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anarchy753

anarchy753

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anarchy753
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  • @[Deleted User] said:

    I won’t be using him again anytime soon.

    I’m just glad I had enough BP, Dailies, and Shards for the Shrine banked up to unlock all his teachables immediately.

    I'm starting to regret being the sort of person who wants to have all teachables unlocked. With he and Yui on both sides, that's just 9 bloodwebs I'm never getting back.

  • @Almo said:

    It's really hard to change achievements on consoles. As an example, we'd like to change Skilled Huntress to be 20 shots like it is on PC as 100 is way too many of these to ask for. But they ask us, "But is it still possible to attain these?" We say, "Yes, but it will suck." And they say, "If it's still possible, you can't change it."

    Other achievements have been changed because they became literally impossible to attain because of gameplay changes.

    Thanks for taking the time to reply.

    In that case, is there any reason, other than consistency, that new adepts are still using the merciless stipulation? Why not release new ones as "kill all 4 survivors by any means as X with their perks?"

    Also in the past the original adepts for just unlocking perks on the bloodweb were changed while certainly still possible. Is there no way it couldn't at least be requested on the grounds that the achievements no longer pertain to what they required due to terminology changes?

  • I want them to buff the hell out of keys' aura reading abilities, and nerf the ######### out of the hatch opening. It should not be so easy to get large numbers of escapes part-way through a match.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/888372#Comment_888372

    I don't want stronger perks. I want perks that breaks the stale meta.

    It's all the same with both sides.

    Unfortunately the meta is "as many free hits as possible" which means in order to shuffle the meta at all, you can't just ADD perks, but the strong extra hits need to be less appealing.

    It's the same on the killer side, you want less ruin? The state of gen speed needs to be addressed OR there needs to be an actually effective early game stalling perk that can compete with ruin without stacking with it.

  • I really hope they give up and rework them sooner rather than later. They're an awful killer and all these "tweaks" and ######### aren't going to fix them.

    Either their power will make them a relentless force in chases that makes them the inevitable down that got them nerfed in the first place, or it's so non-threatening that it doesn't feel beneficial as the killer.

    Please, PLEASE, just give up on this sprinting deep wounds and let them get a real power.

  • Just gotta agree with "his teachables are all bad."

    Discordance is a great perk, and if BBQ didn't give double bloodpoints, I would run it instead every match.

  • @Peanits @not_Queen @Almo

    Come on, these achievements went from one of the most fun, and fulfilling parts of the game which rewarded SKILL to one of the biggest sources of frustration and absolute reliance on LUCK.

    Have a look at the stats on steam, Adept Demogorgon is sitting at 0.2% completion 3 months later. These achievements really need to be changed to suit what they actually ask for.

    People have been annoyed by these they were changed, and it's not like there's any legitimate reason they cannot be altered, as many achievements have been on all platforms in the past.

  • @MegHasCuteFeet said:

    the game gets boring when there are no changes

    i hope ds and bt receive nerfs too so the meta shakes up

    Oops, someone asked for a BT nerf, time to buff it again.

  • They're listed near the bottom here: https://forum.deadbydaylight.com/en/discussion/108852/ since nobody actually bothered to answer you while insulting you for asking.

    Not a shadow nerf, just annoyingly hidden away.

  • "I would like a full year where nothing gets balanced, because I would like to not have to keep finding the next most broken thing to abuse before it too gets fixed."

    Nah.

  • @Venom368 said:

    https://forum.deadbydaylight.com/en/discussion/comment/886521#Comment_886521

    Hence the 2nd part of my comment. Derank if it's too hard for you in red ranks and you want it that badly.

    The only challenge I had left in the 3rd chapter before the patch yesterday was the save 2 survivors in endgame, and I spent almost 80 hours trying to get it. I got the challenge done in my 2nd game after they nerfed it. Definitely more reasonable of a challenge, but it doesn't feel great knowing that I had to wait until they made it easier to get it, and that the harder version of the challenge doesn't exist anymore to go for and be rewarded for.

