Avatar

anarchy753

anarchy753

About

Username
anarchy753
Joined
Visits
4,021
Last Active

Comments

  • I think the devs vastly overrate blood trails, Lucky Break could be permanent and most players wouldn't even notice or suffer because of it. It's the same as how they keep trying to push Haemmorhage while the entire playerbase emphatically tells them it's worthless.

    I really don't think Iron Will needs to be turned into a junk perk though.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/967799#Comment_967799

    Most of that roster can be unlocked by simply playing the game. Its a similar situation to Warframe which gives you your 1st character with it being up to you to grind for the other 50 or buying them. This game charges for the game, sure...but gives you 12 characters to start with.

    You brought up fighting games before, which are actually doing the same thing alot lately with buying additional characters. At least this game gives you th option to earn the character through playtime, whereas I dont have the option to unlock Goro without buying him.

    Some do, some still have standards.

    You compare it to Warframe. However in Warframe you unlock new characters by merit and challenges, you complete the right missions and you get the character. Yes, they have a craft time of 3 days, but you're basically expected to unlock a new frame in your first week of playing. You set your mind on unlocking a new frame and the grind can be a matter of a few hours. Throughout that time you also have access to literally hundreds of guns and melee weapons that change up your game as much as a new frame does early on.

    DBD's model has been designed to take upwards of 1-2 months of committed playing to unlock a single character, and operates on the same currency required to access the shrine.

    You take a new player to Warframe and they ask "how can I get a new frame" and there's 20 different things you can take them to do that day and have a new toy for them. You take a new player to DBD and they ask "how can I get a new character" and your answer is "play for hundreds of hours, or pay."

    The biggest issue with getting people into DBD is the wall of locked content, and grinds upon grinds upon grinds that simply aren't rewarding in a realistic time frame, and no amount of comparison to other games is going to fix that.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/967795#Comment_967795

    The only thing that that would change is the game developer would just create a sequel and sell you the same game all over again when they want to release new content. Instead of having 1 game with 18 killers, youd have multiple games with the cast being split up. Blizzard is currently doing similar with Overwatch 2 being announced. The gameplay is exactly the same with maybe abit of polish for graphics and a handful of new characters. DBD on the other hand...just adds the characters to the 1 game and updates the graphics every now and then. Instead of buying 2 seperate games at full price, you buy 1 game, and choose which of the added characters youd like.

    You can pick and choose examples; DotA 2 (which is really not a sequel but a remake of the original mod as a standalone game) is 100% free, contains every character from dota free, and continues to add new characters regularly which are all free. It operates off money only from cosmetics (which are 1/4 the price of DBD's) and a battle pass which contains only cosmetic rewards.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/967772#Comment_967772

    The game's content that was bought WAS full when it was released, them adding more characters to the list doesnt change that fact. Many games have content released after the initial release in the forms of DLC. You brought up fighting game characters for example, but you can look at games like the last 2 Mortal Kombats to see a similar situation. The game was a complete title BEFORE Jason was added to MK10, its worth the same exact value AFTER the character is released.

    The game was complete, past tense. It no longer is. It's a competitive game where a player who pays for all the DLC has a competitive advantage over one who doesn't. You're less likely to die with a build containing meta perks, you're less likely to get kills without them as well.

    Yes, the shrine exists, but that's completely down to luck with, again, months upon months of waiting in case the perk you want MAYBE shows up. Considering some of the most used perks, DS and BBQ are locked behind paid-only DLC, the odds of them showing up when you're a new player seem insurmountable.

    Killer powers are a hugely significant portion of the game, each is basically a full game mode for killers. You aren't unable to play without buying killers, but you still don't have access to most of the game on that side.

    Regardless of how it was released initially, and what their intention was with DLC, it's no longer a complete game when it comes with an extra hundred or so dollar price tag just to unlock the roster.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/967623#Comment_967623

    The only time a gate will spawn on opposite walls are the indoor maps, the rest of the maps typically spawn on the same wall or have a vantage point to both gates. It's extremely rare or impossible that an Exit Gate would spawn on opposite walls in maps that aren't indoor.

