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Warcrafter4

Warcrafter4

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  • @Kolonite said:

    number 9 is 100% a fact. NOED is a crutch perk lol

    Do bones.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1330040#Comment_1330040

    I don't play survivor much. Most survivors are gonna do active totems. I've never seen a game where haunted doesn't proc. So, he's using haunted for one shots early and then NOED to one shots late. Plus it's not always just do bones. Especially if you're against a camper. You can't gen rush and then also do bones. If you don't think NOED and broken on it's own you're whacky bro

    Its funny when campers call me out for gen rushing after I already did 3 bones.

    Bones don't take that much time to do especially when you have 3 survivors able to do gens unimpeded.

    When I play killer I for the most part don't let the game reach the point that NOED even spawns or when it does happen most of the time it doesn't matter.

  • @Zane said:

    I've used self-care for as long as I can remember, specially when I pair it with Botany knowledge (my favorite perk in the game), and honestly, people say its a waste of time but thanks to that perk I've been prepared to help my teammates out whenever they need the help cause I can heal up quickly thanks to botany. If you think I should, what perk do you think I should replace it with? My current load-out is SC, Botany, Kindred (amazing atm, I get safe hooks 24/7 cause of it) and borrowed time.

    Its not a overly bad perk but it gets heavily weakned to the point of uselessness if your opponent can inflict mangled by sloppy butcher or addons.

    Or just slow down everything with dying light or Thanatophobia. Plus its useless vs plague and legion

    As it currently stands it has too many counters in the meta to be extremely viable.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1330027#Comment_1330027

    I mean I think you can use it. I also think it's a broken perk. Especially when he paired it up with haunted grounds lol. That's less having it for a safety net and just wanting free wins.

    You know that haunted grounds make it so only 3 totems need to be cleansed to stop NOED right? NOED doesn't replace active hex totems even if they are just Haunted grounds.

    Secondly who does hex totems against a spirit who doesn't seem to have any curse effects?

    Finally do bones if you think NOED is that broken. Theres even archives that reward you for doing bones right now on 2 levels.

  • @Kolonite said:

    NOED. Kinda cringe homie...

    With how bad match making is atm I really can't blame anyone for bringing it so they can stand a chance if they are mismatched well above what they could realistically play against.

  • @HamdaN said:

    as long as camping tunneling and mass slugging exists, survivors have no reason to try new fun builds. every time i do i just get super toxic people who wanna camp like crazy or tunnel with mori etc. the game design just doesnt favor fun. same goes for killers running corrupt pop, endfury etc. on weaker killers so they have a chance

    TBH: Same goes both ways with DS,BT,Unbreakable,DH,ext. Making survivor's so powerful killers have to rely on the above to counter them.

    Saying this for sake of example: Mass slugging can be a legit counter to DS if people hook bomb the killer repeatedly in under a min... Yes that has happened to me both when I played a survivor(The one who was first unhooked unsafely and by watching from a distance doing gens.) and as killer.

    Its a bit of a chicken and the egg issue with both of these.

  • My only issue with the pig is trap RNG(I either get it off on the first one or last one when my helm is about to pop)but I never blame the player for that.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327611#Comment_1327611

    They removed a lot of techs (well for you "glitches") like moveset swaps, dead angles, roll swaps, R1 swaps, twinkling, duplicating etc etc

    I'm a hardcore dark souls player, Im living this.

    And no, just because some particular features aren't continued in the followed titles doesn't mean anything. They are all basically stand alone in their mechanical gameplay. Poise isn't a thing in DS2 for example, toggle escaping isn't possible either. Every dark souls title has his own approach on the mechanical fighting.

    Umm you know poise exists in DS2/3 right?

    Poise is in DS2 is just heavily nerfed form 1 with 2 opposite rings for both poise damage(Stone ring +30 poise damage aka "Item Negative One" sense you can get it before character creation) and poise defence(ring of gaints +30 poise defence which is the stone ring's equal while at +2).

    In DS3 its only active on normal attacks frames(poise can be broken and is based off of your armor's stats) or specific attack's frames(Hyper armor can't be broken outside of a backstab) just not when your in normal/instability frames ignoring the weapon art perseverance which just breaks the game by being a spammable prenerf no spell slot needed DS2 iron skin.

    Also the moveset swaps glitches are in DS3 just aren't practical to use outside of niche situations.

    PS. DS1 remaster broke as many things as it fixed so its a bad example of "Techs".