    For the challenges, you get bloodpoints as a reward, so I understand why people were upset with their difficulty. For achievements, there is no award other than the feeling of personal achievement and being able to show it off. And I don't understand the mentality of "please make my personal achievements less meaningful" or "can you make this really hard thing easier for me so i can feel accomplished"

    Yeah, so what? I managed the 2 unhooks in the endgame after 3 matches. It doesn't make the attitude that "things that are ######### should stay ######### forever" any better.

    I'm not going to be salty that they fixed a terrible, luck based challenge.

    I still think they should fix a terrible, luck based achievement.

  • New rank reset is going to GUARANTEED dump most survivors into red ranks, it isn't even a matter of maybe. Killers still will take some skill, but many more casual players will creep up.

    Then we're going to have absolutely barren purple-to-brown ranks, and have new players put off by 15 minute queues that put them against red ranks anyway.

    I don't see what this system is meant to do except further exacerbate problems we already have.

  • There are more ellipses in this post than actual information about what the post is outraged about.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/887148#Comment_887148

    Except that can be highly variable.

    A claudette might wear the darkest available cosmetics but then end up on Ormond, totally backfiring on Claudette.

    Oh yeah, how could I forget the 1-2 maps out of 50 where being a Blendette isn't a massive advantage?

  • Absolutely. HIDING that the lobby is incredibly unbalanced and is going to be a terrible match is not a substitute for fixing matchmaking.

  • They should just display an "immersed" meter when you're putting on cosmetics. Dip below a certain point and you get a glowing aura overlay for the killer.

  • Not to mention they removed any value of rank again. Without resets working it's going to very quickly be a huge playerbase in the red ranks, and brown rank new players asking why they have long queues/get matched with red ranks.

  • @Venom368 said:

    https://forum.deadbydaylight.com/en/discussion/comment/886452#Comment_886452

    Does it matter if they were designed to be hard or not? I do agree that it is unfortunate that the requirement for 'merciless victory' is different depending on your rank as far as the achievement goes. But, that just means the achievement has more personal value if you were able to get it in red ranks.

    If they did make a change to make the requirement consistent across ranks, i'd rather it be changed to 'get all 4 iridescent emblems in a game' over anything else.

    You can shove 'personal value' when I can bust my ass for a week on the thing, meanwhile green rank players have the same achievement for barely scraping a 4k.

  • @Venom368 said:

    https://forum.deadbydaylight.com/en/discussion/comment/886372#Comment_886372

    Yall are missing the point of difficult achievements lol. You shouldn't expect to have a perfect game by emblems when going against red ranks. It's going to be difficult and you're going to have to play in a way to manipulate the emblems. You're going to have to get lucky and it's going to take a while if you want to go for it.

    And again, you get nothing from completing the achievement. It's a personal accomplishment. And it's less impressive of an accomplishment the easier it is to do.

    There's a difference between "not expecting it" and "the emblem system does not function properly for different killer powers, AND stack a bunch of terrible perks on and then just roll the dice until you get a potato squad who decides to not do gens for no reason."

    You act like these are DESIGNED to be hard, the original adepts were about unlocking perks on the bloodweb. The 4k adepts were a fun and reasonable challenge. The merciless adepts are terribly designed, because they went for the cop out of changing the trigger to match the changed meaning of "merciless" over trying to change achievement text which is harder, then also changed the meaning of merciless to be harder against already better players.

    These achievements are a ######### show because they just keep changing them to make them harder, not with the intent of changing achievements, but because they're arbitrarily tied to rank mechanics that they want to experiment with and can't be bothered fixing the achievements to be separate from that.

  • @ahandfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/886372#Comment_886372

    I have all the adepts except Oni and I am a rank 1 player. Next.

    I have all the adepts except Oni and I am a rank 1 player. That doesn't magically make these achievements good, or reasonable.

    nExT.


    Edit: AND I have the Oni one, it's still problematic.

  • @ahandfulofrain said:

    Then do the same thing that Ghostface players do and don't use the ability to instadown. Use it strictly for mobility. Ez.

    Yeah ok, go against red rank survivors where your only power is "run a bit" with 0 useful perks, and expect a literally perfect game by emblems.

  • Ok, so Oni's power is a 1 hit down if you use it well.

    His power takes a significant time to build up, during which 3 survivors are under 0 pressure.

    He also has no stalling across his power or perks.

