difference. The issue is that there is no guaranteed % of those new players who will buy the cosmetics. Behavior could very well wake up tomorrow with 10000 new players who have zero intention of ever spending beyond the base game. They will have to have dedicated servers to play on though.
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@Theoretical_Heart said:
https://forum.deadbydaylight.com/en/discussion/comment/757363#Comment_757363
Thanks for proving my point.
Thanks for making the conversation about me personally. You do realize that's against the rules right?
Don't worry though, I won't report you because frankly I could not care less.
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That's nice dear. I'll try not to lose any sleep as I ponder what I could do differently to make survivor players love me.
It's nice to know we can turn to you to speak on behalf of everyone too, it should cut down on forum spam immensely as everyone can just let you have center stage.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/756581#Comment_756581
A: people can post what they want, if you don't want too read it, then don't, but being negative in the thread doesn't help the discussion at all.
B: Casuals are the bread and butter of BHVR, it's why they buff/nerf the game too the casuals.
C: only one being dramatic is you bud, just calm down and chill.
A:) I'm not here to help you browbeat and whinge Behav10r into giving you everything easy. It's bad for them financially to do so. So labeling my criticism negativity means nothing to me. Just as you are free to post as you want so too am I free to do the same. You do not have a right to post a complaint and have it shielded from criticism. You are not entitled to a red carpet for your agenda.
B:) Casuals aren't a crumb more important than anyone else. Think of the inanity of that comment. If I play for 10 minutes a day and never spend a cent how on earth am I the bread and butter for Behav10r? Streamers bring a large portion of players to Behav10r and they are anything but casual.
C:) There's no drama. I'm as chill as I'm going to get. If you make a new thread or new post I'm going to be right there to give my opinion on it particularly if it comes with an undue sense of entitlement and self importance. Deal with it.
Objective reality, dedicated servers come with a cost the company did not have before and they have to generate revenue to keep them funded. I want DbD to be successful as I do have a financial stake in the game, as we all do. What isn't healthy for the game is people browbeating the company at every turn when they try and make money to keep those servers up and to procure new licenses. Maybe if you didn't try to imply they were scummy by labeling any attempt at revenue generation a cash grab I'd have been a little more sympathetic to your concerns. The reward is cosmetics.
None of the challenges are impossible to beat. They are however going to be incredibly difficult for survivors who haven't played a crumb of killer and that my friend is just desserts. Those most concerned with cosmetics get to endure the headaches and abuse they so often love to dish out to their competition as they scramble to hoard every piece of swag. Priceless.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/756562#Comment_756562
Jesus chill a little my dude, no reason too be that dramatic. All I'm saying is that casual players should have the same chance too get all the rewards as a hardcore player.
They set it up where you specifically would have to choose between playing more thereby filling the queues or opening your wallets and paying for progress.
Casuals deserve nothing and should receive the same chance everyone else has to fail or achieve. Which is exactly what they are getting. You guys talk as if casuals do the community a favor. They rarely play, they rarely spend to keep the game running, yet they want a server to be available waiting for them when they get the urge.
Now to be clear I don't care if one is casual or not, hell at this point I'm casual, but then I don't have an undue sense of entitlement.
The BP is done and waiting for the release date. You think they are going back and changing it to accommodate you? Be serious. We both know they aren't. So what's the point?
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@AshleyWB said:
I'm kinda surprised how narrow minded a few points are here. "Terminator isn't horror therefore it wouldn't fit like other characters do"
First of all I'm talking about Sarah Connor in specific. Not the actual terminator with guns and all. I get how guns don't fit dbd but I never said that they are needed if Sarah Connor or a terminator chapter happened.
I'm honestly sick and tired of some of you creating your own made up guidelines on what is or isn't allowed to be a chapter.
Terminator is sci fi horror. Alien is sci fi horror, Stranger Things is sci fi horror The Terminator isn't suddenly something irrelevant and incompatible to dbd because you said so.
Considering Terminator shows us the one absolutely plausible and provable way humans could go extinct it is absolutely terrifying but for all the wrong reasons. Google is Skynet waiting to happen.