    Therefore, since outdoor maps and indoor maps are either a "They get out" or "They die", why not make every map a "It's possible to escape, but it's going to be very difficult"

    That's exactly what I'm trying to say. 😁

    And your suggestion simply doesn't fix anything.

    Gates rarely spawn on the same wall, let's not pretend that's a common occurrence. Yes, they spawn with vantage points, that's a fact of the nature of a game with pseudo-random maps made of distinctly separate tiles. Tucking the actual switch away doesn't stop those vantage points existing, especially not with your suggestion of ALWAYS being on the same wall.

    Gates are fine as they are, sometimes one side is favoured, sometimes the other side is, and at the moment it's overall weighted towards the side it SHOULD be weighted towards.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/967712#Comment_967712

    Where'd you get 1/20 from? The game starts you off with 7 survivors and 5 killers, so your exaggerating GREATLY. Most of the characters can also be earned by just playing the game, which is similar to MANY games that dont give you EVERY toy in the game the first time you boot it up, but requires you to play it for awhile first. The idea to be able to pick your first characters though would be neat, although they couldnt add the licensed characters to that list.

    Ultimately though, I feel like the problem lies in the idea of not having everything when you buy the base game. When the game originally released and ppl bought it, they bought a full game. The fact that the devs have made new content since then doesnt change the fact that its STILL a full game.

    In your opinion it's full. Regardless of the fact that I buy the DLC bundles, I definitely would not call the game "full" when you buy it with 26/38 characters locked behind a paywall, or solid months of grinding per character.

    It's not like a fighter game where playing well or completing certain challenges unlock characters, just sheer hours upon hours.

    It's kind of sad that 2/3 of a game being locked to you is what people consider a full game these days.

  • He's not great as he is now, but he was ridiculously easy and strong before the nerf. He needs something so go somewhere between the two, not back to what he was.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/967555#Comment_967555

    On PC

    The Game = £15 ($20)

    DLCS = £5 x 2 = £10 ($13)

    $33?

    Where are you getting $72 from?

    I'm in aus so the numbers might be higher than other regions but the ratio is the same, prices taken from the playstation store site and steam.

    Includes:

    DBD - $28.95

    The original soundtrack - $14.50

    The 80s suitcase - $4.50

    The Bloodstained Sack - $4.50

    Of Flesh and Mud - $9.95

    Spark of Madness - $9.95

    Total: $72.35 vs Playstation's $47.95

  • Of course, how else will they pretend that the free track of the rift contains anything of value?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/965889#Comment_965889

    You look in gate A. You walk towards gate B while watching gate A's entrance. A quick glance into B lets you stand at gate B watching gate A until the survivor gives up or the timer runs out. It's only minorly better than just being able to see the switches.

    Specifically: "You look in gate A"

    When you search a gate area, you're losing a lot of time because the survivor can be at the other gate opening it, especially when you have to make your way from the hatch to a gate. That's not the way to go about it because you're already putting yourself at a 50/50 for no reason.

    The best thing you can do is check gate A then quickly check gate B to make sure the survivor isn't already at the gate you decide to check second.

    I honestly don't understand how you've concocted the idea that there's some magic distance that will make a skilled survivor get out. If the killer can get from seeing one gate to the other in 10 seconds or less, they win. If they cannot, the survivor wins. It still completely relies on the RNG that there isn't line of sight between the gate entrances, or on the path between them. You can calculate the exact walking distance that can be made in that time and you'll still get gates that can be seen from one spot.

    AND

    There's no magic distance where a good killer player walks in a straight line back and forth and a bad one thinks that they'll go take a pee break in the corner instead. It's still entirely down to luck of the spawns based on line of sight, and your solution is just as problematic.