    One of his perks is training wheels for new players.


    This is going to be one of the hardest adepts yet, stacked with the fact that new rank reset will basically still leave you in the red ranks.

    Guess I'm slugging the last two survivors 6 or 7 times to bump up emblems.

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/884597#Comment_884597

    Not likely, compared to killer it’s less likely, everything a killer does gives bloodpoints only to them, it’s not split up between 3 other people, and let’s be honest it’s very common knowledge that a killer will get way more points than a survivor unless they do terrible so then they don’t deserve many points then, 4 survivors, 8000 altruism each, if a survivor isn’t dead on hook by end game, most likely they didn’t get chased therefore the other survivors left were the ones that got chased during the game so they don’t have much altruism and need the saves, or the killer did terrible and didn’t get many hooks so no one has altruism points

    You can't just assume that the killer has every category maxed out and that the survivor has done no altruism to make your point. In fact the killer also gains deviousness which MANY killers are notorious for being unrealistic to max out in most games for both a 4k, and if they use their power in the last chase.

    Point is, both sides have a substantial amount of bloodpoints that can potentially gain from keeping the game in their favour. It's not a discrepancy that makes one acceptable if the other is not, or vice versa.

  • Oh cool, the patch is scheduled for December 3rd? I can't wait to play it on day 1; December 17th.

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/884592#Comment_884592

    You can get max hunter and brutality before last survivor, and if every survivor has been 3 hooked except the 1 left, the late sacrifice is irrelevant since you’ll be at 7600 sacrifice

    You can max altruism far more easily before 5 gens are done. So?

  • @PrettyFaceKate said:

    A couple observations.

    1) They are not perfectly comparable scenarios. In the case of the 99'd gates, the killer has the option to trigger EGC by opening the gate, if they're pissed about the survivors messing around. In the case of the slug to prevent the hatch for the last survivor, and I suppose you mean when the gates aren't powered which is a different scenario altogheter, then the survivors don't have the same option to force EGC barring a DC, which will get punished soon.

    2) Slugging is a perfectly viable and legal tactic. It doesn't mean it's a fun one, though. Nobody likes to get slugged just they don't like being on hook. You're essentially waiting until you get help, but you're not doing anything or very little gaming-wise. This is compounded by the fact that it takes 4 minutes to bleed out on the ground, which is boring as hell. If they lowered the bleed-out time to 2 minutes to match the sacrifice sequence, that would probably help to make these situations more bearable.

    Survivors also use 99ing to save allies from hooks and heal them up to be nice and safe without being on the EGC timer under pressure. If the only "counter" is to go to the end of the map to open a gate yourself, you're freely handing them the unhook and time to go to the other gate, or you're opening a gate in borrowed time range.

    Opening the gate as killer is a surrender that almost guarantees forfeiting anything else you could get. It's equivalent to the not-slugged survivor just walking to the killer.

  • @Mtom912 said:

    I mean I view it point wise, ignoring if survivors are just being toxic

    if a killer slugs for a 4K - the game will potentially last 5-10 minutes longer for 400ish bloodpoints base, nothing else, except some emblem but serious who cares about rank, especially when it’s a insignificant amount of 1 emblem value max

    99% doors - prevents bloodwarden, can allow you to save other survivors so they can escape, which is 1500+ bloodpoints only including saving bloodpoints as well

    Survivor found = 400

    Hit = 300

    Caught! = 500

    Sacrifice Completed = 200

    That's minimum 1400 points if the survivor was downed in 1 hit, not 2, and your chase was instantly over and gave no chase points.

    If you shut the hatch before hooking the last one you also get bonus "Late" points.

  • Incredibly hard skill checks with ruin that both can't be cleansed, and quickly scales to one shots and moris. That's the "great and interesting builds" 5 perk slots offer us.

  • Thrill of the Hunt, Ruin, Devour Hope, Huntress Lullaby, Third Seal.

    Enjoy that, EVERY game.

  • Yeah for the blood-based killer, he has almost no blood on him.

    Meanwhile Legion looks like they swam out of Shawshank.

