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Zexbunny

Zexbunny

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Zexbunny
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  • They cannot tell the difference between a legitimate lost connection and a ragequit.

  • I swear people will defend BHVR over anything.

    BBQ was a consistent method for increasing bp. WGLF helped too, though not as much because BHVR hates giving survivors more bloodpoint. Otherwise they'd give you bp for staying on the hook. Especially while being camped. Somehow in 6 years they haven't thought to do that. Or maybe i guess they just want survivors to earn very little bp.

    Dailies are once per day and barely enough for one bloodweb. Archives, once completed cannot be done again. And anniversary items are limited. BBQ was unlimited. No offerings required.

    The fact is, you do not earn enough bp from each match as it is and BBQ was a consistent source of revenue. So much so that it was among the top perks in the game. It effectively doubled your bloodpoint in each trial. It was a free bloody party streamer you could use again and again. So instead of 20k from a bad match where you hooked everyone once but got no kills, you'd get 40k bp. Now, unless you use an offering, which are limited and rare, you only get 20k. Or if it happens to be the side with the incentive, then ,25k. Hoo boy! Enough to buy a whole node!

    And of course survivors are getting a raw deal with the incentive it has to be in the mmr bracket to get the bonus! So instead if they need high mmr players, and you aren't one of them! Too bad. They got a raw deal from WGLF too having too few ways to earn stacks.

    Even if you have enough bp offerings for one every match because you don't play enough, you're still cutting your bp by 1/3.

    And for those happy to get a fourth perk slot: why did you even use BBQ in the first place, then? If you're okay with earning less BP, nothing was stopping you before.

    Bloodpoints need to be increased across the board especially for survivors but for killers too. Especially now that a consistent method for extra bp has been removed with an inconsistent replacement. I mean a survivor can easily load into a match and earn only 5000 bp. Congrats survivor! You can buy a whole node! As long as it isn't purple or iridescent. Don't you really feel this game is worth your time? I remember hooking an Ash, he was left on hook by his teammates and he only got 3000 points! That's only enough for a brown node! Hope he didn't spend it all in one place.

    Nobody would care about losing BBQ if BHVR had increased bp values across the board. But they did not do that. They've destroyed their bp economy. They could have easily made the bonuses basekit. Instead they give us an inconsistent method where if the stars align you can earn decent bp from one match.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047467#Comment_3047467

    The optimist would say that they're trying to figure out a solution to the issues put forth by the community before responding in full. The pessimist would say that they are actively ignoring criticism about the new grind because they don't have intention to change it.

    The optimist in me thinks they are taking feedback into consideration and will update ua next week ish when they give us an update on the patch.

    The pessimist in me thinks they don't want to change anything and just want us to earn less BP so they can still have a hefty grind and hope people eventually stop caring.

    It seems pretty simple really, though. They knew removing g the bp bonus would be unpopular. Did they not think there should be so.e compensation to keep players happy? I

  • Nurse definitely needs a major rework. She ignores all of a survivors main defenses, has the best map control, works well with very powerful perks, and her only real weakness is that she's difficult to learn. Once you have learned her, and put a lot.of time and effort into her, unless you're facing very coordinated survivors, you're probably going to win every non hacker game as long as you do the most oppressive builds.

    Nurse is NOT okay. Yes, you can escape from them. Not everyone is a god nurse. Not all of them run range addons and starstruck agitation. But just because it's less frequent doesn't mean it's good for the game.

    Of course they'll never change her. Nurse mains would be outraged. Apparently they can gut billy, but don't dare touch nurse. But half the problems in the game killers face right now are because of her. But don't dare nerf her to allow for that. Otherwise nurse mains might have to actually break pallets sometimes.

  • Devs: we are addressing camping and tunneling, which we know are not fun. To do this, you get 5 seconds off hook to get to a pallet or window and hope your teammates is running BT but not too many of them or we will have to gut this perk in the future. We also disabled DS after the gens are done and reduced the stun to 3 seconds so killers won't fear tunneling a survivor anymore!

    I get that this is a patch meant to address many issues with killer, and it should. That should be the priority. But it seems, rather than rewarding killers for playing well, they just make it easier to get kills, while only making it slightly easier to get individual hooks. The second part is fine. Holding w needed a major nerf. The first part is a problem, though. I don't think it's good for the health of the game. Killers need to benefit more from allowing an unhook and chasing a different survivor, and less from killing someone ASAP

  • @Seraphor said:

    Do we need a new topic for this every 15 minutes?