  • @gatsby said:

    Decisive Strike is completely unnecessary with a coordinated and thought through hook rescue, however, solo queue teammates sometimes pick bad timings for saves, don't bring BT and/or don't take hits.

    Realistically, DBD has enough counterplay to tunneling without Decisive, however, that counterplay diminishes with low quality teammates. A Killer usually doesn't intentionally tunnel unless the Survivors leave a recent unhook as the easiest target and make no attempt to protect them.

    If Meg bodyblocks a hit for an unhook, she'll get chased and the teammate will never need Decisive. But half the time Meg will 99 sprint burst and bail the second she unhooks. That's why Decisive is necessary

    Joking:

    Devs: *Makes perks that punishes the killer for survivor's mistakes.*

    Also Devs: "Why do killers think we hate them?"

    But on a more serious note this is pretty much true other then DS being necessary.

    Unless I am being farmed by my teammates DS would never activate for me sense any good save will give me longer then 1 min to either get away or to stall the killer.

    So if the community would get better at saves DS wouldn't be meta as I save so many people who have DS safely and unless they run into the killer they never get to use DS from my saves.

  • My main issue with creepypasta killer would be the devs would have to force a new power set for them to have as most if not all of them are generic teleporting "Too Powerful to Fight" type characters with nothing truly interesting going on with them power-wise.

    The amount of effort and creativity that would be needed to make them work let alone be interesting probably would be better spent on a pure original character.

  • @Kolossoni said:

    Reduces chances of alerting Crows to #%

    Your calm spirit can overcome the urge to scream.

    It's a really bad perk since crows don't much affect the game at all.

    Preventing urges to scream only works when versing Doctor, Clown and against certain perks.

    And on top of this, you don't get to know who you'll face so that makes it useless eve more.

    Rework it to make it more useful or at least let players know who they'll be going up against.

    For the crow part of the perk is map dependent:

    In the swamp maps the crows alert the killer to survivors in the main buildings so calm spirit is actually useful there.

    In the underground lab its pretty much the only thing that can keep you hidden from "Spies from the Shadows" there as crows are so common and are nearly unavoidable that killers more or less have permanent reveal with "Spies from the Shadows". Look up videos of it its kinda silly how good spies is there.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322398#Comment_1322398

    Let me redirect this: What do you think the intended use case of the mori is, from a design perspective? There are only two possibilities that occur to me.

    • A cool death animation, in the spirit of DBD's slasher-inspired theme.
    • A method for unilaterally chopping off up to a third of the game.

    One of these is a piece of thematic set dressing, with some mildly gameplay-adjacent use cases as I outlined. This would put it, one would think, more or less on-par with other offerings that could occupy that slot.

    One of these is a mechanic that, as I said, moves the goalposts dramatically. It leads to degenerate play, carries an outsized sense of unfairness (far and beyond almost all other mechanics that exist in this game with the possible exception of purple/red keys), and... well, leads to discussions like this one.

    From a design perspective, I would never dream of introducing a mechanic that does the latter, because it comes across as sanctioned griefing. So I can only assume the actual intent is the former, with the latter being an unfortunate and unforeseen consequence, especially for the red mori. It seems like, for people who want the latter, it effectively boils down to a "nope we want this OP as heck option specifically because it is so grossly OP." This is not a healthy attitude to have.

    The point of the ebony mori was it's a power trip addon(It used to be able to mori people EVEN WITHOUT HOOKING THEM) while also being very rare so it wasn't seen very often.

    Also as other pointed out keys old BNP's also cut off parts of the game if not the WHOLE GAME; As Old BNP could get the exit gates opening in ~57-53 seconds was a record I saw.

    Also outside of moris/monstrous shrine killers can't speed up their main objective(part of it is Sacrifice progress while on the hook) with items/add-ons unlike survivros with toolboxes/BNP/Leadership/Resilience/Spinechill(Its boost has saved me more times then you'd think).

    So saying they killer can't move their goal post while the survivor have multiple means of doing it is simply being biased against killers.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322330#Comment_1322330

    Fair enough for the yellow mori, I suppose.

    Moris (along with keys) move the goalposts in a way that no other build options do. They effectively eliminate anywhere between 1 to 4 survivor life states. A red mori is the numerical equivalent of telling the killer that the survivors only have to do 3 gens + the exit gate. Changing them to be usable only on survivors who have hit the struggle phase would still give the killer a tactical advantage, in that it would eliminate the need for travel time, and it would allow them to avoid Decisive Strike and flashlight saves, all while still ensuring that the game plays out in a relatively normal manner.