That said, Sarah Connor (Linda Hamilton) is from my hometown so I love her. She'd make a cool survivor.
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@BunnyTheHutt said:
So, according too this post:
https://forum.deadbydaylight.com/en/discussion/95165/archive-player-balance#latest
it takes around 100 hours for someone too complete the battle pass without spending anything, which I didn't know until after I posted on that discussion. The OP says that it's a casual player only problem, but this is a problem for everyone. I think even some hardcore fans would have problems finishing it without spending some cash.
Using the argument of "It's cosmetics only, so who cares" doesn't change the fact it's a clear cash grab for casuals too fall into. Arguments for the battle pass are covered here by another User: https://forum.deadbydaylight.com/en/discussion/comment/749746#Comment_749746
Simply put, the required amount of Fragments needed should be reduced. It's not fair for a good portion of the community too be excluded simply because they don't have the time too commit too such a thing.
I wish I could get everything without having to play more than 10 minutes per day. My life and all.
It should be changed to accommodate me.
Not. Do without.
Why is a cash grab from casuals bad? Are they a victim class in the oppression Olympics?
Casuals come in dead last in all aspects of life. If you insist on being casual then accept others with more dedication come out ahead. Welcome to a meritocracy.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/753405#Comment_753405
You're going to make me go all Halloween uber-dork on you.
The mask used in the first two movies was the Shatner mask, yes. They bought it for cheap at a costume shop, and modified it as seen onscreen. By the time of Halloween 2, the mask had yellowed after years of storage under co-creator Debra Hill's bed, but it is indeed the same mask used in the original. Canonically, this mask burns up with Michael at the end of Halloween 2.
In Halloween 4, we see a newly ambulatory Myers grab a mask off a display at a drugstore. Common sentiment is that this mask is meant, in-universe, to be a cheap knockoff, and it definitely looks the part. It does not remotely resemble the Shatner mask except in the most general of details.
Halloween 5 used an entirely different sculpt. I know the Halloween 4 mask did not fit Halloween 5 actor Donald P. Shanks' head, so they had a new mask made, and it looks awful. Canonically, this would be the same mask that was worn in Halloween 4, but they look nothing alike.
There's no "mask continuity" in terms of Halloween 6; Michael just shows up wearing a mask, which looks quite a lot better than the last two masks. Canonically, we might assume this is still the Halloween 4 mask.
Halloween H20 and Resurrection ignore all sequels past Halloween 2, and Michael again shows up in a new mask (a couple of different ones in various scenes, incidentally -- and a totally different and ugly one in Resurrection). We can assume he acquired a new mask after the original one burned in Halloween 2.
The Rob Zombie mask was a sculpt that I believe was based on the original Shatner mask (my knowledge here is hazy because I actively avoid those two trash movies), but it is again different and distinct.
The mask used in Halloween 2018 is a painstakingly recreated version of the Shatner mask, made to look dirty, aged, and weathered. Canonically, it is supposed to be the original mask from Halloween 1978 (this movie ignores all sequels), and it retains the damage done to it at that movie's climax.
So, canonically, yes, Myers wore different masks, with obviously different sculpts. One assumes that these masks could be represented as different cosmetic outfits in DBD, barring whatever licensing restrictions Behaviour must abide by.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/753415#Comment_753415
Not at all, but there are some sick freaks that love to hit someone on hook because they need to do it.
Are you virtue signaling based on the side a player is playing in a video game? Lol.
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@Mew said:
Changes id love to see to moris:
cypress mori becomes base kit as it doesnt do anything to help you in game. Alls it is is a cool animation for the final survivors death, also helps with mori dailys
Ivory mori makes it so you can only mori 1 survivor thats on death hook
Ebony mori makes it so you can mori every survivor thats either on death hook, or if everybody in the match has been hooked once.
A mori on death hook is pointless. These are URs.
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@LuckySors said:
https://forum.deadbydaylight.com/en/discussion/comment/753093#Comment_753093
Following that logic alert is more powerful than ooo because not only is there no cooldown but also infinite range. Maybe the cooldown could use some tinkering but to say its more powerful than ooo is a bit presumptuous.
