amazing_grace
amazing_grace
About
- Username
- amazing_grace
- Joined
- Visits
- 462
- Last Active
Comments
-
Damn, imagine seeing huntress in that summery dress. Or seeing that trapper bulge as you try to escape from "accidentally" stepping in his traps.
-
@Supernaut said:
So, with all perks, addons etc remaining, what do we need to keep grinding past p3?
All characters P69
-
@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2957679#Comment_2957679
Whut? Why Jake? There were 4 killer outfits right there.
Unless Jake is the protagonist in this? (I know they said “you” are the protagonist but then why Jake.)
They can't just give out one of their 4 killer outfits for "free." They know people will buy the cosmetic so they'll have to attach a hefty price tag to it. At least that's my logic to it.
-
I feel like this shouldn't be viewed as a punishment of players who didn't prestige, but more so a reward for those who did prestige. If it were the other way around, it would punish those who prestiged and reward those who didn't prestige. It just comes down to perspective and how you want to view it.
For the players who in good faith started prestiging characters hoping one day it would mean something, it would be nice to be rewarded for doing so. Those players have lost plenty of bp in add-ons, perks, and offerings that would be nice to be compensated in some way for the hard work, considering that the new system already will be rewarding those who didn't prestige their characters.
I do agree though it would be nice to receive something like iri shards as the reward. I don't necessarily want a cosmetic reward because it most likely will just be sitting on my character and never used. Honestly, getting an iri shard bonus and a ######### charm that shows how many prestige characters you had would be good enough for me. I just want a small pat on the back, that's all.
-
I'm not sure if that's the best solution either. It sounded like they have more to the mori rework that they can't really talk about yet because they're probably trying to work it all out still. The only reason I'm not too fond of your suggestion is that it kind of nerfs DS a bunch as well in the process, which might be fine after they do the perk rework. It sounds like they're changing a bunch with the meta perks and how the base game works, so I think it's just hard to determine what should be done with the mori rework.
I do like their current change because I don't have to worry about the last survivor DSing me at least.
-
That timing man. It made it look like Feng just went, "Out of my way loser" and stole the vault. What an unfortunate place and timing.
-
From my understanding, it seemed like that's what they intend to do.
-
I have thoroughly enjoyed reading this post more than I should have. It gave me a good laugh. I chuckled especially when the OP said me x Adam (because I was like hmm a lot of Adam up to that point then I realized why).
Me x Mikaela all the way. She's so cute and pretty.
-
Nobody mentioned it, so I assume you already know, but as killer you have two ways to M1. If you just shortly click M1 you will swing your weapon. If you hold down M1 when you click, you'll lunge forward. I'm not sure if this is what you're talking about, but yeah.
-
I've sometimes seen survivors do this to switch directions quickly so they can dead hard in your face. But usually, I cannot explain this behavior.
-
As everyone has said Wraith. He's good because of the mobility. Allows you to zoom around the map patrolling gens and also catch up in chase in case you lose them. As a new killer, I had trouble tracking survivors in chase so Wraith is a good killer to start with until you get used to tracking scratch marks and blood. Try to stay away from bad habits in the beginning and remember that you're learning, so don't mind survivors calling you baby or not getting a 4k every game. It's a learning process and if other people decide to be mean to you for trying something new, that's their problem.
-
It's definitely a big grind to get the iri shards, but I would say they do give them out relatively frequently given that they're basically free money to get characters. During the advent calendar month, they gave out enough free shards for a whole character and I've definitely gotten freebie log ins for shards over the years as well. I don't expect them to just hand out shards often, it would be nice if they were on the free track of the rift from like level 60-70, but the grind makes sense for what you are getting with them. I will admit though it's still a lot of grinding and time, but it's definitely achievable.
-
Dude, you were playing artist. You can check the lockers with killer instinct with your power. Literally the way to counter this is find the locker that the survivor is in, and stand there until they get crows (obviously stand to the side so they can't stun you). The survivor can't head on you when they get the afk crows.
Also, usually head on locker squads lose because they just spend the whole game doing that instead of gens. It's an exhaustion perk, so eventually you'll catch them without having their head on ready. Get rid of their boon and just keep your ears peeled to hear if they are trying to set it up again.
-
I honestly don't think every perk needs to be buffed so that it is used more in the current game. It causes a lot of imbalance because you are constantly making everything "stronger" so that it somehow evens out to a ridiculous state. I think it's better to look at what a perk does and it's purpose and then assess if it needs buff (i.e. Is it niche perk? Beginner Perk? or Needs an actual Buff?)
