anarchy753
anarchy753
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- anarchy753
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Comments
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We should absolutely have an option to disable the chat filter for ourselves.
It should also have a pop up when you deactivate it that says "I'm not a four-year-old who's going to go on a forum to cry because someone said a bad word to me, so I agree to disable this" that you have to agree to.
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Sunken cost fallacy.
Because it has been partially worked on it feels like it would be wasteful to start on a new gen, and the more they work on it and it gets regressed over and over, the more stubbornly they feel like they need to get THAT gen done to prove they can.
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It's truly ludicrous. What's the point in making a patch to lower the grind if you're just looking for new and exciting ways to waste player time with pointless added grinding?
There is no justifiable reason to have a prestige tax other than the fact that they want to increase the grind needlessly.
It's especially insulting to include in the dev update "we heard all the feedback that this was a bullshit addition, but we're going to refuse to remove it, because we're incapable of admitting we've ever had a bad idea!"
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It now feels like Endurance and Spirit Fury.
Either one alone is pretty mediocre at best, and if you want to run one, you probably need the other for it to feel worth it.
At which point, you've now spent 2 perks to have 1 consistent effect where you may as well just run 2 better, consistent perks.
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Yes, they've capped post-patch prestige without spending anything additionally to P9, and anything P3 currently will gain that.
Just another way to minimise how much they 'reduce' grind, by setting players back another 3 prestiges from what they were told they were getting.
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@Emeal said:
Your third point has nothing to do with the Grind.
To your first point, there is no catchup, you can play the game without your crutch perks. I dont use old Dead Hard for instance and im fine.
Second point, You are unhappy unless you play the game in the best of circumstances. Tell us why that is bHVR's fault again?
4th point. yes the 50 000 bps for prestige is bad, stop that bhvr.
3rd point is not to do with the grind, but is still to do with their "look at this improvement with an additional change that completely negates it" trend.
There is absolutely catch up whether you personally like things or not. New players have to collect perks, meta or not, to get their builds. Where veterans are sitting just leveling up the newest character, they have ~30 characters on either side that need 50 levels now instead of 40 just to be at a point where they can choose a perk build on their characters.
It's not about being unhappy when not at the best circumstance, it's about the attitude they've had that we should be grateful for getting more bloodpoints when the same patch is making it that the best circumstances are, at best, neutral compared to pre-patch.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3053958#Comment_3053958
buying a month of prime is 50p more expensive than buying a purple skin lmao it's £7.50 for 1100 Auric Cells, where as Prime is 7.99 and you get all the benefits that come with it, think that's a good deal in my book, plus you get all the prime gaming stuff for multiple other games, as well as free games like Mass Effect Legendary Edition
not trying to shill for amazon but it's a good deal lol
Mine's from audible. I get 2 books a month incredibly cheaply and prime rewards as a complete bonus.
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I'm fine with them being difficult. I used to want them changed, but we get so few achievements that are actually diffiicult any more.
They largely fall into:
* Do something menial a lot of times
* Do generator and escape
* Use the new killer's power
* Adept
If adept just gets turned into yet another participation ribbon, then basically all achievements added with all chapters become pointless "did you buy the chapter" checks.
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@Jasonisanicefella said:
More days have passed and still no response after the OP prove that the rebuttal from Peanits was not accurate.
What is BHVR doing?
The grind is absolutely terrible and this update is just not sufficient.
Can we have a legitimate response?
Their PR narrative was not received well as it contradicted factual mathematics. Their only options are to cover their ears, double down, and shout that it is better, or to completely ignore that there's still conversation happening about it.
So buckle up and get ready for a midchapter patch where absolutely nothing is done to touch this issue.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3050070#Comment_3050070
It's not an ideology lmao. There will always be exclusionary morons in any group, even if part of the point of the group is to avoid said exclusion.
In what way is it not? It's just a philosophical theory about 'identity' that holds no more water than any other, and shouting at others that it's fact doesn't make it so.
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Yknow, I always get a good laugh seeing people who buy into the whole 'gender ideology' thing trying to settle on anything resembling a concrete definition.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3048226#Comment_3048226
It does make sense. As you have some players who are fantastic with a particular killer and will have higher MMR with them, MMR that's in the next bracket. On their weaker killers they do not get matched with the players that their main killer then gets matched with.