It's never going to happen. Aura reading is probably the strongest power in game and you are asking for a quick recycle, unavoidable version for survivors without the dangers of OoO. There is zero counterplay for your suggestion as killers can not crouch around crows, always run, and frankly haven't the time to spare to even if they could crouch and avoid them.
Alert applies only on a break action and close range. Be serious.
You actually asked for a perk that essentially gave you complete aura tracking 33% of your time in game with zero drawbacks.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/753074#Comment_753074
It promotes camping the hook while doing those stupid smacks, crouching like an idiot and taunting can lead to receive a free hit, not the same at all.
It doesn't matter what they change, if the killer wants you dead after one hook you are going to die. You don't sincerely believe not being able to hit the survivor is going to affect that do you?
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What do you mean wat(sic)? The Myers mask was a William Shatner mask originally. Though variations of it came after do to deterioration it was always supposed to be that same mask.
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https://youtu.be/_NJbLEuUh90?list=PLLU8S9KHk2JZCQNRuQmYoCpMJ4zFNDi8c
Just need a good soundtrack and Overcharge, Pop Goes the Weasel, Ruin, and NOED.
With any M1 killer knowing when to break a chase and pressure gens is key. For your first few chases get a pallet dropped and break off. Keep 5 gens undone for as long as possible while getting those pallets out of the way.
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/753085#Comment_753085
By buff killers, at least in my case, I think it means buffing weaker killers in general. So, whatever buffs have been suggested for Doctor, Legion, Wraith and so on would be more readily implemented if solo was buffed in turn.
It would not be good to overbuff killers and the way to avoid that is by buffing solo survivor. There are great threads over in the feedback section that discuss such changes.
What should not be done is punish people for utilizing swf as it will either push people away or cause survivors to lobby dodge in solo que until they are with their friends (something that was done prior to the addition of swf). How would it effect you if swf were nerfed? It would drastically increase lobby wait times for killers if less survivors are playing the game.
The word punish is a red herring. Utilizing a function that offers an advantage and having it tempered with a debuff to allow a competitive game isn't punishment. It's objective reality in game design.
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@oxygen said:
The idea of "closing the gap" is usually mentioned in the same sentence as killer buffs to whoever needs them to keep up, and that's for a reason. The idea behind it is basically to increase the overall "powerlevel" of every player and balancing around that. I'm not going to pretend I know exactly how it'd work, but besides simple incentives (bp bonuses, less demanding emblems or whatever) and SWF indicators it's the only approach that seems even remotely realistic to me.
Explicit restrictions or mechanical handicaps applied to SWF parties quite simply won't happen, so it's either exploring the alternatives or doing nothing.
A buff to BP or being told this is a group about to exploit VOIP doesn't help in dealing with the problem.
So I guess the solution remains to dodge SWF if you aren't in the mood and play the game as intended against solo's.
There is no solo survivor buff coming, you'd have received it already. It was nixed.
I wouldn't say a nerf to SWF is impossible, depending on how things change after dedicated servers go live. A simple Thanatophobia debuff applied to SWF groups handles things nicely. If every game turns into a SWF match and the killer queues tank something will be done.
I know if I go to play and every match is that I'll find something else to play. To each their own but I'm fairly certain most feel as I do and have their limits.
The difference with dedicated servers is the facilitation of SWF grouping. When it's easy to do and allows exploiting, most are going to do it. When most do it that means most games are with it. Ergo, the fun level of killer players tank and so do the queues.
That said, I'll give it a fair shake.
I can guarantee a losing proposition is for Behav10r to assume they can hide SWF, make it a breeze to do, force killers to endure it game after game without adjustments, and those killers will simply endure it for love of the game.
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@LuckySors said:
Calm Spirt: Animals seem to trust you as they often stay calm in your presence. You do not disturb woodland creatures. When the killer disturbs a crow within 30/35/40 meters of you, the killer’s aura is revealed to you for 5 seconds. Has a cooldown of 10 seconds.
What do you think?
Lol. A killer aura hack every 10 seconds when the killers version gives no aura? Not to mention a killer can't crouch or walk around the crows and is forced to run around do to time constraints!