Premonition is a great perk to use when you are a beginning player. I remember when I first started playing the game, I always used premonition because I thought it was a good perk, and back then, it was a good perk for someone who is learning the mechanics. It teaches new players skills like checking their environment when they're working on a gen and knowing when they should leave a gen if a killer is approaching. Eventually, once you learn the basics with Premonition, you move to spine chill, then you move on to not needing those perks at all.
Premonition is a very specific perk that helps survivors who just installed the game. It's not useful once you become more comfortable with looping the killer or understanding how a terror radius works, but the perk itself has a unique function that no other perk does the exact same. Doesn't need a buff, just is designed as a perk that most of the player base doesn't need.
-
It sucks that they t-bagged you after you let them escape for free. Pretty rude when they could have just left and hit next game. The only thing I could think of is they didn't like that you slugged them and used them for bait. Personally, I sometimes rather just have the killer kill me instead of waste my time by leaving me on the ground. Assuming you didn't slug them for an egregious amount of time, the t-bag was unnecessary.
Another explanation is that they were just BMing because you're a nurse and they probably have had a rough time playing. So when they get a nurse who doesn't kill them all in 5-10 minutes, then they feel empowered to take it out on you. You have to remember that DBD is a video game, so a good portion of the playerbase is immature and just children. They don't understand yet that taking their frustrations out on people is not a healthy thing to do, so don't take it too personally. Keep your cool and maybe run non meta perks on nurse next time. Please stay as a pure fair killer, don't let the trolls corrupt you.
-
It's sad because I'm a survivor main and I generally never try to harass the killer or "bully" them. I've maybe used a flashlight as a distraction so my team can swoop in or have looped for awhile, but I'm always just playing the game to play it. If I'm looping the killer for awhile, I'm not going HAHA take that, I'm usually looping for my life because if I don't I die.
I try to be genuinely nice to the killer and not waste their time. There's moments where I have to do certain things that are just strategic plays, but I don't get why my teammates will stay at the gate just to T-bag a killer who played fairly or was clearly learning how to play the killer.
When I switch over to killer, I will get survivors every so often who will be toxic and just harass in end game chat. When I've asked survivors why they wait to T-bag at the exit gate when I played fairly, they just respond with either "deal with it, you killers call everyone toxic, I'm just pressing ctrl button" or "when I play killer survivors T-bag me so I have to return the favor." I just think that the vicious cycle has driven away a lot of nice killers and survivors. That's what happens when fun nice killers leave, the nice survivors will leave as well.
-
Some people like watching the world crash and burn. Simple as that.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2953599#Comment_2953599
You can also hear Clown bottles map wide as well
Constant glass shattering noises lol
I can only imagine all the coders at BHVR frantically screaming and panicking because each time they touch one killer they somehow break other killers that didn't even get touched. Utter chaos in BHVR because they buffed GF and legion to only introduce a ton of audio bugs and visual bugs into the game. I honestly feel bad for them because it's not like it's entirely their fault, it just happens when you're forced to make new content constantly while weaving it into spaghetti code.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2953537#Comment_2953537
I think Hag is also still bugged.
https://forum.deadbydaylight.com/en/discussion/comment/2953570#Comment_2953570
I'll take 'what is hyperbole?' for $20, Alex.
Hag is definitely bugged. You hear the audio of her traps going off no matter where you are in the map. It sounds somewhat muffled when it isn't you but still gives me a heart attack each time I hear it go off🤪
-
Not bugged, I got it first try. Just make sure you are far away enough from the survivor before pouncing. As people said, waiting at the hook for a survivor to approach might be the easiest way to farm the achievement. I usually run toy sword and cat eye, but the biscuit add-on is also good. Good luck!
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2950119#Comment_2950119
Actually that's not quite right, the devs did specify recently that killer characters do in fact have individual MMRs. The first time you play a killer character their initial MMR is set to something like the average of your existing killer character MMRs, but after that your MMR on that killer goes up or down independently of your other killers.
Yeah, the mmr will go up and down independently of your other killers, but because of how matches are made, they'll be looking for players who are in a range above and below whatever your number is. This causes some overlap in the pool range of players you'll be matched with, hence why you can go against weaker survivors on a higher mmr killer and stronger survivors on a lower mmr killer. It basically causes an averaging effect where it seems like you might be going against the same skill level of survivor (or at least you'll remember these games more than the well balanced ones). That's moreso what I meant by it being an illusion, sorry if I wasn't clear.