Meanwhile for most of us the MMR works in the fashion of:
Play main - get 4 man sweat squads every match.
Play a brand new killer like Dredge who works absolutely nothing like your main and you need several matches to get in the swing of using - get stomped by 4 man sweat squads every match,
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3046382#Comment_3046382
they're just filler content that nobody would really miss if the entire system was deleted.
well, not true. I would miss them. Especially birb.
they are being used as a form of self expression and some killers even use them to better see hooks. They may not be the most important feature in this game, but they are being appreciated and there are plenty people that would miss them.
Yeah geez, how could you possibly express yourself if nobody could see the one pixel clipping through your shirt that nobody sees regardless.
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The best that can be said for charms is that they're inoffensive additions, there's never been an instance where there's been a charm that has me actually excited in any way to get it, they're just there and fill up space.
I don't notice them in game, I don't care which ones someone is using, they're just filler content that nobody would really miss if the entire system was deleted.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3046333#Comment_3046333
The range could scale across tiers. Just like other aura reading perks did since the inception of the game, such as Bond or Empathy.
In which case if their idea of 'balance' at tier 3 is 32m, tier 1 and 2 may as well say "shows the aura of generators that you can already see."
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Because without it there's nothing to scale with perk tiers, so naturally a terrible perk gets an extra downside JUST to make it have tiers which nobody likes anyway.
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I think while controlling Victor, Charlotte should walk at 50% movement speed in his direction until 10m away from him. That way she'd stay far enough to not bodyblock loops for him or the survivor, but also not be miles away when you jump back to her.
It would also make it harder for Twins players to camp as the body would move away from the hook naturally.
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I don't have an issue with removing those bonuses from perks. Like they said, the current iteration causes you to feel the need to have BBQ at all times or you're getting halved points.
The solution is to bake them into the base game, not to remove the bonus and leave everyone with the crap BP gain they were desperate to avoid in the first place.
Both the bonuses encourage better, more fun gameplay for everyone as well. BBQ encourages you to try to hook everyone which naturally disincentivises tunneling and camping. WGLF rewards you for helping your teammates in safe ways, giving them the better experience of safer unhooks or being protected while injured.
Having these as a base mechanic would overall be a positive thing both for gameplay and the grind, and just deleting them entirely shows the devs disconnection from their own players.
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Probably in a year or so.
But don't worry, that whole time they'll be "mOnItOrInG iT!"
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I love all the people being like 'oh yeah, it's about accessibility options not being in the game!'
No, it's sweaty people making the game look ######### awful to get every competitive advantage they can squeeze out.
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I'd be fine with a new meta. The issue is, the survivor meta is still just the "how many free health states can I get" meta, but the perks have been renamed.
Oh wow, OTR is sooooo different to BT, in that it's just the same perk with 5 times the duration.
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The issue of adjusting two perks to compete like this is that they work together. Together you can already stack them for over double healing speed when everyone's injured.
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It's utterly amazing how much straightforward, logical, maths a person can put effort into presenting, then the PR guy's response is just "that's wrong" and people just respond with "WoW oP gOt OwNeD"
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3038141#Comment_3038141
I haven't gotten consistent value from STBFL in a long time, whenever I run it, I only get 3-4 Stacks just because of how often I hit Survivors with my Shred
I've always felt if you're getting value out of STBFL on Demo, it's because you're neglecting to use his power which does basically the same thing but better; shorten chases.
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I'm immediately put off by any list that looks like: "I like this perk so it goes on everything."
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@Tsulan said:
Thank you so much for doing the math on this!
The last time I tried to argue how this won't be a reduction, I died fighting alone on that hill.
Sadly most peoples' attitudes seem to be 'it's better for me, so it doesn't matter that it's worse for a huge number of other players'
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Only on survivor, because they nerfed David's shirtless cosmetic.
Funnily enough they still used the old version on the pride twitter posts.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3030315#Comment_3030315
See? There are this people that consider only the very upper crust worth of running, and for them everything else is "worthless junk belonging to the trash bin".
The other school of thought considers the survivor game very skill based, ie an experienced and skillfull survivor can loop nearly every killer perkless by running their loops perfectly and greeding pallets just enough to make the whole thing not worth for the killer. In this scenario perks become more like flavors of what you wanna play today.
