anarchy753
anarchy753
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/614698#Comment_614698
Soooo basically you're going to keep playing as always? 😂
Ooh, ouch, my pride! A nobody on the internet is judging me!
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/614694#Comment_614694
You're giving Bubbas a bad name. 🙂🙃🙂🙃
I'll make sure to do it more then. :)
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/614688#Comment_614688
Facecamp = bad killer. Simple as that.
No real reason why I'm wrong, so fall back on 1 dimensional views. Pathetic.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/614678#Comment_614678
It did sound like you weren't able to find anyone except for Jake just before the last gen popped. Anyways it's still a cheap move to facecamp because of cosmetics especially when it's a face for a killer you clearly don't even play often based on the fact you had to facecamp to get him.
Nice of you to randomly decide that. Jakes are rare, I'm not giving one up just to be nice. And thanks, glad to know I'm not allowed to play other killers or collect the unlockable cosmetics for them unless I ONLY play them.
In the past few weeks I've played almost nothing but Leatherface while I P3 him and collect faces. I've had countless 4ks without any sort of camping.
He's still a really low tier killer, and Jakes are still rare, so I have no obligation to escort one to the gate because of the survivor rule book when they spend all game hiding.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/614672#Comment_614672
- is unable to find survivors all game
- doesn't pressure gens
- downs one single survivor
- facecamps 2 minutes straight
- blames survivors for hiding
Would you say you played well?
What part of my comment said I didn't interact with the OTHER 3 survivors all match? I said I couldn't find JAKE.
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I got told off for camping the other night as Leatherface.
Literally only found Jake when the last gen was about to pop, and was only playing Leatherface to sacrifice Jake for his face, so I just revved that chainsaw for 2 mins straight. But no, no excuses, trash killer for not letting him get unhooked with the gates open.
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@Ham_Lord said:
https://forum.deadbydaylight.com/en/discussion/comment/614645#Comment_614645
There is literally an add-on for that! Do you people even play him? Lol.
Killers aren't magically balanced because their ULTRA RARES make them bearable to play.
Trapper is a killer whose power is really dated and sucks in the current game.
A double setup time, collecting and setting, is pathetic in a game where people call a perk which helps slow the first 10 seconds of a match mandatory.
His power is unreliable at best, and yet has by far the most counters, in the form of disarms, saboutage to completely remove his power for minutes at a time, and even just using your eyes/SWF.
He should start with all his traps. He still has to set them, but removing having to walk to the corners of the map would be a huge benefit for him.
I agree on disarms injuring being baseline. disarming the power shouldn't be a matter of "how miserable can we make the killer's game?" it should be a risk vs reward play to remove an obstacle at the cost of weakening yourself.
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Because nobody gives a ######### that some random person isn't playing the game any more. Everyone takes breaks, not everyone thinks they're the center of the universe that needs attention for deciding to quit a game.
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@fluffymareep said:
https://forum.deadbydaylight.com/en/discussion/comment/612854#Comment_612854
You're complaining about survivors still having a chance of getting out, despite a boosted team, right? If they're as bad as the team, they wouldn't be able to make it to the hatch or the gates. The end game favors the lucky. It always has.
No, I'm complaining that the better you do, the more you're punished as killer.
If you get down to the last 2 with less than 3 gens completed you have no information and it's either slug or 50/50.
If you stand around holding your dick until that third gen is done you can find the hatch and just play.
It's stupid to turn it to absolute luck or unfun tactics for doing well, where doing worse makes it safer for you as the killer.
Last survivor with <2 gens should just start the EGC with no hatch.
"If they're as bad as the team, they wouldn't be able to make it to the hatch" and again, complete luck of spawn doesn't take a skilled player.
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@fluffymareep said:
https://forum.deadbydaylight.com/en/discussion/comment/611461#Comment_611461
You don't need to slug, really. You could play out the game as normal. The hatch isn't really bias towards either side. As you said, it could spawn in front of the survivor, but it could just as easily spawn in front of you. RNG is quite random and clearly doesn't favor either side, given how close the doors can be together. I believe hatches are set before they actually appear, too, so the only way they could feasibly fix that would be to change how the hatch spawning works. I would go after someone who has hooks if the other person does not, though, since it'll give you more time to find and catch the other survivor. Otherwise you could guess where it could spawn (go to common spawn points).