    That's why we have a calculator that determines whether or not the survivor gets a chance to escape, assuming they do everything correctly. The calculator will roll the dice and see if they get a favorable gate spawn or not.

    There's a 25% chance the survivor will get a favorable spawn and a 75% chance they won't get a favorable spawn.

    Favorable spawns will be around 8 seconds apart.

    Not favorable spawns will be around 5 seconds apart.

    Once the survivor gets a favorable spawn, they have to position themselves, prime the Exit Gates, then hope they managed their time well enough when they commit to the Gates. Not all survivors will get the opportunity to do that depending on the killer, perks, and their situation before hand.

    Either the killer can patrol them fast enough, or they're so far apart that only mobile killers can reasonably win in the end game.

    Explained everything above. 😁

    Ok I legitimately cannot follow your line of thinking here.

    Your whole thread is about the fact that it's not fair that RNG gate positions determine how difficult the end game is for a solo survivor, so your solution is "Make it RNG as to whether the gates spawn close enough to guarantee you die or not."

    We all play the game here, we know it's just as likely that the gates spawn on the same wall, or they spawn at the exact opposite ends of the map from each other. That's the same RNG deciding whether it's "favourable" or not.

    And to reiterate, your data comes from 37 trials, and you're only 9% off what your 'goal' was. That's 3 matches either way. It would take hundreds of trials, before even considering other factors (including different ranks, the existence of perks and items that make escaping through the hatch easier or still an option once it's shut) to get anything resembling data that you can draw reasonable conclusions from.

    The whole system of exit gates is not perfect, but it's still better and fairer than your suggestion is.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/967541#Comment_967541

    Just an FYI, the game is more expensive on console, that's why they get those DLCs "free".

    It's $48 here, to get what's in the console edition costs PC users $72.

  • TBH they should at the very least turn Flesh and Mud and Spark of Madness into free content for PC. It's been free on console since launch.

    The price tag just to collect characters keeps going up and up, and it's incredibly difficult to convince new players to get into the game when they see more than 75% of the cast is behind either a paywall or hundreds of hours of grind per character.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/965854#Comment_965854

    I don't see how you can get a vantage point in this scenario here:

    https://us.v-cdn.net/6030815/uploads/691/QEAECPE723QR.jpg

    I couldn't find not even a single spot in this picture where the killer can see both Exit Gates, unless you're talking about the entrances, but then again, what if the survivor is already there?

    About the balancing around the M1 killer, that's just me telling you how easy it would be to change how close or how far they spawn. I think it would be best that 25% of the time, the survivor will get favorable spawns and the other 75% not favorable spawns. Favorable spawns for the survivor doesn't automatically mean, "They win, they escape" because there's still a process that survivor has to go through and there's still a lot that can go wrong on their part.

    Ultimately, this would need testing, but I think this is the only solution besides @SpaceCoconut's idea to make the EGC fair for both sides. Fair meaning, 25/75.

    You look in gate A. You walk towards gate B while watching gate A's entrance. A quick glance into B lets you stand at gate B watching gate A until the survivor gives up or the timer runs out. It's only minorly better than just being able to see the switches.

    I honestly don't understand how you've concocted the idea that there's some magic distance that will make a skilled survivor get out. If the killer can get from seeing one gate to the other in 10 seconds or less, they win. If they cannot, the survivor wins. It still completely relies on the RNG that there isn't line of sight between the gate entrances, or on the path between them. You can calculate the exact walking distance that can be made in that time and you'll still get gates that can be seen from one spot.

    There's no magic distance where a good killer player walks in a straight line back and forth and a bad one thinks that they'll go take a pee break in the corner instead. It's still entirely down to luck of the spawns based on line of sight, and your solution is just as problematic.

    Either the killer can patrol them fast enough, or they're so far apart that only mobile killers can reasonably win in the end game.