    You do know most mories take longer then just picking survivors up, walking, and hooking them right?

    Also countering DS on death hook doesn't actually mean much at that point in the game thus are more or less irrelevant unless the exit gates are open AND they are near them.

  • Try playing someone like the hag against 4 people with the same character/costume and keep track of them.

    Teleporting can disorientate you making it immensely harder to keep track of everyone when they all look the same.

  • @Rydog said:

    All three mori offerings would be way more reasonable if they only worked on dead-on-hook survivors.

    O-o the cypress already does(Last survivor is auto death hook) so why did you include it?

    Secondly mori for death hooks makes the moris useless so can this idea for them please die as it will never work and make them a junk item.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321196#Comment_1321196

    I don't feel like the unhooked survivor should pay the price of someone's mistake, especially when they had no way to prevent it from happening.

    That's really the problem, the savior doesn't get the consequences and the unhooked survivor is left to face the savior's consequences. The killer is put in a tough spot because they know it's smart to go after the unhooked survivor yet it wouldn't do justice for the unhooked survivor. 😅😕

    But here's the issue with even this defence: Why should the KILLER be punished for the survivors making bad plays?

    Its effectively what DS does a lot of the time is to try to punish the killer for making an punishment to a bad survivor play.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320914#Comment_1320914

    https://forum.deadbydaylight.com/en/discussion/comment/1320902#Comment_1320902

    And as I said before, the point of moris is to show off the cool killing animation and not to give you an advantage. If you want to see the killing animation, bring a mori. Otherwise the ability to kill survivors on their second hook is way too strong. We are not entitled to escape, but you are not entitled to kill. If you need to use a mori to get kills, then you are bad and you need to play better.

    This is factually wrong.

    When it was introduced the Ebony Mori COULD KILL WITH NO REQUIREMENTS.

    This means that the Ebony Mori was made to be a power trip offering rather then a cosmetic one like the Cypress Mori.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321223#Comment_1321223

    That's completely irrelevant. The killer has no way of knowing if you’re running that perk.

    Aftercare is one of Jeff's teachable perks. Its always safe to assume a survivor has at least one of the teachable perks of that survivor(For example: Every killer expects Davids to have Dead Hard even at low ranks).

    @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321196#Comment_1321196

    I understand what you’re saying but you weren’t in my games. The killers were walking past other injured survivors just to target me because I was hard to catch and they weren’t. It’s happened to me plenty of times before which is one of the reasons I switched to playing killer. I was getting sick of killers who can’t handle being outplayed and spit out their dummy. It’s ridiculous. I even had a random Claudette message me after one of the games saying and I quote “that killer had a boner for you” as she even tried to take a hit for me at one point when she was injured and the Freddy just walked around her.

    I agree with tunneling that some killers do is BS but there are situations where killers do have to get 1 person out of the game as fast as possible to stand a chance.

    I am not defending killers blindly tunneling just in most cases there are explanations beyond the killer just wanting to be a dick(Idk you pissed them off by t-bagging at a pallet that or someone else pissed them off to the point they are talking it out on everyone) that you either don't notice as a survivor or can't tell.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321181#Comment_1321181

    The ironic thing about it is, the other survivors who don’t get tunnelled are the ones using DH, DS and other exhaustion perks. But there’s me and Jeff using stuff like Aftercare and Pharmacy and we’re targeted for being hard to catch. Am I supposed to just purposely play bad so the killers show mercy? Haha.

    To be fair: You're using a perk(Aftercare) whose sole counter is hooking the person using it.

  • From what I have seen is use the no hag illusion traps add-on+ longer trap duration, put the traps on gens, and pray they let you do it twice.

    You have to delay the teleport to give them time to actually get on the generator.

    This add-on lets you teleport to traps while the trap doesn't give away sign of being there and if your doing it right you will teleport on top of them before they have time to react to spine chill going off.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311995#Comment_1311995

    I dont have any problems with shirtless David :P

    But he comes to my mind every time when someone complains about female characters being sexualized. Like, they are showing their Belly, Kate has too big boobs/unrealistic Body, Spirit is naked/a Schoolgirl.

    But the muscular, half-naked guy is ok.

    I think its more character base sense Meg has some tight clothing that leaves little to the imagination but no one cares sense she is a runner and thus would have tight clothing.