Hell no!
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@Nekoo said:
Also rank 1 in both categories here,
killer lobbies are instant for me too, guess no one wants to play killer now,
which is understandable, I can only imagine this to be worse after Nurse's nerf is live.
I tried to tell the community, the nerf to Nurse is only going to further limit those who will start a game against an obvious SWF group or even one composed of flashlight trolls or toolboxes.
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I can't help but shake my head in sadness when the killer, a victim to VOIP, is told the solution to your dilemma is make even those you are balanced to deal with as strong as those who break your perks.
Please spare me the "buff killers to deal with it afterwards" rhetoric because as of yet I haven't seen ONE SINGLE SOLITARY advocate detail what kind of buff killers could be given that would enable them to deal with the SWF and not completely break the game in the process.
I guarantee you won't see a a mention of the buff in this thread either. It's all hot air.
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@Aikanaro said:
It promotes toxic behavior, we dont need that.
Sounds like a cooldown for crouching is in order then.
Unless it has no toxic implications?
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/753037#Comment_753037
That's really not true. Just like killers are going against the clock because gens are getting done, survivors are going against the clock because the killer is hooking survivors until they are sacrificed.
Regarding perks, the scenario of every survivor only having 1 perk would only be fair if that perk affected every survivor. It is a 4 v 1 after all, and these perks are balanced around one of the 4 survivors running them.
The 4 have independent agency. They are not controlled by 1 mind. That is an advantage. The killer is only hooking and sacrificing survivors if they are found, caught, and downed. Gens don't hide or run loops.
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@Cyro said:
https://forum.deadbydaylight.com/en/discussion/comment/751225#Comment_751225
You're literally saying that killers shouldn't require perks to do well, that alone tells me that going in on a debate with you would be utterly pointless, Legion wasn't meant to down people with their power.
''There is counterplay to Nurse.'' Aside from hiding from her (which is a dumb argument considering you can say that about any killer) there isn't really much else you can do, ''outsmart her, juke her.'' It's really easy to just say isn't it? The only thing you can do to juke a Nurse is break LOS and hope she reads you wrong, again this is simply a guess.
And perks are supposed to help killers and survivors and people base their ENTIRE playstyles around what perks they are running so that is a really silly argument in of itself. If a killer didn't need perks to do well then that'd be an extremely boring experience and nobody would be having fun, guess what pre nerf Nurse was exactly this.
And no, I play high ranks as killer and survivor all the time. I'm not being survivor biased at all, but no I used to be like you, blindly defending something (in this case Nurse) and claiming that she had counterplay and didn't deserve nerfs even though someone in this thread pointed out how she had EVERYTHING going for her and nothing bad about her.
Yeah, if you aren't using comms for the game it doesn't really matter if you're grouped then right? We can just nix SWF. I mean you're all just sitting in Discord quietly enjoying the game. Not.
There are two types of SWF. Those who have mastered the game and the exploit of VOIP and those trying like hell to do so.
The killer has to play 4 on 1 while on the clock. The survivors do not. The survivors can take an hour to do gens if the situation warrants it. There is no luxury for killers to do the same.
Survivors have at minimum 16 perks. A killer 4. A fair scenario would be for each survivor to have 1. A fair balancing ideal would be for 1 survivor on average to survive, not 2.
The "power" of survivors is being able to attack on multiple fronts at the same time. Of course it's always left out of balancing discussions. What isn't fair is for each of the 4 survivors to be given enough power or the killer enough nerfs as to be able to 1v1 the killer to victory yet that seems to be the unending battle cry.
Hell, just look at the "balance" in map offerings. The survivors can run 4 of the same one, the killer 1. Guess who wins?
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Give them nothing and take from them everything.
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I'm in it for the long haul as long as the balancing continues towards making the game better for all and not as it once was in so far as coddling survivors at the expense of killers.
That doesn't mean I'm against balancing or changes to killers that may in fact be nerfs but just in the overall sense.
The game has drastically improved over the last year or two so I have to give credit where credit is due.
Pretty good job, so far.