That's the thing though, if I want to round out a good game by killing them, I need to slug or literally throw my hands up and go "50/50 shot for escape now."
At least in the old system they had to try to get out and do some gens, but with EGC it rewards them for doing nothing.
I'm not handing someone a massive chance at escape for doing nothing just for the sake of it, so my only alternative is slugging.
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@CornChip said:
Yes my real name from birth is Hex:Ballsack.
I don't want other people knowing that in game.
OMG, I went to high school with a guy named Hex:Ballsack, I wonder if it's you!
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@Clopotel said:
https://forum.deadbydaylight.com/en/discussion/comment/611436#Comment_611436
I have this attitude, no ofense, because they are just selfish. Just look at them, did not want this change all because they can't get to better ranks. 80% of the players got at least once to rank 1. Not that hard, trust me.
Maybe BEFORE pipping requirements scaled with rank. Now red ranks are only there for massive tryhards, everyone else settles around green/purple ranks and it's much more enjoyable down there with less 4 mans and more killer variance.
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@fluffymareep said:
https://forum.deadbydaylight.com/en/discussion/comment/611198#Comment_611198
A lot of survivors don't like it when killers slug for the 4k, especially after the changed how the hatch works (where you can close it now).
It annoys me that I have to slug more when I'm doing better. When survivors don't do enough gens and the hatch doesn't appear, but is still an option I have to slug or it can literally appear in front of them.
"Great work keeping those gens from being done, in return, any chance of information of where the hatch is will be removed for you and the last kill is made harder unless you make the game un-fun for everyone involved."
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/611312#Comment_611312
God I wish I could do this.
Devs are so hesitant to ease the grind because they're like !!!!!!!BUT RESEARCH HAS SHOWN PEOPLE WILL STOP PLAYING OUR GAME IF THERE ISN'T A GIANT STUPID ENDLESS PROGRESSION GRIND!!!!!!!!
To which I say, whoa my dudes, you might need to take a look at your game's fundamentals if THAT is your worry. Progression is good, and I think a game like this needs it to some degree (the lack of progression is frankly why I dropped Last Year: The Nightmare after a weekend), but it's just out of control in this game.
Yeah they're pretty flawed in the logic there. There's constant additions of new characters to level up which increases the grind of every existing one. Even a significant drop in the grind will still continue to grow over time.
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Perk minimum rank should scale with prestige. At P3 you've already put in 150 levels, start perks in P2 at tier 2, and P3 at tier 3. That way a P3 character only needs ~60 levels to gain all perks rather than 180, where lower prestige still has ranks that that want to keep for some reason unknown to anyone but the people blocking the change.
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@Speshul_Kitten said:
@anarchy753 Easy to say when you’re handed something VS having to work with it
I have worked. I have my main survivor and killer both P3 with all the perks maxed out, and I'm still working on P3/50ing all the other killers. That doesn't mean I feel like people deserve 'compensation' for progressing in the game just because a steadily growing grind needs changes.
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I dislike looping from both sides. Just running laps of a single object doesn't feel skillful to me in any sense. That said I wouldn't call it "abusive." The only "abusive" looping I see is Balanced Landing, where you can break maps by causing certain loops to become infinite.
As for the thread, yeah, if you stack up a bunch of perks for free extra hits, then get annoyed at a killer because they don't want to deal with all those extra hits again (or you wasted so much time that they CAN'T get anything else from the match) then you're bringing a lot of it on yourself.
People can argue what defines toxicity as much as they like. They can get all political over what's justified or legitimate, but at the end it all comes down to you.
You KNOW what annoys or frustrates some players, and you know that if you're going to use those tactics then you're risking exactly the same coming back at you. And hell, points or rank aside, sometimes just pissing off someone who pissed you off is a satisfying match.
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@SirVicksTheSlayer said:
people think this grind is bad, didnt play wow when it first released. if you had every perk handed to you, you would get bored, fast. the journey is often more fun than the destination. or else, it wouldnt be a saying, now would it? lol... :P
"A progression system can't be improved because 15 years ago a game had a bad grind and I'm a badass for playing it."