    We need devs to respond to these concerns tbh. This reduction isn't as helpful as they think because of their removal of the bp bonus on two fairly consistent perks

    They should either:

    A. Give the bonuses at basekit, not attached to perks

    B. Increase the max bp earned each match, and increase points for actions overall.

    Or

    C. Decrease cost of all items by 2000 points

    One of these would compensate for the loss of our bp perks

  • Just make them basekit. Maybe add a few ways to earn a bonus on survivor. The grind reduction is effectively cut in half because they removed the mechanic that halved the grind.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020281#Comment_3020281

    I get that, but it's largely irrelevant.

    • Not everyone runs those perks every game
    • No-one is getting maximum value out of those perks every single game
    • The grind can and will be shorter for everyone. Those who can't envision it or do the math really should stick around until the update is live so they can see for themselves

    Edit: Here's another thought. THE IDEA THAT WE FELT COMPELLED TO RUN THOSE PERKS WAS ASSANINE. I'm glad their bonuses are removed, I want to feel like I have 4 perk slots.

    And how would that change if the bonuses were made basekit?

  • Are people really arguing against basekit bp bonuses? I think it also promotes a healthy gameplay style while not completely wrecking the bloodpoint economy.

    Yes they do more bloodhunts now and we have flan but those things are still reduced by removing the bp bonuses. Let's not pretend they aren't. Are people really that defensive of BHVR that they will defend everything they do? Even when they've reduced bp gains overall? Seriously?

    I'm not even saying they are bad for this. Just that they could do so much better

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014545#Comment_3014545

    We're very aware of that (we actually mentioned exactly that in the dev update). However, we do not want people to always have one perk slot locked in just for bloodpoints. Your perk choices should be the perks you want to run, not the ones that make the grind manageable. There was very little reason to run other aura reading perks when this one gave both information and doubled your bloodpoints.

    We made sure to pair this with a huge grind reduction and new ways to earn bloodpoints to compensate, but this is ultimately a step that we need to take.

    Why not double bp all around then? The grind reduction is cut in half by removing the bp bonuses from perks. Because most people were enjoying the bonus bp from those perks to help with the grind. While you've made moves to reduce the grind, you then went and doubled it. So the grind reduction is really only about 50% instead of 75% You could at least increase the bp gain by 50% to make it more bearable to lose the bp bonuses from those perks

  • Also if they wanted to remove bp bonus from BBQ and Chili and WGLF they should have doubled bp gains across the board to compensate. Because that just doubled the grind after they reduced it, making it effectively useless.

  • Dead perks:

    Ruin - Not worth the risk at all.


    Pop - Why run this instead of overcharge or call of brine?

    Dead hard - killers will easily bait it out. Not worth using.

    Decisive strike - not strong enough for a once per use, disabled in end game perk

    Self care - 45 second heal with no secondary effect.

    Spine chill - got eyes? Then this perk is useless. Blind? You can't tell this perk is going off anyway!

    Calm spirit - the buff is offset by the nerf. Why?

    Sole survivor - nobody used it, nobody will still use it. Absolutely pointless.

  • Y'all need to play test with actual players instead of potato devs who wouldn't last two minutes at high mmr.


    Also, ever think kill rates are low because mmr does not work? Dbd is not like hockey. Yes, as a matter of fact it IS a skilled play if you run the killer for 5 gens and then don't escape. Because it takes no skill at all to just facecamp the last guy. The killer them gains mmr and the survivor who ran a killer for 5 gens faces a weaker killer who can't counter them.


    Very little has been done to discourage camping and tunneling with this update you've only made it easier. You'll artificially raise the kill rates without really fixing some of the core game design issues. Namely discouraging tunneling and camping while rewarding switching targets.

  • I don't like facing the new killer. Too op. You die before even getting a lobby. At least that's the experience on PS5.


    Hope they fix that issue today.

  • BT is only annoying when a survivor body blocks with it and you literally can't get around them. Then they complain about being tunneled or just have DS.


    I think those perks are fine otherwise. I wouldn't mind a version of BT being basekit if survivors would just lose colission. They could still get a speed boost from the hit and have to mend, but they'd lose colission so they can't bodyblock.


    If a survivor has DS in endgame, it's also fair. Free escape? Sure. But going after them off hook is a free down. Seems fair to make the killer think about choosing another target. Especially when they lack incentive otherwise.


    Unbreakable is also fine imo. Adds risk to slugging.


    More annoying than any of these is prove thyself and lucky break. But pts is harder to notice and lb is rarely used.