  • @honestscript said:

    https://forum.deadbydaylight.com/en/discussion/comment/965864#Comment_965864

    true but unfortunately for me, I only started playing killer for the rift, meaning im lower rank.

    Lower rank survivors are much less likely to have it from the shrine.

    They are, but it doesn't take much before you'll see it every game. Also matchmaking is borked atm so you can get basically any rank in your lobby.

    At the very worst, save up 9000 iridescent shards and you can grab Spirit from the in-game store and use her perk Rancor.

  • @Aven_Fallen said:

    The new Perks are nearly always not good enough to make it into Perk Builds. BHVR is afraid of putting in strong Perks, this is a fact. Killers have it better here, because they get some Perks that might be useful on some Killers or can be an actual pick. Different playstyles make the same.

    Just looking at the Chapters:

    Bamboozle (and later PGTW, after the Buff) are solid Perks. Spirit Fury as well, Haunted Grounds was also somewhat decent. Discordance is solid, Iron Maiden at least used on Huntress. Corrupt Intervention is good as well, Infectious Fright useful for some Killers. Demogorgons Perks are garbage, Thrilling Tremors for Ghostface is a really good tracking Perk, Im all ears is useful as well. On Oni, Nemesis can be used with PWYF, Blood Echo might be a pick on Plague (even tho, there are better Perks for her).

    On the Survivor Side, when comparing all the DLCs: Kate-->Nothing..Adam-->Maybe Deliverance, Diversion for the LOLs...Jeff-->Nothing. Jane-->Head On for the LOLs. Nancy-->Inner Strength, but not good enough overall... Steve-->second worst Perks in the game tbh... Ash-->After MoM-Nerf, garbage Perks...Yui-->No good Perk.

    I mean, yeah, there were complaints that Breakout might become a problem, but come on... Only because a Survivor Perk does more than "nothing", does not mean that it will do anything compared to Meta Perks. The only somewhat useable Perk is Inner Strength, but again, cannot compete with Meta Perks (why put Inner Strength when Adrenaline exist?).

    As said above, Killers have it better here due to different playstyles, but I nearly always see BBQ, Ruin and PGTW in Perk Builds. But at least they have some more variety than Survivors.

    As Survivor, you just need to have the Basegame and Halloween DLC and you are fine. When you only play Survivor and dont care for having all of them, you dont need any other DLCs for the Perks. And this is kinda sad.

    I really wish BHVR would create more strong (yes, even VERY strong, but not like old MoM) Perks so that there will be more variety again (and what did they do? Nerf BL so that Survivors have one Survivor Perk less to pick...)

    If you're going by different playstyles then there is decent content on many survivors.

    Dance With Me is used effectively by people who prefer to juke and escape chases than loop for 10+ minutes.

    Diversion has quite the fanbase of people who like messing with the killer.

    Jeff was a bit #########.

    Head On is pretty damn strong now that it actually works.

    Inner Strength is excellent and allows you to heal yourself while actually being a contributing team member. Fixated is rare but I still do see people running it.

    MoM is better now than people give it credit for, Flip Flop is definitely strong if you want to run a saboutage/anti slug build which can even be effective as a solo survivor in wasting a lot of time and getting a solid amount of points.

    Steve and Yui have all come with some hot garbage.

    The issue with survivor perks is that they've realised it's going to be very difficult to release another second chance perk, and generator speed perks basically can't exist right now without being worthless or OP. Many survivor players have the mindset that anything that is not an extra second chance = ######### perk, and that's simply not true.

  • A. Obsession perks can be on the shrine like any others.

    B. There's like <1% of games where nobody has Decisive Strike, so you should always be able to accomplish these challenges, even if they can be made easier with certain killer perks.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/965817#Comment_965817

    In my example, you can easily tweak the distance between the spawns to make sure the survivor has to play perfect to escape. Ideally, I was thinking it should take 7 seconds to travel point A to point B, which would be 14 seconds for a full rotation.