I think the main issue with the mmr for newly bought killers is that your mmr starts at an average of all your other killers. This just makes it very difficult to actually significantly change your mmr for that killer. Unless you're afking to lower mmr, it'll take so long to lower it from your average that by the time you lower it, you're probably okay enough at the killer to start raising it or maintaining it without trying.
EDIT: Also, I think we basically said the same thing. I think I just didn't say it clearly enough in my first post because I agree with everything you stated.
-
All killers have an individual MMR, but you will be matched based on an average of them sort of. They basically have a cap for killer MMR, so even if you just purchase a new killer, your MMR will be based on your current MMR for all your other killers. In theory, if you lower your mmr across the board, then yes, on a new killer you haven't played before, it will probably be a little lower, but not by much. Your killer MMR most likely will stay relatively the same among all your killers sadly, so it's just an illusion that they have different MMR for each killer.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2950078#Comment_2950078
Id say unless the guys dumb enough to say like "ez bw counter lol". Yeah i guess. But i do feel like this can be fixed like above by keeping the body till the next hook and it instantly dieing on hook. So the killer at least gets something. Also have had it happen where a killer gets pressure because the moment the killer picks the survivor up they dc. Then the killer has no other option than to just chase and down the nearest survivor who woulda had 5-10 seconds to get away from the hook. But now they don't.
Yeah, having the survivor body stay in the match until it is hooked would be a good solution. They then should keep the bleedout timer or have a separate timer so that the body disappears and the killer can't exploit having a free pop waiting. Honestly, probably would solve the issue entirely, but I have no idea what bugs that would introduce knowing how small fixes affect the game.
And I've had that as well. Literally, the survivor ran to me to try and pick me up, goes down, gets picked up, and DC. If they didn't DC, I would have been able to get up with unbreakable and get hatch. But no, they DC so killer could instantly pick me up instead. DC is frustrating for everyone involved.
-
I think it's really hard to determine what to do in this situation. You are technically exploiting the knowledge that if they hook you, they get benefited from a perk, but this exploit isn't the same for some reason as other exploits. I would consider DCing to deny a perk exploiting information, but the person who DCs already gets a punishment for doing so. Considering that "strategically" DCing isn't an in-game mechanic, then I guess it's technically an exploit.
The problem with determining if this exploit should be bannable is that you can't really prove their intention for DCing sometimes. In the past, (and probably future) there have been bugs that cause the survivor to DC when getting hooked just because of lagging out or freezing or something like that. You can't prove someone rage quit DCed to deny you a hook 100% of the time. At best, you can maybe ban people that press "Exit Match," but then people will just alt+F4 to get around that. For the sake of people with spotty connection or console people who lag out during hooking, I don't think this should be a bannable offense.
It's definitely quite rude though and exploitation.
-
If you aren't having fun playing killer, switch to survivor a little bit so that you can get a change in scenery. It's less stressful than killer and you can maybe learn some things about how to play killer better so that you can end chases quicker and get more hooks.
Another way that I spice up my games so everything isn't the same is doing fun meme builds from time to time. I also sometimes focus on improving my abilities as killer instead of playing to win. If you play to just win every game, then the game will get boring and stale quickly, but if you play to get better at the killer, sometimes learning to master something adds a little more to just a win condition.
Do old archive challenges. Something that has kept me busy is doing the old tomes and finishing all the challenges so I can get that perfect glow of 100% completion. You can also go for achievements depending on the platform you're using.
Ultimately, if you aren't having fun with the game, maybe it's time to move on or take an extended break and come back during events. You can also try to play with other people from the Discord or meet new people who enjoy the game.
-
I agree. Pig is way too op for this game. She's honestly the reason why the game is so unbalanced. They should make her reverse bear traps just decorations so that they can't kill the survivors. Honestly, survivors and the killer should get a bp bonus because the survivors leave with party hats. Her chase power is too oppressive as well. They need to make her dash charge longer and decrease the speed and distance she goes in her dash. I'm surprised the survivors don't just automatically die if they don't boop the snoot. Nerf pig bottomline.
Also, people need to learn how to read sarcasm lol.
-
@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2949975#Comment_2949975
Fully repair 1 generator, unhook 1 survivor safely, take a protection hit, cleanse a dull or hex totem and escape the trial through the exit gate.
Even then, all of that seems much less of a hassle than the killer score requirements. Because you can't just get a 4k, you have to get a 4k while dragging it out long enough to score high enough in every area.
