anarchy753
anarchy753
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I'd agree with you if they completed passively.
Say, 3 unhooks, 2 gens and an endgame unhook all added onto their respective challenges at the end of a match.
The fact that I HAVE to do 25 unhooks AND 2 EGC unhooks before accessing the rest of the survivor challenges, (many of which seem more fun to me) or completely equally forced and grindy killer challenges, means that yes, I'm going to get through those damn unhooks as fast as possible.
I think they should do away with the webs, or at least take out certain larger goal objectives and let them passively accumulate at the same time over many matches.
Yeah, we get it, the devs want to force us into playing a TONNE of matches so they can inflate their numbers, but it's honestly already at the point of being harmful to the game and we're only on tome 1 where they SHOULDN'T be completely out of ideas.
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@Venoxxie said:
Yeah, I got a match the other day where I actually managed to do good at looping a killer (and that's rare for me) just to have him give up and DC (even though he could have cycled off to get 2 of the other survivors who he'd gotten shortly prior to finding me). Am I supposed to die? No, it should count as an escape because the killer cried I wouldn't stop doing what my role is meant to do. The killer ran away like a baby. I technically escaped death.
Yeah if the killer literally quits because you're beating them too much, that should certainly be considered a win.
If I'm not mistaken, it still says "escaped" on the post game and most times gives you the 5000 survival points, yet the challenge doesn't count.
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Tier 3 provides both a longer lunge, and faster vaulting, which actively cuts down chases on top of the one shot.
Exposed skips over Dead Hard, broken leaves it available all the time.
Most players, especially high ranks, aren't hurt if the killer can find them so denying stealth is not a big deal.
Myers is never frustrated by having half his power denied from him. His power is always interactive through the whole match, and add ons assist him in getting to tier 3 faster, more often, and for longer.
Most of Plagues add ons rely on ever being allowed to get corrupt purge, which makes any builds around it incredibly risky as you may never see it once, or you only get to run one with an apple.
That said I love playing Plague, do it without add ons successfully in the red ranks, and have found the slow build promotes cleansing in most matches.
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/875550#Comment_875550
Imagining it, the creepy and weird design (my opinion. I just can’t see it being funny or whatever it’s suppose to bring off) and my brain tells me straight no. I might have a fear of humans dressed in animal suits D:
You're gonna love the new Clown outfit.
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@Peanits said:
Is it camping? Yes. Is that a bad thing? No.
You didn't get a chance to leave a hook yet and they're already running in. You have no reason to leave, you did nothing wrong. Not camping in that scenario would be a bad move.
Is it camping? Yes. Is that a bad thing? Yes.
Not because the act of camping is a bad thing, it's bad that there's currently a big reward for bumrushing the hook while 2 other survivors are both racing you to it, whether the killer is there or not.
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Well I'm doing the 10 escapes challenge.
I'm at one after about 3 hours today because EVERYBODY is farming the ######### out of each other, and every killer is spamming basement hooks and #########.
I just want to play the goddamn game but these challenges have turned it into a suicidal ball of toxic players all out to kill each other faster than the killer can.
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Surely the limit is already that it only affects injured survivors, so why the hell does it ALSO need a cooldown?
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There are rare ones which are really good reads. Many times however, the powers are either tremendously overpowered, or sound fancy but do basically nothing, there's very little inbetween.
Perks are also hilarious to read. Yes, that sounds like a nice effect for your killer, but tack it onto Nurse/Billy/Spirit etc and it's a free win. There are certainly some people that make them well, but so many people don't think about how perks can be on anybody.
Also people who make survivors love "free extra hit" perks, and rehashing ideas that are on every other suggestion, like "pallet stun exhaustion perk." Like, why suggest something you've seen 17 times before? If the devs want to add it they will, you rehashing it doesn't make you able to claim it as yours when it releases.
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There's also the fact that lore and the collectibles are locked behind these challenges. I could play for a year and never see two people unhooked by the same person in the EGC safely. Either they go down, or the person unhooking does.
Same with flashlight saves, they're so incredibly rare that expecting everyone to be able to do one without saboutaging 50+ matches is insane.
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She could also use a handbag, with which to carry some of her many cats.