There are much more viable builds, especially fun ones, as survivor beside your usual "pick any four: BT, DH, DS, IW, CoH, Proof, other exhaustion perk", but if all you care about it "running the build thats mathematically the most effective/efficient", then yes, the new DH, while having a niche in which it perferms its thing, wont be your cup of tea anymore and belongs to your personal trash bin of non-meta-perks. I for one might try DH out now that I don't have to feel cheap and shameless anymore.
These are the people that see a new and interesting survivor perk come out that opens up new builds and interesting ways of playing and go "it's not a free health state, it's garbage!"
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3030322#Comment_3030322
Nah, this is useless.
The point of Nerfs is to nerf Perks, but they should stay playable. But BHVRs design decision for this Midchapter was to nerf Perks to remove them from the Loadouts.
And the point of exhaustion perks is that they're all meant to compete for one slot in the survivors' build, and having one that was outrageously better than all the others broke that whole system. Maybe now we'll see some variation.
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Yeah wow it's gonna be so different after the "META SHAKE-UP!"
Before: DS/DH/BT
After: DS/DH/OTR
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Please don't ask for that. The last times we asked to never see challenges again it was "unhook someone who unhooked you earlier" and "hide near the killer doing ######### all" and now we get them every level of every tome.
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S tier is literally a tier so broken that it shouldn't be classified into the normal A-F classification. The only thing we have is Nurse because she so fundamentally breaks the rules of the games by ignoring basically every tool survivors have for protection, but she's difficult to play.
We will never get another S tier killer, because anything seen as that strong again would be nerfed into oblivion before reaching live servers. Nurse only hasn't been because she's been around so long that she's established her position, and trying to rework her into anything that would need to loop like a normal killer would pretty much just be slapping a Nurse skin on a brand new, worse killer.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3031274#Comment_3031274
I think this is incredibly disingenuous.
Most players do not math out their most efficient route to spend their BP in order to get all perks on one character from the moment they start playing. They simply want to start playing.
They'll try out different characters, get a feel for the game first. They'll maybe ask what the best survivors to start with are and level up Claudette, Meg and Dwight, and then they'll branch out, maybe picking up David, Bill and Laurie for the meta perks everyone is telling them to run. But then they'll have a bunch of survivors with a mismatch of perks, and in order to use the right perks they'll need to play a bit of each survivor.
They might have to play Meg because she's got both Sprint Burst and Borrowed Time, plus a bunch of BP offerings to use, so they invest some more BP into Meg to round her out into a viable survivor. But then it turns out Meg doesn't have Self Care, so they go and play a bit of Claudette, invest a little BP in her to make her viable, and what do you know! Claudette has Dead Hard now! That's much better than Sprint Burst! So on and so on until you end up with a bunch of survivors with more than 50 bloodweb levels.
This is how normal players play the game. Levelling survivors is, was, an organic process, not a regimented BP spending protocol. If this is how your robot brain works, YOU are the outlier.
And with how teachables are now unlocked, this process won't be afflicted by bad bloodweb RNG forcing you to play certain survivors because of their perks. NOW you might be able to follow a more efficient levelling regimen because all survivors will have all the perks you've unlocked. NOW you have that freedom.
Before you, I've never heard of a player staring to play survivor, seeing how much work there is to unlock builds, and just going "whatever, I'll just randomly play and level characters whenever I feel like it."
Every single person I've ever seen star the game, and it's a lot, has gone through one character at a time unlocking teachables.
Just because your idea of progressing in a game is closing your eyes and throwing darts and seeing what you hit doesn't mean everyone is that directionless and wasteful.
Don't saboutage your own gameplay then act like everyone who comes after you is going to see a huge benefit from the new system because you assume they all can't think through how to progress the way you couldn't.
At this point you're literally just arguing that you were so inefficient in the way that you played that you wouldn't have noticed the grind getting worse with the new system. That doesn't magically make the new system better for new players when you can see multiple other people showing legitimate maths that points to it being worse.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3030864#Comment_3030864
"New players don't max out 6 different characters..."
I did, that's the point.
I didn't just play one survivor when I started. And sure it sucked not having all the perks I wanted on the survivors I wanted but I made do with what I had.
In fact, you know why I didn't just stick with one survivor?
Because bloodweb rng meant the perks I had unlocked didn't appear on the bloodwebs of the survivors I wanted to play!