I think the reason why survivor adept is inherently easier is that it can be done in a swf easily, but doing adept survivor soloq can actually be quite tough. I think on average I've gotten my adept killers quicker than my adept survivors. It can come down to luck sometimes when it comes to survivor. I think if they made it cleanse 2 totems, get 2 unhooks, finish 2 gens, and escape, then the adept would be much harder and not equal to adept killer, but a small challenge to accomplish. There's a tome challenge that's like that and I was having real trouble getting all that stuff done in soloq.
-
I mean, they're called achievements for a reason. In theory they shouldn't just be easy to get passively. If anything, they should just add some more side conditions for survivor adepts, so the gap isn't as big between the two.
-
This happened to me as well, but I didn't investigate further with it. It might have to do with something about his power having a visual bug where survivors see the exposed icon when they're really not exposed. When they fixed the visual bug, maybe they broke the challenge for Myers.
-
I had a game on Eyrie as Myers recently and the fog was actually pretty thick. I didn't mind though because I feel like the offering should actually have some effect that's noticeable. The reagents honestly benefit and hurt both sides at the same time so I don't take too much issue.
-
I love the names and build ideas. Very fun. I enjoy running treasure hunter/santa build as survivor as well.
-
Big sadge for all the people who dislike artist :(
On the other hand, I think the most boring killer for me to play is probably either Doctor or or Twins. I honestly don't think any of the killers are inherently boring because they all have nuances to their power that can give some type of enjoyment (for someone in theory). I'm just not fond of the optimal playstyle for Twins because it requires slugging and I know the survivors are not having fun at all when this is done. Doctor I'm just not great at and find a lot of my chases are very linear. Hard to counter people who pre-drop, there's some tricks you can do to guarantee a hit, but against good survivors I don't have much fun in playing him.
-
@CrowVortex said:
Also misleading where it says can be found where totems are, but most are several meters away.
They spawn in totem spawn spots, not where the totem actually is. So I don't think it's super misleading in how it says it spawns in places where totems spawn. Although, I have heard of the glyph spawning in locations where a totem was broken, which is kind of funky lol.
-
@QueenSaccharine said:
Obviously there's no way to know for sure, but if I look at the endgame screen and there's a Bill with Borrowed Time, Unbreakable and Left Behind, it's pretty obvious he's either new or going for the adept and I wouldn't mind if he were my teammate. It's hard to blame new people for being new and everyone goes for adept achievements at some point or another. Hell, I have the adept Bill achievement too. Ended up escaping through the exit gate anyway lmao
And I mean yeah if someone's going for archives then do whatever, chances are you weren't playing seriously anyway, but I don't think hatch challenges should be a thing in the first place since there's so, so many factors going into whether any of your games will even come down to "killer vs last survivor trying to find the hatch first". At least challenges like cleansing totems, unhooking other survivors or even doing glyphs, you can do those (nearly) every single game. But challenges is a completely different discussion altogether.
Hatch challenges were much easier before they changed Hatch mechanics. Before, hatch was very easy to get, and I think they just don't want to revisit all their old tome challenges to fix them because Hatch is still a possibility, just much harder to pull off for a challenge.
-
I feel like the camping Bubba's must be at a certain MMR level, regional, or time of day problem. I used to have a lot of Bubba's who would camp, but I no longer get them as much. Every once in awhile I'll get my Insidious Basement Bubba, but definitely not to the extent that I once got.
It definitely sucks to get camped the whole game because you fall into a MMR rut where you can't leave the campers and NOED gamers. I still get camped from time to time when I run the killer for more than 2 gens, which I understand because if they want to secure a 1k, then that's what they have to do. I just pat myself on the back because I wasted enough of the killers time that they feel the need to watch me die.
Camping Bubba = Split up on gens and leave as soon as you can.
-
I can understand your point why it's a little confusing that they haven't had a "play as David" type of challenge yet. It is a little odd that there wasn't one in tier 2 of the tome, but if you look at tome 10, they only had 1 Tapp challenge in the whole Tome, so they probably aren't singling out David. I think they might just be moving away from forcing players to play a survivor because survivors are basically "cosmetics."
Another thing is that usually playing a certain character is a master challenge, so they have a limited amount of master challenges they can make since they're worth more fragments and give lore bits. There's probably less play as a certain survivor challenges because they've started to incorporate different types of glyphs. It seems like they try to have a good amount of neutral challenges as well. All these factors are probably why they don't have as many survivor specific challenges.