    Anyways getting back to the thread: This Claudette outfit makes me think more of Nea's rebelliousness nature(The beanie doesn't help this either) rather then something Claudette would ever wear due to it looking almost punk-like in style

  • My vote is The Nurse above all else.

    Nurse isn't in a good spot right now and even playing against one of the legendary "Good" Nurses I still juked her for over 2 mins straight for 3 gens without giving her a single hit simply because you can outrun her blink distance due to the recharge.

    Mind you most nurses can only hit me once before I juke them for all 5 gens so the one above was well into the "Good" range.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1313000#Comment_1313000

    I mean, there was a Thread a few weeks ago where someone said that she feels better now. But apparently this is not true.

    https://forum.deadbydaylight.com/en/discussion/comment/1313012#Comment_1313012

    I think saying that they did not test it is as wrong as it can be.

    Also PTB Feedback is not really valuable.

    Even if the game balance of the PTB is generally ignored, Most of the bugs are generally speaking addressed.

    Which didn't happen with the nurse as she went live with bugs that were reported repeatedly on the PTB.

    So even by the low standards of PTB feedback being bug reports only they still ignored player feedback.

  • (This is going off of the assumption rarity being rolled before the item itself is)

    Simple: If something is an pink/red its FAR more likely to be ebony sense the pink/red splinters have been removed sense it went from 1/9(6 splinters) to 1/3 for most killers if you were to get a red/pink in the blood web.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1312422#Comment_1312422

    Lol imagine being so mad about a change to a perk that was already almost useless, that you just quit playing that role instead of learning to not lean on it.

    Do you want me to show you the math showing the great skill check bonus progression denial was the strongest part of old ruin? Yes I did do the math and posted it on the forums before if your wondering.

  • For the best over all perks it would be Leather Face(BBQ and chili for double BP and reveal + 2 good general use perks) or shape(Best obsession perks in the game).

    For the most fun is subjective as each one does their own seperate thing.

    If you like pure stealth then GF.

    if you want a build up to a rampage with a stealth build option then the Shape.

    If you like Saw, trolling with reverse bear traps, and don't mind a weaker killer then the Pig.

    If you like rampages and camping(You need shape's Play With Your Food perk to do much else) then play Leather face

  • Get wraith with his clamp(his yellow bone one or his pink/red one) addons and walk up be behind to a wall next to survivors on a gen while not facing them to avoid spine chill.

    Then de-cloak and rush to grab them.

  • @IMhereRUN said:

    Wow, this got out of hand. Let’s explain in concise detail.

    If you’re using an add-on like extended T3 time, the downside of this add-on was that it took longer to reach T3 while stalking. However, the bug was that it DID take longer to stalk, but ONLY the first time you reach T3. When your T3 ran out and you were regressed back to T2, the add-on no longer required the longer stalk time to reach T3 because if the bug. Now it will, because it’s fixed. Hope this clarifies things.

    Look at page 1's picture of the add-ons in question.

    The add-on flat out says it only effect the first tier 3.

    Idk when they changed the text of those add-ons to say that but it does in fact say it only effects the first tier 3.

  • @Mak0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304687#Comment_1304687

    Wow killer mains jumping to conspiracy theories with the devs again. Not suprised

    I main david...

    Also(I didn't know this until people pointed it out) look near the bottom of the first page there is literally an in game picture of the add-ons being nerfed that say for the first time.

    Its not a conspiracy if its true.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304530#Comment_1304530

    No. It was never meant to be that way to begin with, so there's not going to be anything to compensate for it. He's performing perfectly fine as is.

    1. it was meant it that way look at the in game evidence that flatout says so.
    2. I'd think people would be more ok if you guys simply changed it from a "Bug Fix" To the balance section as a nerf.
  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304669#Comment_1304669

    My thoughts exactly!

    where are all the people that complained that killer favoring bugs always get fixed immediately now? They are twisting the words and want to make this a nerf instead of a fix...

    The funny thing about comments like this is if the devs did this to survivors people saying these comments would be up in arms.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304687#Comment_1304687

    What's more relevant? Internal descriptions or the ones that have been in game for all to see since release?

    The internal item descriptions also have the direct numbers aka the true effects of the item/perk.

  • @brokedownpalace said:

    Who knows how long this has been in the game. If it were a survivor bug that benefited them you'd all be saying devs never fix bugs that help survivors or hurt killers. But because it was a bug that favored the killer it's called a nerf lol.