  • Nurse. Without her, I feel a lot of perks would be a lot better.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979029#Comment_2979029

    YOU don't have time to cleanse all the totems, but YOU have other 3 team mates on an MMR based system that provides equal skill players (or at least tries). Try to communicate with them starting from the lobby screen (helps also on solo squads)

    YOU have several perks that locate totems on the map and the boon meta. YOUR team mates also share the same amount of perks

    YOU with YOUR team mates can have full coordination on the map, or YOU can play soloq with perks that can help with tracking the totems/killer and your survivor team. And not last, you can also take the hatch if you fail everything.

    At the end of the day you doing totems is the optimal play to counter a perk that can be de-activated in the end game collapse and complaining about it but saying "I need to do gens" invalidates you saying NOED is a bad perk and goes more "I played unoptimally only doing the gens".

    Learning the spawn location can be achieved with experience, but hey... you can also break up your meta build for Small Game (one example).

    Ahh yes, just communicate with your teammates in the pre lobby screen. Just learn Morse code and hope your teammates know it.

  • The only change noed needs is to have a hook requirement for the exposed status . To discourage camping one survivor out. If you hate noed so much just run counterforce and small game. You can do all 5 bones in like 2 minutes.

  • @DrDeepwound said:

    Many of the killer tomes ask you to run perks I would never run.... Predator tomes, Coup De Grace tomes etc,... effectively throwing the match.

    Its only fair.

    So you'd be okay with a challenge that requires you to get a 4k with tuned carburator and speed limiter as hillbilly with no perks?

  • FOV is a perk because FOV can provide an advantage in this game. Everybody would just max their FOV and therefore would be useless except maybe the two ppl who'd use it as a challenge

  • It's lame. Sitting in the exit gate with all 4 survivors there is lame too. If you see the last survivor, fine. But if you have no idea where the last survivor is, you're just prolonging the game unnecessarily. Survivors can't sit on the hatch anymore. It doesn't spawn until the third survivor dies now. When the hatch spawned earlier it made sense. But now it's just a waste of time. Same goes for survivors who sit in the exit gate with all survivors ready to leave or the ones who need the killer to watch them leave. It's lame and it's time we stop pretending otherwise


    And people acting like the hatch system is rigged are crazy. Without the hatch system, the last survivor could literally hide forever and you'd be stuck in a match for a long long time.

  • 1. Survivors spawn together in one place.

    2. Hook timer does not start until either the killer is 32 meters from the hook OR the killer starts a chase.

    3. generators now regress at a rate of .33 charges per second by default. Kicking a gen removes 2 charges instantly.

    4. Toolboxes no longer increase gen speed. Instead they provide protection against regression.

    5. Prestiging a character no longer removes any perks. Just add-ons and items and offerings

  • Dead hard is fine imo. Lack of early game pressure is the real problem. Nerfing dead hard would be nothing more than a bandaid that solves nothing, except making the survivor experience a little worse without really making the killer experience better. Killers think itd be better because it'd shift the meta, but we all saw how shifting the meta with coh worked out . It might feel better at first, but after time when the meta shifts most will complain about something new while ignoring the real issue.

  • Because they don't know how to make good survivor perks without making them too strong. Mostly because the devs aren't good at their own game. And that's why you'll only ever see about 12 survivor perks ever used except for the rare occasion where someone has an archive challenge or are doing an adept.

  • @GoodBoyKaru said:

    Absolutely not it's still an infinite use team wide heal. It's still able to be used by all 4 survivors at the cost of 1 perk slot. It's not too far, imho, but not too bad (I'll have to wait and see, though).

    This is only true for swf. I'm solo que it's a useless perk now with zero reason to run it. Yet another nerf to solo with nothing gained

  • 6th anniversary will be the walking dead chapter. It's ending this year, so this is the last year to do it.


    Killer is Negan and Survivors are Darryl and Maggie


    Okay probably not but a girl can dream.

  • This would make this the most useless perk.

  • @Reshy said:

    If bubba had more map pressure and his ability was a bit stronger at loops you might see less camping from him. Currently while better than Hillbilly, he still has a really high difficulty curve due to the fickleness of the chainsaw's hitbox (which gives you a long stun) to get good at when camping is the easiest thing you can do.

    Or they would still camp because it's even easier. The bubba's who don't camp now, still won't camp. While the vast majority that do, will continue. Let's not act like people only camp because they need to. A lot camp because it makes things easier to get kills. That won't change if you give Leatherface more power. Camping will still be the easiest thing to do.

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