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The William Shatner mask is all Myers ever wore.
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@Irvin said:
https://forum.deadbydaylight.com/en/discussion/comment/751440#Comment_751440
You're missing the point, the friends I play with are at a major disadvantage when they play with me because the killer is way more skilled than they are. As I stated previously the scenarios you are relating to only applies to the rare group of 4 red rank SWF groups vs the reality of most SWF groups being one high rank with friends who are much lower in ranks with much less skill.
No, you're missing the point.
You don't balance a game based on the worst players. It would either end up dumbed down to the point of tedium or exploitable by the great players to a laughable degree.
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@TragicSolitude said:
The mori offerings should be removed and being able to mori a survivor when they're dead on hook should be base kit.
There, fixed.
That's pointless.
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@Ihatelife said:
@NMCKE Do you think that nerfing the most unfun things to play against (insta-downs, insta-heals, keys, moris etc) would resolve the problem with DCs?
No, it wouldn't. No one has established anything you mentioned are the reasons people DC as opposed to being petulant children, mad that they lost, knowing they don't face a harsh consequence for doing so.
That solution is as inane as offering them 1100 auric cells if they super duper swear to never do it again.
You don't deal with an exploit by offering carrots to avoid doing so. You punish it to a draconian degree to make an example for those who consider doing the same.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/750629#Comment_750629
Then lets not nerf insta heals since it makes the game "interesting".
I didn't nerf them and neither did you. But one doesn't equal the other just because you don't have any other argument.
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@Irvin said:
There should not be any disadvantages or penalisation for playing a game with friends, for me it is really annoying how it is right now. I mainly play solo but occasionally some friends who rarely play want to play with me and they always end up facing a rank 1-4 killer which is not a fun time for them at all, there is no need to make the situation any worse than it already is.
Yes, there absolutely should be when playing with your friends provides an unintended advantage.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/750965#Comment_750965
It's totally true that it'll take ages to see lots of buffs like that and map changes, yeah.
It's just that debuffs/nerfs specifically targetting parties can be circumvented by people queue-sniping eachother as "solos", just like people did before SWF was added. It's easily circumvented by any group that is rank-wise and geographically close to eachother.
And there's no real way to prevent this behavior outside of making lobby dodging punishable, which would arguably hurt killers more. Just because they're not SWF, 4 solo survivors you know are highly competent all bringing pimped out toolboxes and one of them burning a Haddonfield offering every time you play against them doesn't sound like a good time, for example.
That behavior is so obscure and difficult to do as to not be worth considering.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/749832#Comment_749832
Doesn't have to explicitly be direct buffs to killers, but things like more map reworks and second objectives would alone go a long way to give killers more time to work with. And for many of the weaker killers there's plenty of good, simple ideas that would help them a fair bit. Like Leatherface moving faster while revving his chainsaw up, Trapper starting with some level of bag addon, placement speed addon and perhaps make traps harder to escape from as base kit, doc getting more shock range in base kit, that sort of thing. There's good ideas floating around for killers like Legion that I've forgotten at the moment too. And I mean this in general, not only vs SWF.
https://forum.deadbydaylight.com/en/discussion/comment/750065#Comment_750065
Honestly surprised there hasn't been any of the usual responses to this statement in this thread where someone quotes you and goes "Good :)" while completely missing the fact that their own wait times would go up as well 😄
The problem with this is it takes years to get done and that's just a time measurement for what's in game and doesn't figure in new releases along the way.
A debuff to the party commensurate with the number in group is a quick fix that doesn't require anything else.
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Better idea. How about you guys get good and accept dangers exist within the game? Thankfully the lot of you have a snowballs chance in hell of getting DbD watered down to the point everything is dull gray boring and sterile of danger.
Life isn't fair. Deal with it.
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/750285#Comment_750285
No coding or math needed?
Now this is just overkill monsieur.
I believe the salad needs sel... not sucre.
Either way, you know that isn't true at all.
The coding is already done. The system is already in place. You simply apply a debuff to those in group commensurate with the size of their group. That's all.
Bon Appetit.
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/750232#Comment_750232
Lol assuming my English comprehension is somehow less than yours.