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My biggest hopes for this are:
Change the "2 unhooks in EGC" challenge, even if it just becomes "not in one trial."
Change "blind the killer while they're carrying someone." This is 2019, blinds while carrying JUST DON'T HAPPEN. I really don't want to be a useless teammate and suicide 16 times because I try for every pickup blind, and the killer then hates and tunnels me.
Change "15 basement hooks." It isn't hard, it isn't CHALLENGING, all it's doing is making every survivor match absolutely miserable.
Lower the amount of unhooks, maybe swap that node with a later one so EVERYONE isn't trying to do it all at once.
Increase the reward for challenges. These are longer and more difficult than the other two, and we're still seeing a pathetic reward in terms of fragments and bloodpoints.
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It would be cool to have graphs to show our kill rate per killer compared with the average for that killer.
It would provide us with information on which killers are doing better and worse than each other, as well as whether we're doing better or worse than the averages.
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@theArashi said:
Unhook 2 people while EGC is on in the single trial?
Yeah that's just gross. It needs SO MANY things to go your way, it's basically impossible as a solo survivor.
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On the one hand I'm annoyed that I'm in red ranks with survivor atm because of challenges, and that basically means I never get to go back.
On the other hand, I'm sure more and more people will find themselves in the same situation each season and red ranks will be diluted with less tryhards.
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He's so buggy with the reveal that it isn't even funny.
In every match it's one of two things. I either can't reveal him no matter how much of my screen he takes up, or I can glance at him from 60 meters away and even if he's behind a wall half a second later, OR I LOOK AWAY COMPLETELY, the music plays out and he gets revealed. His reveal never just works NORMALLY.
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The south park episode "The F Word" was a great one for the issue of saying stuff like that.
It's only in recent times that the word has even meant anything to do with being gay, so if it's used as a colloquialism for "bad" basically, I, as a gay person, don't really give a #########. It comes off more as "I'm frustrated and hate you" to me than "Your sexuality is a bad thing."
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@Supernaut said:
This!
There's a considerable chunk which will be on long term delay.
Either that, or allow us to travel backward through adjoining nodes.
You can. If you complete 40 gens/pallet breaks (which is a LOT faster than 25 unhooks) and 15 basement hooks (took me 3 games with a full carrying build) then you reach the 15 iridescent emblems. From there you can go into the survivor challenges while skipping over the two horrendous ones.
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I think the people I just hooked in the basement 8 times in a match would agree with you.
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Keys and moris both have the exact same issues. They end the game prematurely and deny the enemy a huge amount of points and pips. They are both basically uncounterable as well.
They're incredibly unhealthy for the game, and I hope they get side-by-side nerfs/reworks soon.
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I have David P3-50 with all perks, and Quentin P3-50.
I have Pig P3-50 with all perks, and Trapper, Nurse, Cannibal, Nightmare, Plague, Doctor, Myers, Spirit and Hag P3-50. Legion is P2, Ghostface and Billy are P1.
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Doctor has issues, I want to see what they do with him, but I'm also not fussed if he gets delayed a bit. Legion is literally garbage, but from the last Legion rework, I'm really not convinced they'll do what needs to be done and rework them instead of tweak numbers.
So my answer is Trapper.
Trapper's power doesn't fit the game it's in any more, he's the mascot of the game and he's ass.
He has a huge setup time which is the most crucial point in the game to take a hold, both in terms of collecting his power and setting them.
His traps have far too many counters built into them. Disarming them takes seconds, and has no penalty except telling the killer that you're there, in a now safe and untrapped area of the map where you'd LOVE to be chased. They can be saboutaged at the cost of like 5% of a toolbox and completely removed from the game for long enough it may as well be permanent. If you actually get someone in a trap, you have to hope you're right on top of them because there's a HUGE chance they'll be out in 10 seconds or less, and if a fellow survivor is nearby it isn't even a chance, it's just free bloodpoints.
His addons are garbage besides a few which are mandatory due to the poor design of carrying one trap, and their blatant visibility on nearly every map. You can easily stack "lower chance of escape" ones and watch several people escape on attempt 1 every match.