    And people actually expect to be "compensated" for a fixed bug 🤦

    Given the internal descriptions of the add-ons in question say "For the first time" as part of the evil within level up requirement so Its not a bug and the devs are trying to stealth nerf michael.

  • So they are releasing soul guard which is potentially a game breaking survivor perk and now they are stealth nerfing killers...

    Yep its BHVR's special.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1303931#Comment_1303931

    Oh no the devs are finally making a possibly viable survivor perk that might shake up the meta, time to bash them!

    While I like survivor build diversity possibilities when I play survivor both effects soul guard is simply put unneeded at this point.

    Lets get the elephant in the room out of the way: Its hex hate part shouldn't exist as nearly all hexes are already bad perk and making it so they can literally empower the survivors makes the weakest perk category even weaker.

    For soul guard's main effect its simply put way too long(Should be at longest 5 seconds) for what it en-tales sense slugging is expose to be the counter to 2nd chance perks and this is a major infinite use counter to slugging with no draw backs.

  • She is bugged sense her nerf Rework and the devs don't seem to care about most of them.

    Trust me the list of game breaking bugs right now with the nurse since the rework is longer then most killers will ever have.

  • @Aven_Fallen said:

    Well, sadly it is intended that White Ward works like that. So I guess the goal should be that you ######### when you have a White Ward so that you can keep your Add Ons.

    And well, ti is considered "fair" that Survivors lose their Add Ons, because Killers lose them as well. Of course we ignore the fact that the Killer gets way more BPs. :>

    Part of the reason for the change was the "win more" aspect of a lot of the stronger add-ons which help you beat the match thus keeping them so you can make the next match easier to win and so on and so forth.

    SWF primarily abused this to greatly extend their win streaks and thus causing this change so that everyone suffers due to them.

  • @seki23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299514#Comment_1299514

    Is the same man, doesnt change the fact that if u remember those names next time u will DODGE or bring an ebony.

    People already do that so what is your point?

  • @seki23 said:

    this was requested 1000 times already or even more. they are not gonna do it because would separate and divide community also killer will dodge 99% of time making the game impossible tro play BUT i do think SWF should have debuffs, also the killer should get rewarded by surprise at the end of the game with double points or something after having to deal with so much stress specially in red ranks, for real we red ranks killers are doing a favor to this game by actually playing at these ranks tbh.

    The suggestion says in the end game lobby aka when the match is already over so the killers can't dodge it.

  • @TheButcher said:

    In the end game scoreboard, so then they can actually get better at the game taking the information into account - instead of just assuming every loss "is only because you are swf".

    Hay this will also let solo survivors know that when i say "GG SWF" I was talking about the legit 3 man SWF they were teamed with.

    So many solos get offended when I say that without ever considering I wasn't talking to them but their teammates.

  • @Abrahan343 said:

    Is it bannable to kill one player to give the other player a hatch  ?
    

    Depends: If your the killer its ok to do(Killers have sole digression on who they target).

    If your a survivor on a hook letting themselves be sacrificed to try to give the other survivor the hatch then its ok.

    If you DC as a survivor to give another survivor the hatch then its NOT ok.

    If you purposely work with the killer to kill your teammates as a survivor so you can have the hatch then its NOT ok.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1293191#Comment_1293191

    Candyman is indeed not popular in the USA (though the fact that it's getting a reboot/remake would call into question that "failed franchise" bit). However, according to the box office numbers, the other ones aren't well known outside the USA either.

    Anything and everything is getting a reboot right now(I mean Bubsy got a reboot and his games are universally panned).

    Secondly jason's look is iconic even outside of the USA sense his likeness is on characters like Grieghton the Wanderer from Dark souls 2/3 which is a Japanese franchise.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291094#Comment_1291094

    Could also be an ego stroke, look at me, I allowed you to get away.

    True empathy would be, just let the last person find the hatch, don't have to make sure the survivor knows you let them go.

    I have done that in the past repeatedly however nearly every single time I didn't grab them and take them to the hatch they would insult me thinking they out smarted/skilled me even though I was derping around practicing my aim as huntress or spamming traps for more BP.

    So its less ego and more making the survivors realize that yes in fact I did let you go because I wanted to so please don't get an ego.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291671#Comment_1291671

    I hope everyone understands that killers don’t “lose” bloodpoints by camping. They don’t gain any additional aside from the hooked-survivor/entity summoned/sacrificed, but they definitely aren’t having bloodpoints removed as some people claim. It only negatively affects their Emblem score, which no one really cares about... especially camping killers.