You would have seen that I am merely pointing out that Making the sort of change you're suggesting (which is unlikely) is code hell. A better suggestion as someone prior to me said, a quick play/ ranked feature limiting swf is probably the best way to tackle swf.
I am insisting you don't understand CODING. You pretty much dumbed down what I said and said it yourself as simple as it can get. But the workload, is not. I am in no way stating swf is unhindered. I gave temporary solutions, not fixes, not excuses.
I considered what you said, and the idea is absolutely ridiculous. Why should you punish players for playing casually with their friends? What your idea does is encourage lobby dodging, increasing queue times by a metric ton.
You're talking to me about understanding a subject without having a concept of pros and cons for the same subject you're trying to push on me.
Sure, the devs could add this in... Buuut...
What you should have in your train of thought is "how can this go wrong" instead of "this should be good". Which is why I think the devs are doing a decent job with the recent patches, because they have the right mindset.
Except everything you said is completely wrong and doesn't apply to the systems in place that already do what you insist they can not. No coding hell or convoluted math needed.
Word & Thought salad with Rambling toppings doesn't change that fact.
You don't punish people for playing with their friends, you do however adjust their efficiency to create a fair game when playing with their friends hinders that.
Offering Red Herring to go with your salad is a terrible choice for your Argument Du Jour.
Thanks for playing.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/747220#Comment_747220
Every non-F2P game that has implemented this kind of system has encountered backlash. I know you guys want to do mental gymnasticss to defend a company's every action, but this is shameless double-dipping, and it is predatory.
There are no mental gymnastics needed. You lot are whinging into the aether. Behav10r doesn't care, they are going to do like every other company does and make their money. Preaching to those okay with it as if we owe you some type of loyalty to your lost cause is laughable.
There is nothing predatory about it. You received what you paid for. Anything additional is not owed to you and doesn't become so just because you believe it true or state it as such.
I guarantee most of the whingers are demanding dedicated servers too. Apathetic to the realities of the costs associated with them. Too late now. Deal with it.
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@anarchy753 said:
Moris and keys should probably be reworked alongside each other, both pretty equally unfairly end the game early for one side with little to no counterplay.
Tic Tac Toe is fair too. It's linear from beginning to end. None of us want to play it. Mori's and Keys are wrenches in the linear gameplay.
Everything doesn't need a hard counter to be acceptable.
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/749824#Comment_749824
Okay, You obviously dont know coding much but let me explain it to you like this.
For that to even be possible you need to account for:
1.How many people are in a group
2.How many groups there are in a lobby
3.Figuring out a percentage for each group of 2,3,4 respectively
4.Making sure it doesnt overlap with solo
5.If group 1 is doing a gen, reduce speed by percentage
6.If group 1 is doing a gen with a solo, reduce speed by a percentage without overlapping with a solo
7.If group 1 and group 2 are doing a gen, reduce speed by a percentage without overlapping with one another
8.If one player disconnects from group 1, increase repair speed
9. For groups with a DC, repeat steps 1-8
10. If all but 1 member of group 1, return to base speed.
I could keep going by the way. In what way is this easy again? This is literally code hell. The amount of math here is enough to make a damnn new character.
Again, this could present a lot more issues than give an actual solution. If you're looking for a free ticket against people who can communicate, this is not the game for you. You want advice? Be less predictable. The more SWF have to catch up with callouts the easier it is for you to dominate the game. You wanna slow the game down as much as possible? Ruin, Dying Light, Thanatophobia, pop goes the weasel. Have fun.
As for OP, I have no problems with Legion as red ranks in console. I think it's a matter of how well you understand the killer you play and what you can do with it by thinking outside the box.
Apparently English comprehension is difficult for you. Let me try again.
Apply a negative repair speed debuff to those in a swf group. That means the gens and ungrouped people remain the same but those in a group repair with a debuff, sort of like being affected by Thanatophobia.
The game tracks the current obsession and applies buffs or debuffs specific to them and they can interact with the same gen or hurt survivor as those without the buff or debuff. Like Dying Light where they get an altruism buff yet can still help heal with another survivor!