His traps favour survivors, requiring pixel perfect placement otherwise they can run around the edge of them, despite it being in the middle of a 0.5m wide gap, but then his own hit box cuts him off from the chase which is a free loss.
Let's not forget his fun new bug where he can't move forwards after placing a trap or they go off and get moved away from where you placed them!
Holy ######### I hate playing Trapper with a passion.
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Honestly it frustrates me because I have seen absolute god survivors duck and weave in and out of tiles over the whole map and they've been incredible at it.
Then you come up against the hundred people who want a medal for running in a circle around the same piece of debris 6 times and it gets boring fast, especially because it's incredibly effective.
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Tome 3? Well there's 42 days left of tome 1, then 70 days of tome 2, so about 112 days away if there's no break between tomes. :)
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So what, they realised releasing a game solely through DISCORD was a bad idea finally?
Either way, problematic to let people see the massive issues in your game before trying to do a proper launch, it's gonna have a seriously hard time picking up ground if it isn't different.
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Yeah I really dislike playing Demogorgon. He just isn't fun.
He has SO MANY different effects and uses, but it feels like the devs were scared to make any one of them GOOD.
He has a chase power that's relatively easy to evade, and it costs a lot of ground to whiff it.
He has mobility, but the time it takes to move around and place them is way too costly, they take almost no time to destroy and it's crippling to him.
He has "tracking," but only if you've already used the portal, and survivors can see them to avoid them. If you're wasting your time running around holding M2 instead of just being in a chase, then you have bigger problems than knowing where people are.
He also has stealth, but it comes with a big honking "I AM STEALTHY NOW" alarm to the whole map.
Anything that feels good about him feels better on another killer.
Like you said, his add ons for the most part suck. Most recent killer add ons SUUUUCK. We know there's old killers with problematic high rarity add ons, but in the last year or so they've just released killer after killer that has ONLY minor stat changing add ons and they play the same every match, it's boring.
It's also similar to Pig, where you have a potential chase ability that you'd like to improve, but there's only 2-3 add ons that do ANYTHING for it and 20 that affect a much worse aspect.
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Traps should lose their RNG.
X seconds to escape from a trap. Increased by a set amount by add ons, halved when another survivor is doing the rescuing.
Let's remove this bullshit of people getting out of your power in under 3 seconds after it took 10 times that to set it up.
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Personally I don't see it as a great build.
For one thing, TotH encourages people to do dull totems, as they reduce its slowing effect without giving the killer the alert, making hexes faster to cleanse in risky situations. That makes noed less likely to exist at all. If anything I'd say replacing noed with Haunted Grounds would be a better option. It adds 2 hex totems making it very hard to cleanse any, and makes it a 50% chance that they cleanse one that exposes them instead.
I don't like committing to endgame perks because most of them rely on specific scenarios to pay off at all. Blood Warden for instance is largely removed by just 99ing exit gates, a common practice.
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Not defending it, but every other killer seems to be Ghostface since a streamer told them they should.
It gets pretty ######### boring playing against the same ######### over and over, especially Ghostface whose reveal is SERIOUSLY unintuitive at the moment, to the point that I legitimately think they accidentally shrunk the region to reveal to half or less in recent patches.
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- No, rift fragments gained now are for tome 1. Everyone will start fresh with tome 2, it's their motivator for you to keep playing. If any reward or head start will be added for completing tome 1, it has not been announced at all.
- You will still be able to complete challenges from tier 3 and 4 of tome 1's archives once rift 1 finishes. You will still gain bloodpoints, and unlock the lore, but you will not receive rift fragments from them, you will need to do tome 2's challenges to gain rift fragments for tome 2.
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I've been playing her, basically as my main, for several months now.
I run Dying Light, Thanatophobia, Pop Goes the Weasel and BBQ (which could basically be substituted for anything) and no add ons. I'd say I average over 3 kills with her at this point, but that's just an estimate.
There are several issues with Plague.
One, survivors really don't want to cleanse. As others have said, it feels bad to play a killer who pukes for the first minute or two, then has no interactive power and just M1s. It doesn't matter that they're broken, or whether you can get kills, she loses that element of "fun" when your M2 button no longer does ANYTHING.