I would have gladly used tier 1 BT on Jake if he had it, but annoyingly it took about 200 bloodwebs until it appeared for him, so I had to use David instead. And so on and so on.
That's not going to be an issue for new players.
Also, new players won't need to make a beeline for David/Bubba to (hopefully, if rng allows) get WGLF/BBQ in order to maximise their grind.
So don't twist my words and give me this "selfish" #########. I had to put up with a terrible system, the new system is better. Period.
MOST new players don't drop millions of points for no benefit, YOU are the outlier going about things in a strange way, not the norm. Just because you chose to do something incredibly inefficient doesn't mean you should be taken as the point to balance the grind around.
And again, I feel like you're just making up BS to make your own point. If you're doing anything resembling efficient perk unlocking, your first 'main' can unlock all the default perks by around level 50 anyway, so any new teachables you unlock can be obtained on them instantly. The only way you need "200 wEbS" to find a perk you want is if you were leveling up a new character to main after already unlocking 16 full characters worth of teachables, hardly part of the new player experience at that point, just random griping about how the bloodweb works that isn't relevant to the conversation at all.
@Mr_K said:
Caution: Internet Math
31 Survivors totaling 93 perk with 279 perk tiers and 14 global perks with 42 perk tiers. Total of 321 perk tiers.
Current Grind for 1 survivor all perks
- Estimated 1,058,000 bp for level 1-40 for 30 survivors.
- When main survivor reaches level 50 they should have 62 perk tiers unlocked. (At least stopping at Level 42 until more perks are unlocked) Estimated 1,466,000 bp.
- Main survivor would have to grind 130 Level 50 bloodwebs for the remaining perk tiers.
Current Totals
- Main Survivor: Level 1-49: 1,466,000 bp
- Main Survivor: Level 50-180: 6,444,000 bp
- Other Survivors: Level 1-40: 1,058,000 bp x 30 = 31,740,000 bp
- Total: 39,650,000 bp
Rework Grind for 1 survivor all perks
- Estimated 1,516,000 bp for level 1-50 for 30 survivors.
- When main survivor reaches level 50 they should have 62 perk tiers unlocked. (At least stopping at Level 42 until more perks are unlocked) Estimated 1,466,000 bp. Level 50 web estimated 50k bp. Total: 1,516,000 per prestige.
- Main Survivor would have to grind 85 bloodwebs for the remaining perk tiers. (3 perk tiers are automatically unlocked by leveling other survivors)
Rework Totals
- Main Survivor: Level 1-50: 1,516,000 bp (perk tiers 3-64 + 90 from unlocks)
- Main Survivor: P1-1 - 50: 1,516,000 bp (perk tiers 155-215)
- Main Survivor: P2-1 - 50: 1,516,000 bp (perk tiers 216-276)
- Main Survivor: P3-1 - 42: 1,129,000 bp (perk tiers 277-321)
- Other Survivors: Level 1-50: 1,516,000 bp x 30 = 45,480,000
- Total: 51,157,000 bp
Conclusion
For single character grinding the grind does increase. Even though you will unlock 90 perk tiers instantly by leveling other survivors to P1 you are limited to 1 perk tier per 39 webs as you will reset back to level 1 after reaching level 50. The current grind allows 2 perk tiers per level 50 web that goes on forever.
This is completely right. This is how most players would progress the survivor side and the grind has been increased by 25%. On the killer side it's better than before because maxing out all the characters actually has some benefit, but takes an immensely long time to pay off anyway, needs to offset the 25% increase on the survivor side, the halved rate of bloodpoint gain, and by that point even when you're seeing a benefit it's been a miserable ride to get there.
I wholly believe we're going to see more new players quitting the game early than ever before because they've been completely snubbed by this change.
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Because most people only "love" perks because they're the strongest, and that's not justification to keep things which are blatantly stronger than all the other options.
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Are you certain you equipped Resurgence and not Renewal?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3030113#Comment_3030113
No?
I have about 6/7 survivors I regularly rotate between depending on who has the envelopes and party streamers, and I play survivors who have a daily ritual.
Three of them have now got just about all perks, not that they need them all, because survivors can manage without any perks. I've escaped with crap like left behind and desperate measures on characters just because that's all they had.
And BBQ is made up for by the role incentive bonus. Which I just told you on another topic.
And again, you're looking at it from the view of a player long past the point of being hurt by these changes.