The game also keeps track of who is grouped and who isn't which is why you can have 3 rank 20s and a rank 1 survivor face a rank 1 killer.
If you are going to insinuate someone doesn't understand something be sure you have a clue about what you are talking about yourself. Don't bother stating that you misunderstood, because it's not true. What you did was look to defend SWF being unhindered and started writing before you even considered what I said. It's typical of those trying to reverse engineer an excuse to shield themselves from a nerf.
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@Gibberish said:
The main issue with the battle pass is that you cant make it character/side specific.
For example, when playing Survivor I play Claudette exclusively. I dont have the time to grind out every other survivor. So for me and other people who only play a specific Survivor, any cosmetic for a Survivor they dont play is money wasted.
This also extends to sides. If a player primarily plays Survivor and rarely plays Killer, any Killer cosmetics they get will be money wasted.
Same thing in reverse, for Killer focused-players any Survivor cosmetics they get will be wasted money.
A easy way to alleviate some of this issue is for each reward tier to have a choice.
Make it so each Reward tier has 2 possible rewards, one Survivor reward, and one Killer reward, and allow the player to choose between them.
This would get a lot more people to buy your battlepass as it will be a better value for everybody, without actually making the battle pass grant a larger number of cosmetics.
The battle pass isn't a buffet. You complete the challenges and earn the rewards.
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@StevePerryPsychOut said:
This will probably be majorly controversial but...
The real answer is to make swf the baseline and buff solo queue survivor to swf level. Then you balance killers against the new baseline.
What is the main strength of swf? Information sharing. Bond should be baseline or the killer aura should be revealed when at least one survivor has line of sight on the killer. Alternatively, instead of perfect information like that, they could implement a ping system to allow less exact info sharing.
What kind of buff could you offer the killer? This rhetoric is obtuse.
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@Aura_babyy said:
How does that make sense.
What if you have 2 swf in a game.
People have said this countless times, and I will say it again for them. Stop assuming that you got rolled in a game by a swf. Solo Qrs exist, and I say they are the vast majority.
If you wanna slow gen progress. I suggest you get Ruin and/or Dying Light. Pop goes the Weasel would be good for this as well.
Imo it's the silliest thing to punish people for wanting to play with a friend. The matchmaking already does this, Good Killers don't need this at all.
Then adjust the repair speed with negative % for those in a SWF while leaving the base gen times alone. Easy.
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@Karltastisk said:
Launching the event skins 2 weeks before you can Even earn them. Ontop of the short period of time the event lasts. Smells like cashgrab Even if it isn’t intended that Way.
BHVR do something about this. Remove the skins until the event starts or preferably just start it tomorrow like everyone expected. Or do nothing and have major part of the community displeased.
I wonder if given the opportunity you would grab cash? I think most of us would. I guess when you aren't the one grabbing cash you disagree with it?
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@SpaceCoconut said:
1) It's free cosmetics.
It costs $10 and approximately (21,500 player level "Devotion"xp) 13.5 hours of matches to complete the pass as of the PTB numbers available. This is assuming the numbers aren't tweaked to increase or decrease the grind.
2) You earn your money back
No, you have a chance to earn more Auric cells. The money you spent is lost. You can only earn the cells if you complete the pass up to that tier. If you're short, your only option is to purchase tiers for 100 cells each or purchase more cells outright.
3) It doesn't affect gameplay
By design it does. A player without charms or skins will see players with charms and be psychologically driven to purchase the pass to earn the charms themselves. This is the same principle as public loot boxes in other games.
4) Don't want it? Don't buy it.
This is where psychological manipulation comes in and how this system is designed to take advantage of people susceptible to this kind of manipulation. I won't get into such an in-depth topic here, but there have been a few studies in the past few years about the longterm effects of this kind of manipulation. You can also research the "Fear of Missing Out" since it works the same way.
5) BHVR needs the $
Last I checked, their annual revenue is estimated at over $35 million. This is encompassing all their projects and not just DbD. The DLC and cosmetics store have done well enough for the game to reach its current point. The game still has frustrating core mechanics issues that are ignored, but I don't think it's a lack of capital that's preventing the fixes needed.