    Then, if the survivor set everything up by shaving off 4 seconds off the Exit Gates, that's 2 seconds left for them to open the Exit Gates. The survivor needs to do something else to get the last 2 seconds, and I know, this sound strong, but that's assuming:

    • Vanilla gameplay, which means you can't equip any perks, items, or add-ons.
    • The killer cannot use their power and they must be 115% (4.6m/s).

    There's a lot of things that can straight up stop the survivor from getting close to opening the Exit Gates if those rules weren't there.

    Even so you're idealising the situation. If you made the gates hidden like this, you would still encounter the same situations where both can be seen from the same points. You can't flatten every map to remove every vantage point, or remove any RNG of tiles that might provide a gap to see through.

    If you predetermine distance around the travel time of an M1 killer, then you haven't balanced anything at all. It's either possible for them to get from one gate to the other in less than 10 seconds or it's not. If it is, the killer always wins, if it's not, the survivor does. And there's nothing to stop the killer looking behind themselves as they walk to the other gate which cuts however many seconds of line of sight that they get off time to actually open it.

    Even then, Billy, Spirit, Legion, and any other killer with the slightest bit of mobility gets guaranteed kills.

    As it is, it's possible to escape the end game collapse alone. It's hard, but it happens. Sometimes RNG favours the killer, sometimes it favours the survivor, and sometimes it's outright impossible to get between gate a and b in 20 seconds. I think what we have currently is as fair as it's going to be, and I certainly hope they don't make it a secondary hatch to punish the killer for playing well.

  • There've been many iterations of idea for categorising perks. Personally yours seems problematic to me.

    Mainly, there's a LOT of perks there that fit into different categories. Ruin, BBQ and Chilli, a Nurse's Calling and Monitor and Abuse is a pretty hugely meta build for a lot of killers, yet still fits in your listing for double points.

    Likewise, Dead Hard, Decisive Strike, Borrowed Time and Prove Thyself is an acceptably 'varied' build for survivor despite being 3 second chance perks and a massive gen speed buff.

    In fact, counteractive to your goal, this continues to reinforce meta builds, while punishing anything off-meta with half points if the perks synergise with each other. Plague recently became much more enjoyable because stalling perks synergise better and work with her power, does she deserve halved points for finally having a funtional build which encourages cleansing? No.

    If anything this only really changes 1 perk slot, and becomes a hassle of "which objective/deviousness perk is the least bad to get double points?"

  • @Skywclu said:

    https://forum.deadbydaylight.com/en/discussion/comment/965547#Comment_965547

    Why do you killers try to bury every good survivor perk into the ground? This perk is fine the way it is.

    It's not about "ruining a good perk." It's about fixing problematic interactions.

    DS is an anti-tunneling tool, and it's become problematic because people instead use it as a 60 second invincibility tool to play aggressively, or to be saved when the killer didn't actually do anything wrong, the survivor just sucks at the game.

  • Ok, first off; I do not believe hiding the exit gates is good solution at all. It ensures that to check a gate you have to walk right up to it and walk inside the area. That would be an escape every time, as all you have to do is wait for the killer to check the gate you're not at, then it's guaranteed to be more than 20 seconds before they're back. Not to mention you can already shave ~4 seconds off that by stopping the opening action before the first light goes on and hiding to give yourself more breathing room.

    As has been said many, MANY times by both people on here and the devs, simply changing gates spawning rules is vastly problematic. Some maps have points where you can see both gates no matter where they spawn (ie Rotten Fields on a harvester.) Sometimes spawning on different walls still allows for line of sight between the two. There's also a huge amount of killers who have no form of mobility that don't deserve to lose the kills just because the game has another factor that favours the already high-tier killers.