For the most part I find the intense slow build solves it. As Dying Light stacks up, survivors get stressed and cleanse to lessen Thana which allows you to gain Corrupt and go to town. As much as people love to say "nobody ever cleanses," running this I've found more than half of all games devolve into cleansing pretty fast, even in the red ranks. One person making a decision forces everyone else. That said, I don't think being cornered into 3 stalling perks in order to get the power to properly motivate people to interact with it is good design.
Second, she is unrewarding to play. You 3 hook everyone? You kill everyone? You safety pip. You also get like 20-25k bloodpoints. Plague's point and emblem gain is pathetic, so when you do well and get a really disappointing scoreboard it can be demoralising to keep playing her. Her Deviousness needs serious adjustment to reward her for long periods of everyone being broken. (maybe scale the "Purged" bonus on attack by how long the survivor has been broken for) Her hunter and brutality points should also count for 1.5x-2x points if the survivors stay broken for a long time, to prevent her losing half of her points from chases and hits just because survivors choose not to cleanse. Her chaser and malicious emblem points should also scale appropriately, because other than repeatedly slugging people, there's no way to max those emblems with the amount of chases and hits she gets in a regular 12-hook 4k.
I think we're likely to see a change in the way slows stack. Forever Freddy is probably a large part of the reason his kill rate is so high, so I'm thinking DL/Thana's combo won't stack as well, or will be nerfed in values. In that case, I really hope Plague finally gets a repair debuff added to her sickness, as she really needs that extra motivator to be effective.
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@TKTK said:
They also didnt specify if console was included or if it's pc only, if it's including console then the data doesn't really matter. I know Nurse got specific data on pc but the other graphs did not specify where they pulled from.
Peanits replied in one of the "whaaaaaaa Nurse" posts that console was included in all data except the bottom Nurse-only chart which was clearly stated to be PC only.
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The stats largely don't show much. Killer is gruelling to stay in red ranks, so the people that are there are really excellent as killer. Meanwhile as survivor you can pick your nose through half the matches and wind up in red ranks somehow, so of course people die there against killers with proper loadouts and time management.
Honestly, I'd say that a value anywhere between 25% and 75% is much of a muchness anyway. Plus or minus one kill per match is largely just luck, random circumstance, or misplays by survivors refusing to leave someone behind. There's also the fact that slugging for a 4k, or just finding the hatch before killing survivor number 3 is a very simple practice which means most regular games which would otherwise be a 3k are very simple to push into 4k without actually performing any 'better.'
On the other hand, a match where nobody dies is much more likely to turn into a 1k because camping the only person you get is an option that results in a death.
Point is, there's lots of situations that bump the end result into the killer's favour number-wise without actually reflecting their performance or the enjoyment of anyone in the game.
TL;DR: The stats are basically only good for showing links between percentage play vs comparative performance, not an overall assessment of the game's balance.
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It's probably very high up their list of maps to rework, I'd guess the top one.
- It's the most complained about by far. Just having 3 different ways out of the top storey of every house is gross.
- It only has 1 map which makes it a priority.
- They just added Halloween cosmetics for the first time which means they've been in discussion with the license holders recently.
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@Almo said:
What usually happens with SWF is that they get super-altruistic and refuse to leave the match unless they can get everyone out. Only at very high ranks and with SWFs that play together a lot is there much of a benefit in terms of escape rate.
That does not mean we don't want to do some things to make the solo experience better. As someone else pointed out, that's the reason for the Kindred buff.
Perhaps escape rate isn't the right metric, as SWFs can be more annoying to play against even if they don't necessarily escape.
That's very accurate. A game in which 5 gens pop while I chase someone with OoO (Or alternatively avoid the object and have my current position constantly broadcast to the entire team) which results in 2 kills because someone went down with a gate open and people wouldn't leave is IMMEASURABLY less fun that a game against a regular team that otherwise results in a 2k.
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@Deltin said:
https://forum.deadbydaylight.com/en/discussion/comment/865249#Comment_865249
okay then, live in denile.
No, no, seriously; you think there will be LEGAL ACTION over BHVR releasing freebies for their own games, from a promotion with their own games, for something that has never been promised to be unobtainable in any other way, AND IS NOW ABLE TO BE OBTAINED COMPLETELY LEGITIMATELY FOR FREE?