6) The battlepass rewards aren't guaranteed.
You purchase the pass for the chance to grind for the cosmetics you might want. If you don't grind enough you don't get the cosmetic. The store offers cosmetics for a price and it's guaranteed albeit more expensive. If something comes up and someone can't grind enough then they lose their money and the chance to gain the cosmetic they were chasing. Not to mention losing the auric cell reward leaving them to spend another $10 for the next pass.
7) It keeps the game alive
Wouldn't core balance fixes, overhauls of outdated systems and characters leading to fun and exciting gameplay for both sides keep the game alive too? EDIT: Madjura "If the only way to keep the game is alive by adding menial, paid grind to the game then the game isn't alive, it's just a grind simulator at that point."
That's nice dear.
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@Spork said:
Seriously the new Battlepass crossover with Fortnite and Apex legends is EVERYTHING. Whoever decided to do this, they need a raise, it's so ground breaking and original. The cosmetics behind the 1000 Auric cell paywall, BRILLIANT. I am so GLAD that this is the primary focus of the game. Ya'll were on a roll, and now, a hard turn for the better, money money money. Obviously the gaming community wanted more of this. So glad nothing was revealed to us or teased about the archives and we just got to see that it was a Battlepass on our own, thank you BHVR, this is truly a great moment. Maybe you guys can potentially put DLC on the Battlepass given they cost less than your Cosmetics.
Sincerly, someone who has put in over 1500+ hours in the game.
Stop whinging.
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@DeadByTunnelight said:
https://forum.deadbydaylight.com/en/discussion/comment/745483#Comment_745483
So what about for example huntress one shorts? it's like the same as insta heals. Nerfing insta heals = nerfing huntress one shots to me
Do you have to manually aim and hit a moving target with instaheals while being against the clock and versus 4 people by yourself?
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@Spork said:
https://forum.deadbydaylight.com/en/discussion/comment/747172#Comment_747172
Yes... That's literally the point. Baiting players into buying more things by putting all the desirable items behind the pay wall is a HUGE slap in the face. It's a tacky tactic used by FORTNITE, APEX LEGENDS. DO THESE FREE TO PLAY GAMES AT ALL RELATE WITH DEAD BY DAYLIGHT? No. I hope you understand where those of us who dislike this battlepass are coming from. I don't care that it's 10$, or that you can earn the Auric cells back, it's just the fact that they put ALL of the good stuff behind a pay wall.
Life is full of paywalls. Is objective reality as hard for you to deal with as it appears? The internet is behind a paywall. Electricity is behind a paywall. Owning a computer is behind a paywall. Game companies have to pay for designers, yet another paywall.
Of course the best stuff is behind the premium portion. Do you think people will pay for the lesser when the best is free?
Stop whinging.
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@Raven014 said:
I have to point out if you buy it with auric cells you can earn them back, making the cost effectively zero if you actually complete the content.
Not quite. You still had to make a $10 purchase of which you do not get that $10 back. You do get more value from the $10 you spend though.
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@TheGhostFaceMain said:
https://forum.deadbydaylight.com/en/discussion/comment/745568#Comment_745568
I agree, I think mori's should be changed. I think being on death hook is when you should be able to mori them
Good, because first hook is death hook unless you change the circumstance or the killer opts to let you off. You have no entitlement to a second hook much less a third. If you did have an entitlement you would automatically come off of it and restart somewhere else on the map.
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@StupidButTru said:
Insta heals got nerfed because of whiny killers but the Nurse update is bad huh? How about this READ THE ADDONS THEY ARE RIDICULOUS WITH CERTAIN BUILDS. Those complaining about Nurses being "nerfed" are usually the trash players and Nurse mains are dancing in Joy because they got some serious add-ons now that they can use to destroy a four man team. Yet Insta heals got nerfed and not a single thread on that huh? In that case get rid of Noed get rid of insta downs, get rid of anything that insta downs a survivors since we can't have our medkits. If that's the case that's more of this fanbase gone already. Pathetic.
Was it a slap in the face?