    If you set a minimum distance between gates, or increase it, you again secure a free escape every time. Look at the indoor maps, all 3 have predetermined gate spawns which have a significant travel time and line of sight blockers. The only way you die on these maps in the end game is if you make a mistake, or if the killer makes an absolute fluke of a guess and doubles back at the exact right time. (Barring specific killer powers, ie mobility/traps.)

    As you well know, and has been stated many times in the past, the 1v1 end game collapse SHOULD be in the killer's favour. Your team has failed to do enough generators. You have failed to find and escape through the hatch before the killer shut it. Powering the gates is really just a formality so you have some chance of escape. It should definitely not be a 50/50 shot of escape when the killer has played the game perfectly to that point, that's what the hatch is for. More importantly, it should not be survivor-favoured, which I'm sorry, but your suggestion is.

    Edit: Honestly, 1 in 6 (your current result) is a pretty decent shot at escaping considering the circumstances. And that's an incredibly small sample size regardless.

  • @PistolTimb said:

    https://forum.deadbydaylight.com/en/discussion/comment/965137#Comment_965137

    They don't want to add strong solo perks right now. Their main goal -seems- to be making perks that synergize with other, older perks. Nemesis is a prime example. On it's own, basically useless unless you're an instadown killer. But with perks like Pwyf and dark devotion, Nemesis can truly shine.

    Unfortunately, it sadly takes 2+ perk slots to basically make one of the perks, PWYF, function at the level of a regular decent perk.

    If they want perks like that to work better, fix them, don't force me to lose 2 perks to make one slightly more than mediocre.

  • Not a fan of it really.

    I'd prefer to play with 4 perks through the whole match, which usually allows me to perform better than with 3, which for the most part means I don't need some form of safety net in the end game.

    Additionally, I don't like to put stock into a perk that only activates for a very short part of the game, and when it reaches that point it may not activate at all. As the killer I also have no way of knowing if it's going to activate unless I'm running TotH too.

  • It could deactivate if someone is hooked while you aren't in the dying state.

  • They're scarce now. Since rank reset no longer puts people far back everyone just jumps straight up to the red/purple ranks and just live there from now on.

  • What you're saying is that people shouldn't present their ideas for a significant change to the game, unless they also have an idea for another part of the game.

    How about no? It's always good for people to put their ideas out there, it leads to discussion and other suggestions, and in some cases it will even help the devs think of something in the future. It in no way means that they categorically don't agree with a different aspect of the game being an issue, and they shouldn't not post just because you have a very specific idea about how they should.

    It's like the time I posted a key rework idea and got told I was biased because moris exist when I agree moris should be nerfed, just because I didn't put in an idea for that in the same post.

  • It doesn't solve the issue entirely, as your teammates still get screwed, but it at least removes the motivation of "I don't like this killer, I'm going to spite them by denying them as many points as possible/a bbq stack/the 4k/a 3k by DCing for hatch."

    A lot of the issue around DCing is that people think it's a button that says "no matter how well you did, I win because you didn't get to kill me."

    I really believe many of the people who DC for reasons like this won't simply kill themselves on hook (while many still will) just because it lacks that same punch that a DC does.

  • @JacksonWise said:

    Why not just have the exhausted and hemorrhage status effects be permanent until the survivors heal? I don't think it would be be too OP. The entire point of the perk is to make healing a higher priority than gens or risk getting caught without Dead Hard, Sprint Burst, etc. available. But right now it's a really underwhelming perk because survivors can just wait out the cooldown.

    If they removed the duration, it should be until healed OR until the hooked survivor is unhooked.

  • @Elegant said:

    https://forum.deadbydaylight.com/en/discussion/comment/956882#Comment_956882

    Yea with how much of a grind it is and the cosmetics not being exclusive I won't be buying it again. Especially with how boring and irrelevant the charms are

    It's definitely a shame that such a huge percentage were just recolours. And recolours of a completely irrelevant symbol too.

  • @BBQnDemogorgon said:

    They were probably referring to just the chained/bloody ones. It's the only thing that explains it.