  • I don't know. Windows like this are so aggravating. A strong pallet you deal with once and then it's gone for the match. This ######### exists and all 4 survivors run straight to it every chase and add a brainless 20+ seconds to their chase with 0 potential to be outplayed on it, then the next person and the next one do the same thing with no repercussions.

  • I used Plague's UR add on to see auras of vomiting survivors. It let me slug someone close to the last gen going off, then beeline straight to other survivors and down them before a gate was open.

    That let me open the gate myself and safely hook each one.

    It's not a hard challenge if you plan ahead and don't just expect the 2 kills to fall into your lap by chance.

  • @Fibijean said:

    For what it's worth, as a survivor, I have zero problems with either slugging for the 4k or 99ing the gates.

    I'm not saying either is bad behaviour, I just find it funny that it's so common to have a go at killers for doing basically the same thing survivors do to secure a better outcome at the end.

  • Because 2 kills and 2 escapes is an equal outcome for both sides? You should obviously aim for the midpoint so that both sides stand a competitive chance at the most equal levels possible. All other alternatives would be aiming to favour one side.

  • @Raven014 said:

    Looping wasn't really intended at the beginning of the game, but stayed because the devs ran with it.

    Body blocking can be detrimental as well, it just depends on the situation. I don't see it as toxic unless they're absolutely screwing over a teammate or just being scummy to the killer.

    I'm definitely not saying it's "toxic" but how can you ever bodyblock in a way that isn't 'scummy to the killer?' You're basically just getting in the way to prevent them getting a hook, that's always going to feel awful for them if it works.

  • @FriendlyGuy said:

    Bloodwarden. We do it because of Bloodwarden.

    Bloodwarden is a part of it but it certainly isn't the entire reason. Many survivors 99 the gates then run off back into the trial to mess with the killer, burn as much of their flashlight as possible, show that they can run around a safe pallet for as long as possible, and then instantly open the gate and leave when they're good and ready.

    Blood Warden is not that threatening, and can be seen before even entering the gate which gives you plenty of heads up to avoid revealing yourself to the killer and you can just chill behind a rock for a minute.

    EGC was designed to create pressure in the endgame in order to encourage survivors to leave as soon as possible, and you're lying to yourself if you think 99ing gates isn't at least partially motivated by circumventing that goal. It's like saying "oh us killers, yeah we ONLY slug for the 4k to protect against Left Behind!"

  • @Rinthespooki said:

    https://forum.deadbydaylight.com/en/discussion/comment/884474#Comment_884474

    "As for OP's suggestion, I really don't think a killer should have 3 distinct powers."

    *looks over freddy* Yeah...

    He only has 2 at a time, teleporting and snares OR pallets. OP is saying that a demo should be able to shred AND teleport across the map AND charge around the map at massive speeds at any given time.

  • I think that's why they aren't too concerned with it looking more like a ~70% kill rate.

    You can almost ALWAYS guarantee 1 kill instead of 0 with a camp, and a 3k is really easy to turn into a 4k with slugging, so if the numbers are a bit higher, there's still a lot of games that are less of an impressive result than the numbers say.

  • I like @DudeDelicious suggestion to be able to quickly maneuver to portals rather than being the cumbersome mess they are right now.

    Honestly, they should just reveal survivors while holding M2 at any time, not just once they've been used. It's really ######### that you can't use both your detection and your stealth in combination with each other the way it feels they were intended to work. It would also only be once per portal placed, and it's not like you get a big beacon while you tunnel, you just know someone's nearby.

    As for OP's suggestion, I really don't think a killer should have 3 distinct powers.

  • Yep, the last gen is the point the killer has the most control on the map, it's really ######### that having a key means ONE kill releases 3 of them for free and cripples your score and rank.

    Moris and keys need to die already.

  • Survivor:

    Specific gen and escape.

    Adept.

    Probably "cause the killer to miss X attacks while carrying another survivor."


    Killer:

    Use Oni's power to down a lot.

    Adept.

    Hook X survivors while another survivor is injured.


    I can't see it being put up pallets, as it's usually able to be done without the DLC but their perks help, it could also be assist survivors in wiggling off, or remaining injured a lot, but there's already one like that for David. In terms of the killer, the pallet aura one is crap, and "get stunned" would be a ######### achievement.