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No thanks, my age is in the double digits.
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@Deltin said:
https://forum.deadbydaylight.com/en/discussion/comment/865242#Comment_865242
https://forum.deadbydaylight.com/en/discussion/comment/865242#Comment_865242
im not being superior or anything. Im just stating that they where for PC players who owned Death Garden and DBD. If they just change the reasoning now they could get into legal trouble.
Haha yeah, good one.
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@Deltin said:
well. those on console don't own death garden.. do they? so they can't get the mask then. simple.
https://forum.deadbydaylight.com/en/discussion/comment/865233#Comment_865233
I don't see why they shouldn't now. The cosmetics no longer have value as an PC players can get them for free. On top of that, there's no longer a chance that Deathgarden will be successful and make it to console, so they're not denying themselves money in future by handing them out.
I really hate people that scramble for reasons to deny other people nice things for absolutely no reason other than to feel superior lording it over them that they don't have it. It's a very childish attitude.
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Mostly because it forces them to think about how they play more than "I sit on generator while teammate runs" or "I bring 4 second chance perks and run all game."
It's designed to make people want to do totems regardless of an active hex or not.
As an absolute totem ######### myself, I don't find it much of an issue.
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They're different divisions of BHVR as far as I know. It would be the people behind Deathgarden who decided to make it free as it rots in the grave it's been sitting in for months.
Since the mechanism for determining whether you own Deathgarden seems to just check each launch (as they were lost after the free weekend if you didn't buy it) it's pretty obvious they haven't done anything to change that, or somehow "lock" whoever had it before it fully died and prevent them losing them while preventing others getting them.
Overall, however, it was never stipulated "these masks only go to people who paid for Deathgarden," the only requirement was owning it, which people who download it now still do.
There is no reason to add more exclusive items locked away from people, especially not now that we're taking healthy steps to remove the ones that exist.
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/862897#Comment_862897
Its an economic decision, no company would decide to reward people who use the free pass in the same way like they reward people who use the paid pass. Everyone has the chance to get every cosmetic and you have the chance to get all your auric cells back if you decide to spend your money once for a pass.
Okay, reaching level 70 is not achievable for players who do not take part on the archive challenges or who do not play more than once a week. I also think the grinding takes too much time for normal players. But all the cosmetics will be in the store after a few months.
"DBD needs another source of income like I need a hole in the head. The game is not free, the 3-monthly DLCs are not free, and just from going into matches you can SEE that they're selling like hotcakes. Other games of similar quality manage to exist and have maintenance on the price of the Stranger Things DLC alone."
If a company plans to grow they need to increase their income. There is no company which wouldnt use every single chance to make money as long as their reputation towards their customers etc. does not get damaged.
"The rift is already an excessive addition to a game which constantly has its hand out for money already, and to build even more predatory practices into it by intentionally making the unpaid option punishing is frankly disgusting."
There are several sources of income, ok. - DLCs, cosmetic store, paid battle pass. None of those sources of income forces anyone to pay money.
- DLCs: Every three months they release a DLC which does not cost the world. Noboddy has to buy it, everyone has the chance to unlock each character in the store with shards. (except license DLCs)
- Cosmetic store: A lot of skins can be bought with shards except license cosmetics (i think this is self explanatory)
- Battle pass: Two options, getting auric cells back if you play enough
You know as well as I do that a vast majority of players just buy DLC when it comes out. For one thing, anyone on PC can see their entire friends list lighting up on the activity feed of steam as they spend money on it. To pretend they're going to be losing out on DLC in any way is a joke.
It is self explanatory, the shard costs of any cosmetics other than basic recolours is worth months upon months of playing, more than purchasing characters. Over 90% of what you see has been paid for.
You "get cells back" but you can never refund them, you've given them $10 that never leaves their wallet no matter how much they pretend it does.
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I've played a LOT of Plague, and I have to say the most frustrating part of her right now is dedicated servers. Puke falls onto survivor. Survivor grunts and waves their arms around. Survivor runs away, still not infected.
Things as fundamental to a killer's power as this need to be more reliant on what is on the killer's screen, over what is on the survivors'.