    That's a pretty bland idea of 'creative.'

  • @slashnsmack said:

    https://forum.deadbydaylight.com/en/discussion/comment/959345#Comment_959345

    I agree with you there on the key thing but plunderers is a bit over the top i still run it when i need to farm items to the point that i find hatch leave a item near it find a key open hatch and boom free green quality or higher item which helps for later games but i find more keys and maps than anything else when i run plunderers for some odd reason.

    Maybe it should pick differently. Rather than rolling by quality, which puts far more maps and keys in the pool as they're exclusively high quality items, it should roll the class of the item first then Plunderer's should up the rarity.

    For example it would roll that you get a medkit, but where you might have got a yellow medkit otherwise, you instead get a ranger. It'd make it more likely that you get standard items of higher tiers rather than items that exist solely in the high tiers.

  • @slashnsmack said:

    https://forum.deadbydaylight.com/en/discussion/comment/958945#Comment_958945

    I agree i run plunderers when im low on items and in one game with 3 coin add-ons (purple was swf) i got 2 purple keys 1 iridescent map and 3 iridescent keys so yeah plunderers needs to be tweaked before the buff luck if they buff luck.

    Chests are fine, and Plunderer's is fine. Keys need to be changed. They need to be made far less about a free hatch and more about their active ability.

  • The charms in the rift will be kept by the players who earnt them, but will not be obtainable from the time the rift closes.

    I'm not sure about the 4 for completing each level of challenges, but I'd assume they'd always be obtainable since the challenges will still be there.

  • There isn't a strong enough word for no in the English language.

  • I mean, they already have my $10, I can't get that back, so I may as well get ~6 outfits and a handful of crappy charms over 1 outfit.

    I'll still be playing the game, I'll still be doing the challenges either way for bloodpoints and lore, I might as well get the rewards.

    I'll definitely hold off to see how far I get though, and if they don't improve the grindiness off it, and the poor quality of the rewards, I may just hold off and see how the one after that looks.

  • Before luck affects chest items, keys need to be seriously addressed.

    Plunderer's already raises the chance to 1 in 3 that you'll get a key if you open all the chests, and free, uncounterable escapes are unhealthy for the game in the same way moris are.

  • It's possible, it's also possible they're just putting little tidbits of lore about characters they've considered into the tomes as a sort of "there's more people out there than who you can play as" concept.

    Either way it would be good, but I don't see how a black widow really translates to a power.

  • This would only punish new players that fail skill checks, and have no effect against strong, coordinated teams which is where the issue lies.

  • @humanbeing1704 said:

    bet it was someone doing the escape as Claudette challenge most would go full blendette mode for that

    Then I'm very glad that she died after her one 15 second chase.

  • @[Deleted User] said:

    As far as time to complete the rift goes...

    I am completely burnt out. I'm not even attempting the next Rift. I might not even attempt the one after that. The rewards for the free track were so miniscule and so time consuming despite the fact that the cosmetics were for one of my main characters, that I'm just not bothering with it again.

    The Rift has burnt me out of the game so much. It's pretty tragic.

    I know the feeling, I'm pretty put off playing until the next one drops now that this one's done.

  • No. Tunneling doesn't exclusively happen when you're camped. The perk is designed to stop tunneling not camping.

  • I would like Buckle Up buffed, but not like this. We really don't need another second chance perk.

    Especially since this would often be used in conjunction with Decisive Strike. The only counter is to slug them, so it would be take the stun every time, or risk them getting borrowed time from the ground and have to hit them again anyway.

    This would just be a much too problematic change to the perk. Something like healing speed when healing downed allies would be much more appropriate.

  • @[Deleted User] said:

    Totally agree, it needs some fine tuning to be a better experience. Currently there design is less challenge and more like Chores.

    These challenges don't mesh with normal gameplay for the most part, especially when its clear that the other player's are doing them and can be prevented from being completed intentionally by the other player's.