    Killers get a decent amount of BP for each hook.

    So while they do get the stage BP each stage on a single hook to death they didn't hook BP for means losing out on the hook sacrifice BP points for the rest of the match.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1292206#Comment_1292206

    The devs' justification for Evader is that you're not "evading" if you've never even been near the killer. It's not unreasonable.

    I know but even in games where i play stealth Jake and evaded the killer within their terror radius for about 2+ mins(I even got complimented by the ghost face who i did it to that I stealth-ed past him while still doing 2 gens solo) gave next to no rank points points.

  • @Bovinity said:

    I agree wholeheartedly.

    Killer BP and Emblems make sense.

    Survivor BP and Emblems really don't.

    Evader and Altruism emblems should work the way Survival does, in that you start at Iridescent and lose points when negative events happen. The way it works now, if you perform TOO well, you lose. Go figure.

    altruism is based off of an initial 50 points that both decreases when something bad happens to your teammates but also you gain points whenever you do safe altruistic actions.

    Evader has never really made sense point wise though.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1290959#Comment_1290959

    I never said that giving away cells like that couldn't turn more profit further down the line, in fact I explicitly acknowledged that probability. What I did say was that I'm not sure whether BHVR can afford to do that in the short term, but since neither of us understand the full scope of BHVR's financial situation, we can't know for sure. Point being, you've called it a "logical fallacy" twice, but all it was was speculation. There can't be a fallacy if there wasn't a logical argument being made to begin with.

    The fallacy was giving away cells = direct sales lost which isn't the case and its the main point of my post.

    For giving the cells away you have to consider the fact that most people don't spend money on micro-transactions and thus most of those cells go to people who WON'T BE PAYING EITHER WAY.

    I regret having the 3rd line's paragraph sense it seemed to have muddied the point I was trying to make.

  • @Fibijean said:

    I agree with you about the grind (and the fact that it's like that might suggest that lack of generosity is at least part of the motivation behind not including AC on the free track).

    However, it is worth remembering that every 100 auric cells they give away is worth $1. Even if they only gave away 200 auric cells on the free track, if 10,000 people complete the Rift, that's $20,000 they've just given away. If they do that for every Rift, it's $80,000 a year. For a billion-dollar company like Activision or Epic, that might not be a big deal, and they can afford to effectively give away that kind of money for the sake of longer-term profit, but it's possible that BHVR, whose annual revenue represents a tiny fraction of either of those, might simply not be able to afford to do something like that.

    This logical fallacy ultimately falls apart due to needing the assumption that each of those cells actually results in a direct sales lost.

    It doesn't and unless its extremely generous will hardly effect sales according to most satistics on these matters.

    if its 200 per free track that is 1 "Free" DLC every FIVE Archives however Hypathetically just like how yours is if people get impatient in waiting theyd' might be MORE likely to spend money on cells(Maybe slightly less but still spending) to get enough to get what they'd want from what they they were planning on earning from the cells instead of having to wait the 2-6 months(If one ends instantly to another) to try to finish it.

    The 3rd lines paragraph is to show how easily the logical fallacy can be turned into a positive for the devs instead of a negative.

  • @zWingless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1290880#Comment_1290880

    Thanks, I’ve been thinking of swapping it out for whispers but if I’m going to cut out lullaby I may as well just play another killer or a completely different build running monitor, right?

    Its up to you I was just suggesting a single proven build(Doctor has many) idea to try to improve your docs' overall power. I also do not know how often the survivors are missing skill checks in your games so my suggestion with a grain of salt as I am using the average result not what your cases are.

    Also one of the reasons why people don't use Huntress Lullaby is that its for the most part "win more" sense it has no effect on how skill checks happen until 1 survivor hook and its a hex which can be dispelled before it reaches that point.

  • You are playing against players slightly above were you should be by about 1/2 ranks sense its if its working it should be 3 ranks above or below your rank and the smallest difference is 4 which is close but still match making being an issue.

    To make yourself a lot stronger as doc I suggest getting rid of lullaby/unnerving for whispers(At max rank if its on you will ALWAYS reveal a survivor with your large AoE power) and pop/surge for slowdown as even as doctor high ranks don't miss skill checks enough for lullaby to work.

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