-
I honestly don't think it is such a big deal to get adept killers nowadays. Before it was much harder because if you were in Iri rank the requirements were as strict as you said, but now since the grades reset, it's actually much easier to get the adept. You no longer need the "perfect" game, but can get 2 iri and 2 gold emblems and still achieve adept. Most killers I have reached adept under 10 tries, and a lot of them were my first or second try. It is much harder to get adept killers over adept survivor, but I don't think this achievement is top priority for BHVR to fix and the challenge definitely isn't impossible.
-
Yeah they really do need to fix their emblem system. On the flip side, for survivor, if the killer is either afk or super bad and never hooks anyone, you can lose a pip because you didnt get enough "action." Once higher up in the grades, I've had it where the killer just chased one survivor the whole time and i sat on gens and we all left, but I manage to lose a pip from that. It happens with both killer and survivor as well that if too many people DC, you can just lose pips because the game is short and you don't get any points towards emblems. Their system needs a def reboot.
-
This is hilarious. I've had the same thing happen to me because they ran into a locker and I see faint scratch marks. Or I see scratch marks entering a tile but never leaving it. I've been accused of hacking/cheating when I play Artist because people don't see her often so they don't understand her power cooldown. I've been accused of firing my birds off like a machine gun when it's literally just the normal cooldown for sending only one bird off. I definitely understand people being on edge for subtle cheats, but sometimes it is annoying when both sides don't consider the possibility that they might be in the wrong.
-
@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2948372#Comment_2948372
What makes you think she is a strong killer? Her power is useless on maps with multiple floors or maps like swamp. She's hard to play and predropping makes looping her way easier. She's just not rewarding enough to learn and play.
Her power isn't useless on maps with multiple floors, it's a little harder to use in the early game, but defending gens on one of the floors allows potential for 3 gens and you can basically eliminate half the map. I will admit playing artist on swamp is absolute pain, it's much harder to land cross maps with her power because of the elevation difference, but her power isn't useless.
Just because she's a hard killer to master doesn't make her not strong. Some people don't think the reward for getting downs with her birds is satisfying enough, which is fair. I understand if people don't want to put in a lot of effort to master her birds to just get a down after they have to land two. It is a lot of work, and I like it, but definitely not for everyone.
Her birds are pretty powerful in chase when you learn to place them in optimal spots, you can basically force the survivor to run a loop a certain way where they'll either get downed by the bird or get downed by an M1. I have found that is the most optimal way to play is to zone using the bird so the survivor is in a lose lose situation. In most situation, I can either get the hit because they take a bird to the face or run into the open to avoid the bird.
Pre-dropping pallets and holding W is really the main counterplay to artist. Although, even artist can counter a survivor doing this. If you identify a survivor who is doing this, you just snipe them with one bird as they drop the pallet and use a follow up bird to down them. The survivor gets locked into animation when they drop the pallet so it guarantees you that first bird swarm. Depending how close you are and if you're reaction time is quick enough, you can even down survivors who drop the pallet/vault it.
Another reason that Artist is regarded as a strong killer is because she is able to have map pressure because of the birds. She is already an anti-loop chase killer, but she is also able to pressure the gens mid chase if needed. She can send birds out to gens to either get people to let go of them or just get general info about the gens being worked on. There aren't really any characters that can check if someone is on a gen across the map while being able to check nearby gens at the same time.
For really skilled Artists and predictable survivors, you can get cross-map hits and downs, very rare though against really good survivors, but not uncommon and probably much easier than cross-map hatchets.
She's not the strongest killer, but definitely has a stronger basekit than most of the DBD killers. Honestly not hard to do though when you look at most of the DBD killers.
-
@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2941158#Comment_2941158
Oh yeah...
I forgot Artist was a thing.
Just played one match as her. I got 0 hooks. High A...
She's a tough killer. As an artist main, it took some time to get precise with her birds, and I still can struggle sometimes if the survivors are good and play unpredictably. Ultimately though, her chase power can be pretty impressive once mastered.
-
Slug people until I can determine there isn't a survivor near me to sabo the hook. If they sent you there on purpose to use the poor hook spawns, then they should expect you to try and counter it.
-
@dman0411 said:
https://forum.deadbydaylight.com/en/discussion/comment/2948126#Comment_2948126
Maybe that's why i thought that... all the locked characters look like they would take ages to get and probably look threatening to a new player like me but i am slowly getting characters :)
Yeah, when you've played the game for awhile, I think you can sort of forget how intimidating the game looks to a brand new player. There's so much content on both survivor and killer, learning the perks and add-ons can be daunting, especially when half the content (maybe even more) is never run because it's just bad.