    You didn't mention it but i really hope they never do the chest related challenges ever again, the amount of dc's or throw's that challenge caused was terrible. There should never be a challenge asking a player out of the 4 to acquire all of 1 resource type in a single match, it's just not easily doable without being in a full party swf.

    I got lucky on the chest ones with good teammates that listened in the pregame chat.

    I agree though, some felt like they were just there to keep us busy, collecting bloodpoints, emblems, gens etc. There's no challenge involved, just time pumped in.

  • Nah it definitely sounds good, I can't wait to try him out now that all the stuff that makes him annoying to play is gone, and he's getting a distinct buff to his ability to stall multiple survivors.

  • There's a lot of times where people think they're sneaky but aren't.

    Often I'll see a survivor from a distance, and approach in a way where I can see both sides of the tile between us, then when they hear me approaching and think I haven't had line of sight yet, I know they're basically somewhere ahead of me as they haven't run to the left or right.

    Other survivors sometimes run and you don't see them, so a different player's scratch marks may lead the killer to where you are.

    I find many survivors don't hide very well, especially items like medkits are very noticeable sticking out the side of an object like a tree.

    Also if you move even slightly there can be grass movement noises, if nothing else is going on it's very easy for the killer to see and realise where you are. Some breathing can be heard but that's sketchy at best with how sound is at the moment.

    Beyond that, you're just unlucky.

  • @Herman_CMH said:

    I just don’t like the missions which forced you to do something you won’t in normal circumstances, such as I won’t intentionally hook survivor in the basement when there is hook around

    I don't think challenges like that are bad.

    I think they're bad when they require a HUGE amount of hooks so you're forced to play basement-gamer to get them done.

    That's compounded by the fact that those challenges appear early in the challenge web, or with only simple challenges before them. Setups like that cause seemingly every killer to be playing in the basement every match for a solid week or two. It isn't fun for anybody.

    It also gets worse when people finally finish doing stuff like that and then the next level comes out with 2 more basement-hooking challenges.

  • @Pulsar said:

    It felt way too grindy to me. I like what they are going for, but I have roughly 300 hours in DBD since the Rift went live and I am still not at Tier 70.

    I am very glad I did not buy the pass.

    Note: the 300 hours includes queue times. Not pure gameplay, however, the time investment stands.

    Definitely feel you there. The 70 hour estimate is a tiny fraction of the amount of time you actually have to spend to progress in the rift.

  • It probably has to do with the licensing.

    Importantly, while the Halloween owners have been open to a lot more cosmetics, and some interesting ones, they would probably have to license more buildings to make Haddonfield variations. You can only stick the same 3 copy-pasted houses in so many different layouts and still call it a new map. There really isn't much to work with in terms of assets on Haddonfield.

    Fingers crossed we get a Haddonfield Memorial Hospital map made on the Lery's tileset.

  • Ha, now the 4 people who knew the layout will be as lost as the rest of us.

  • I feel like they're going to just continue to be problematic.

    They have a power that was designed for chasing, now you can't even use it within a chase.

    They're designed for stalling, but by the time they finish chaining attacks people are already recovered, and they're then susceptible to all the same looping as other M1 killers with the last person, except every other M1 killer's power still functions within a chase.

    They still have so many drawbacks that don't even make sense any more, like not seeing scratch marks in frenzy, which is no longer relevant and just makes approaching a gen that's out of sight a coin flip as to whether you see the person running off it.

    The way I see Legion is that they went too ambitious with trying to recreate the chase mechanics from the ground up. Either he feels fluid and fun to use, and he's completely inescapable, or he feels like ######### from the killer side and he's easy to play against. I really don't see any tweaks that could be made to his power that don't push him to one extreme or the other.

    I really hope they rework Legion Freddy-style and make a new power from the ground up that still fits them, but I've really lost hope that they'll give up on the train wreck that he is.

1 … 35 36 37 38 39 … 70