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/106912/the-free-track-of-the-rift-is-really-pathetic
The team did not randomly choose cosmetics for the free and paid pass - its rather a strategic decision. How do you increase sales of the paid pass? If you seperate cosmetic sets you can motivate some players to buy the paid pass since they want to have the whole set. If you choose a complete set to be on the free pass people wont be as motivated to buy the paid pass since they already got their full set of cosmetics. Mixing up the cosmetics in the free and paid pass and focusing on the paid pass leads to more sales. The paid pass needs to be more attractive. I dont get why some people get mad about it - DbD needs another source of income.
"I dont get why some people get mad about it - DbD needs another source of income."
DBD needs another source of income like I need a hole in the head. The game is not free, the 3-monthly DLCs are not free, and just from going into matches you can SEE that they're selling like hotcakes. Other games of similar quality manage to exist and have maintenance on the price of the Stranger Things DLC alone.
On top of that you have a paid cosmetics store which, again, you can see the profits of in game, and each outfit in there costs as much as some other games.
The rift is already an excessive addition to a game which constantly has its hand out for money already, and to build even more predatory practices into it by intentionally making the unpaid option punishing is frankly disgusting.
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@TragicSolitude said:
I agree.
It would also be nice if each free tier of The Rift gave a few Bloodpoints or something.
Also, if future Rifts are going to be just like this one, then they should reduce the number of tiers. How many tiers on the Rift give recolored Trapper head and perk icon charms? Too many. Players' charm inventories are about to become the overflowing junk drawers of this game.
Absolutely, if you cannot come up with enough content to put spread over the tiers of the rift, then shoddy recolours of the same charm are not adequate substitutes, especially when 8/10 are paid for.
We don't have any for Brutal Strength, Unnerving Presence, Agitation, Botany Knowledge or Self-Care, only Empathy. Those would at least make a cute little collection, and that would fill up the slots of 5/8 of those recolours.
For some reason we got Feng's Technician perk which just seems out of place. At least if this rift let us make a collection of Claudette and Trapper pieces, each in future could build on that. Instead we got 2 perks and one doesn't even fit the rift.
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I agree. If you COMPLETE a challenge, sure, pop up, but I don't need to know that I completed 3/15 gens and I have plenty of time to check it myself while searching.
There's also plenty of space on the side to fit both chat AND the archives so I don't know why they decided it should just cover it up.
On the topic of the UI, it'd be nice to know why the bar fills at 600XP and then requires 200 more to be complete. It makes it feel like they had it set to 600 per fragment and at the last minute decided to make us do 33% more work.
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It's the first time it's been on the shrine, which makes it cost more shards, but also reward more bloodpoints for buying it if you already have it unlocked.
It's a mechanism that hasn't been working for the last few months though, this is the first one that's worked in a while.
Glad to see it's fixed so we get the proper amount of points for it.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/862649#Comment_862649
I figured I was just doing something wrong with him but it's good to know the reveal is bugged. Makes sense people wanna take advantage of that while they can. I'm just so bored.
Posted in r/deadbydaylight by u/lilcharmyb • 11 points and 5 commentsHey everyone, I've been trying to get better at revealing Ghostface, and sometimes it seems I'm doing better, but other times I'm failing...I've also had games where I gave up when I was dead on hook and took the chance to let him chase me in a straight line, dead center of the screen.
It never even started the noise until he slugged me and came back to get me. When I was on his SHOULDER it started registering that I was looking at him.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/862525#Comment_862525
She never was a win button. That is something people say that have no clue about the game at all.
Your argument is so bad, it reminds me of old freddy and when people explained their frustration with the killer some boy would always jump in, i just 4ked. All good, killer is fine.
If you do not understand the issue, stop posting about it.
Their issue is "whaa, she's not fun because she got a tiny nerf."
I still find her fun, she's still strong.
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Probably because he's the only killer with stealth that doesn't slow them down, have a slow channel to disable, or come with major downsides.
Also his reveal mechanic is COMPLETELY bugged at the moment so it's insanely hard to reveal him even when he fills 3/4 of your screen, so that makes him significantly easier.
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Next patch is removing exclusives, no way would they make existing items into NEW exclusives.
If anything, all players should get them on all platforms since the game is now free.