I've had the game for about 2 years, and probably have actively played for about 1.5 years. (I got really busy with school so I had 2 three month hiatuses.) I'm almost around 1,300 hours in the game, and I think I play rather efficiently. I'm only missing 2 killers and have bought the rest of the killers and survivors with iri shards. It's definitely possible to get all the content for "free" but just takes time. I will say that they will have periodic iri shard sales on characters and usually during december they give out enough shards for a free character. Sticking around is definitely worth it if you enjoy the game and want to get content. The community can be rough, but there's plenty of nice people among the bots and trolls.
-
I honestly think the only buffs that Sadako desperately needs is having survivors who are in the radius of the TV have passive condemned gained. It would be a rate that's slower than holding a tape, so the survivor has to choose to either have a slower gain, but affect everyone on the gen, or take the tape and only have it gain on one person faster. This allows trade offs because the survivor has to choose if they just want one person slow downed who has to return the tape quicker, or have everyone potentially slow downed because they'll need to take a tape later.
Then, to help Sadako in chase a little bit, let her walk through pallets when in her power and she can't get pallet stunned when in her power. It's not a big change, but I think it's enough for her to at least quickly walk through god pallets during chase and not lose a W gamer.
-
Even though some people have brought up that they have plenty of extra iridescent shards after buying all original killers and survivors, I still think they could give some in the rift as rewards. The free rift is pretty barren for casual players, so having periodic 50 iri shards awards would just be a nice little treat. I agree that they should take time to get because they're basically free money, but I also think having a small reward in the rift wouldn't hurt the overall economy. It basically just rewards people who play the game, and with the content only growing, it would be more encouraging to newer players who just see a bunch of locked characters that seem "unattainable" with their current gain rate.
-
Are you proposing these BP point increases for both sides? Because I'm always for making bloodpoints easier to earn...
-
@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2946608#Comment_2946608
I mean, yeah, but MYC and devour are already incredible, to be fair.
what if the perk acted as a 1 way object of obsession instead?
the killer would get a ping on the obsession's location once every 30 seconds.
That probably would be a better effect. The survivors should be able to catch on if they notice the obsession is changing during unhooks, so it shouldn't be too over powered in only giving killer an aura benefit. If they added this aura benefit and changed the token system to affect your permanent terror radius (probably reduce the amount for each token so you can't completely get rid of your terror radius), then people might run it.
-
@scottydoggie said:
https://forum.deadbydaylight.com/en/discussion/comment/2947081#Comment_2947081
I do understand where you're coming from, and I see why people fear this implementation will ruin players current 'unique perk layout', but at the moment majority of survivors and killers use very similar perk layouts as it is... Which defeats any sense of uniqueness. Nowadays, I just expect killers to have BBQ and Chili and survivors tend to have DH, DS, SH or COH.
I still retain the belief that this change will give the different survivors more identity and their own contribution to each match.
In this case, we will agree to disagree :) Thank you for your comment amazing_grace, I appreciate your feedback.
I definitely agree it would make the survivors more unique and make the survivors more than just a cosmetic change, I just don't think that change would be overall healthy for the game. I wish the survivors had more to them than just their perks. I literally have all the perks on Bill and just play fun builds on Bill always unless I have a daily for someone else.
The one thing I think we can definitely agree on is that if shareable perks were locked to only their unique character, then there will be a lot more Bubbas because of the grind. Although I love going against a good Bubba, there are a lot of Bubba's who are less savory in character. I personally don't want an influx of BBQ/NOED bubbas because people are desperate for the BP grind.
Trust me, I would love to see more variety as well. I love running non-meta perks as survivor.
-
@scottydoggie said:
https://forum.deadbydaylight.com/en/discussion/comment/2947068#Comment_2947068
That's where the beauty comes in where people would be torn between...
A.) Playing their favourite survivor, puckering down and getting on with it and making do with the variety of shareable perks
OR
B.) Play a survivor they absolutely hate for the sake of slightly min-maxing and having a microscopic advantage over other survivors/killer
Yes, this would change the min-maxers meta, but nothing can be as bad as the current meta which hasn't changed in years.
The problem is that restricting shareable perks wouldn't have a microscopic effect. It would have a really big effect on killers and survivors because you know that certain killers and survivors can only have certain perks. You can narrow down what hexes the killer might have and basically guess the survivor's build as well.
-
@Norhc said:
No. I have 61k of them sitting here and I'm a relatively new player who owns all killers.
You must have a really good gaming chair.