New players don't max out 6 different characters while they still have teachables that they're trying to collect and content they don't have access to, and those are the players who the grind just got significantly longer for.
The selfish attitude of some players, that a problem isn't a problem if it doesn't affect them specifically, is frankly disgusting.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3029875#Comment_3029875
Your "optimal grind calculations" are a little disingenuous.
Where you're claiming that it now takes 4 levels to unlock higher tiers per character because you get perks in a 2, 2, 1, 1 pattern is unrealistic and definitely sub optimal. You'd level multiple characters at once and consolidate them so you'd get your 2 perks out of every level.
So it's 8 extra levels per character, not 9.
Ok? It wasn't worse by one bloodweb though, and that also assumes that a new player is going to go "well, I unlocked 3 new perks, but I guess I'm not going to level them up at all on the character I actually play until I spend 50 more levels on another character, because I really want to save that one bloodweb!"
It also presumes that a player buys characters and chapters in bulk which certainly isn't true for everyone, as many players will only buy new characters once they've worked on the ones they currently own.
The grind is worse for new players, why bother to nitpick that fact? We should be fighting to get them to actually address the problems rather than go "that's not a problem that affects me, so ######### those new players!"
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3029897#Comment_3029897
I'm going to disagree. The grind is better even if you only play a handful of characters. The only issue I see is the bonus bp being removed from BBQ and WGLF.
The grind won't be better for an average new player on the survivor side until many chapters down the line, that's a fact. New players were never P3ing every character along the way as they collected teachables.
Killer is only slightly better, and it takes a long time to reach the point that it gets better, and with BBQ gone it's probably still a comparable grind to just locking in how bad the grind is at the moment and not getting worse.
New player progression should have been a focus for reworking the grind, not the sacrifice to make it slightly better after hundreds of hours of grinding anyway.
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@Mandy said:
We will be monitoring how this plays out on the PTB, as with all the other changes that are being made. If things do turn out to be problematic, then things can be changed prior to the update going Live (or shortly after at least).
Overzealous was in the '40 perk rework' announced before it even got its own PTB, and it won't be changed until the midchapter with everything else.
Forgive us if "it will be monitored" doesn't fill us with confidence that we aren't about to be facing the most OP perk in years for several months regardless of what happens on this PTB.
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@Mr_K said:
So you're upset about 10 more levels per character?
Also, if you ever decide to play something else you will have all tier 1 perks unlocked for them.
We shouldn't be trying to minimalise the issue that the grind is worse for new players now, it was already one of the biggest factors that drives many players to quit the game, and disregarding those players in the grind rework is a terrible idea.
The new system is only really beneficial to someone whose goal before the change was to P3 everything and max every perk on every character. Even being someone like that, I don't think that's who a "grind rework" should be aimed at.
Catching up on 20 chapters of DLC's grind is an unbelievably long undertaking, and the only positive thing that can be said for the rework is pretty much "well now it will be better for you after you spend hundreds of hours on a worse grind than before!"
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Short answer, yes, by a lot.
Long answer:
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Yes, but just as a base mechanic, not tied to perks.
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I'll be here waiting for the "nOoOo! yOu CaN't UsE sTeAm ChArTs To JuDgE pLaYeR cOuNt, CoS tHaT's WhAt ThE pR gUyS sAiD."
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Nope, same reason I don't run Corrupt, Lethal etc. I prefer perks that worth through the whole match and provide more consistent results. Anything likely to vanish in the first minutes or even seconds of the match is just asking to be at a disadvantage.
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It's inconsistent to trigger it, difficult to ensure you can capitalise off of it.
There's a reason most meta perks are also the simplest to trigger and most consistent.
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If your goal was to get everything P3 with all perks maxed before the change, then your grind will be reduced. If your goal was just all perks no prestige, much the same, if you're a new player just looking to get perks on a character, or one maxed out survivor etc, it's worse by far.
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Ruin "you tunneled someone and don't deserve a perk"
Amazing how survivors don't lose Prove Thyself for doing a gen too fast though.
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A Jeff nerf, maybe, but cryptozoologists rejoice; yeti sightings are about to go through the roof.
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@ShinobuSK said:
It was a change regarding perk called Self-care. Why would it affect other perks
Because the way CoH currently works is that it gives players in its radius Self-Care, then applies its own speed buff.