  • Ha, amateur, you didn't save that one Mori daily you got 3-4 weeks ago, and you don't have 8700 shards ready to buy the shrine.

    God my life is sad.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/881859#Comment_881859

    No doubt it has it's drawbacks but I believe it's better than balancing for the middle of your games elo. Look at games like Overwatch where they do just that. Like OP said, people ABUSE the living hell out of everything and anything in that game that is broken if you are good enough to use it. This just leads to matches in higher elo consisting of only certain heros because they might suck for middle players but they have something that a good player can absolutely abuse without worrying about devs removing it.

    In a game like DbD we need to balance around the top players because if we don't then we just prepetuate the killer bullying system we have now. Who PLAYS KILLER TO BE BULLIED BY SURVIVORS? Why is that even an option in the game lmao

    Ok, so what you're saying is that Nurse should be nerfed further, since god Nurse players still do well on her and we're only balancing around them? Oh she's not fun or strong enough then? Git gud?

  • That's just flawed logic. Noed is pretty damn balanced at high level play because any form of coordination or just basic understanding of the game can remove it entirely, but it's horrible for lower rank players who can't rely on their teammates to do one totem apiece.

    A killer that requires expert plays and specific perks to evade at high ranks, but can be beaten, can completely steamroll in the midranks because not everyone runs Iron Will or knows how to perfectly dodge grass while leaving confusing scratch marks.

    Dota for instance is a game where they balance almost exclusively based on the pro players, and it's pretty evident that you end up with "pubstompers," heroes which excel in both pickrate and winrate in public games, and yet they continue to be buffed because they aren't as reliable against expert players.

    DBD is not an esport, it's competitive but not in the sense of an actual "competitive game" to be ground for ever higher world ranking and such. It's far more casual than that and should be balanced as such.

  • @BenZ0 said:

    @anarchy753

    Agree the pallets in the middle of the map are fine and the small 2 floor house upstairs. But the school and the small basement house with the infinit window are still there?? I mean they are not that bad compared to ironworks window but still really really strong.

    Not as bad, but the point was they ADDED pallets that were "low loop money" that you can mindgame, but did nothing about the guaranteed god pallet downstairs in the school AND there's one upstairs that has like 3 spawns, 2 of which are either next to the hole, or in the center of the hall where both sides are long areas of classrooms. There's always a pallet in the small house cellar that also can't be gamed, then on the ground floor of that same house the garage has a god pallet AND there can be a pallet in the living room which is strong as well. Then there's always the god pallet of the shack. And that's all before considering there's that ridiculous window that doesn't even need a pallet to be too much time bought for 0 effort or thought.

    There's no point in this whole "loop money" stuff they were going on about when the only change to any of the existing strong loops was altering the upstairs of the two-storey house which really only gave more options of ways to drop down.

    I dread to see Haddonfield with more pallets, and more ways to maneuver within the houses.

  • I just used Pig with Agitation, and that was basically all I needed :P No camp at all.

  • @BenZ0 said:

    There are alot of issues that botheres me but the same amount of things I love, obviously thats why I play the game.

    I would say the biggest issue for me is "Map design". There are still ALOT of maps that needs a update and rework for loops, mindgames, gen placements and structures. But also a grafic overhaul. I mean look at coldwind farm for an example, the map look worse than a mobile game for free xD.

    But yeah especially on Coldwind Farm, Macmillan, Autohaven and the biggest one... Haddonfield. They have a TON of unfair, too big and open loops. The main buildings are mostly way to strong with the infinit windows and are overall poorly designed. Obviously because these maps are the oldest maps. But for my opinion the map reworks take way too long.

    And from the survivors view, you have sometimes a really big area where you dont have ANYTHING at all. You dont have even a window.

    I don't even know how much I trust a rework of maps. Badham was meant to be their huge experiment in making more pallets of lower value, and yet somehow there's still like 10+ pallets per match that block off whole hallways of the school or sections of houses that simply CANNOT be mindgamed in any way.

  • Teammates who are the first person being chased in the match, who hear a gen being worked on from about 20 meters away and go "right, well, I'd better run straight at that gen and then run circles around it for as long as possible!"

    Bonus points if they then complain in the post game that no gens got done while they ran the killer.

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