Yeah ok buddy.
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@xChrisx said:
https://forum.deadbydaylight.com/en/discussion/comment/610452#Comment_610452
A compensation for who have every character p3 full perks (me)? I think me and other guys deserve something special for this insane goal
You can use all the perks on everyone, that's your reward for getting all the perks on everyone. It's a game and you've played a lot, doesn't mean you need "compensation" every time they fix something.
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Yeah it was a pretty major non-event.
At least bring us some information. What's changing with Nurse? So far we've heard "add ons" and we'll be blind to that until it's basically done. I know many people in the community want more details. Is she getting the Hag treatment and losing all the annoyingly complicating downsides on every add on at the trade off of weaker benefits? Is she losing some extra blinks? Is there anything on the table for more unique effects like other killers' ultra rares. (Or for some dumb reason, Wraith's commons. Seriously ######### was Wraith's rework when the whole point was to "normalise" killer add ons?)
We've also been told nothing's changing on Freddy without him being live for a while. Well, he's been live for a while. Is there any info on deleting the haemmorhage status now that it's clear nobody is dumb enough to use it just because it's purple? Why does he even have dream snares when nobody has seen a Freddy not using pallets, just settle on giving him his real power and let him use 2 add ons.
It was more of what we always get. "Uhhhh, maybe?" "That sounds good, but not for the next 3 years at least."
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/605615#Comment_605615
I wouldn't count on that (the pallet bit, not the library part). Generally we try to keep things consistent throughout the game. Imagine being a new player and trying to remember what the pallet looks like on each map. On one map it's a pallet, on another it's a bookshelf, on a third it's a stack of boxes, etc. It would be very confusing for something that you need to be able to recognize instantly.
I think that's vastly underestimating the intelligence of people. SO MANY games have elements that change based on maps, and nobody struggles with them. As long as they're the same basic shape.
Hell, you never see people going "hmm, I downed a survivor, but that hook is made from a lamp post, not wood, so it couldn't be a hook."
On the topic of the discussion, pallets vary. I work in a factory and depending on what we use them for, some can almost be a 2-man lift, where others could be carried easily with one hand. That said there'd never be a balance that would allow a scrawny nerd like Claudette to drop them in a chase where an 8 foot muscle-bound Trapper couldn't just kick it out of the way mid-stride.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/601661#Comment_601661
Trying is the word you are tripping up on. Trying and try-Harding are 2 different things. Learn the spawn locations of the hatch. You will find your 4k ratio go up fast. Getting all sweaty and upset over a dc or suicide does nothing to increase your skill.
Nobody cares that you think you're god's gift to dbd. Most players know where the hatch can spawn and that has no impact on this issue.
The point is that even if you do know where the hatch is, or can be, a survivor DCing when you down them anywhere except next to the hatch means it opens instantly and there's no way to close is before a survivor jumps in as they told their SWF teammate when they were already near it.
It's also a problem when you're doing well, as not doing enough gens means it comes down to luck who finds it first.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/601664#Comment_601664
Hey Calm Spirit got buffed too, the Freddy snares don't make you scream if you run it. Maybe works for the pallets too. Obviously this is now the toppest of top perks in the game
Clearly those are more than enough survivor changes. Unfortunately implementing those took too much effort so the summer event is cancelled, but don't worry, the battle pass will come out on time of course and include EVEN MORE super bright cosmetics that no one will ever use
Even better, from the teasers we've seen already, it's a CLAUDETTE themed battle pass, because we didn't have enough garbage for the champion of bad players already.
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@brokedownpalace said:
That's not really fair to solo players, though. It's not their fault that someone else DCd so I'm not sure why they should be punished. The killer should just get more BP for DCs.
Also idk who says 2 kills is a win. I'd call that a tie if anything.
It shouldn't impact a solo survivor. It happens because a survivor can communicate to their friends that they're on the hatch, or they do it to give their friend points.
If you put in a penalty for it to prevent the benefit from cheating, there's no reason to DC like that and so no reason someone would do it to you as a solo survivor, keeping you trapped with no hatch.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/601682#Comment_601682
It's not supposed to be an argument, it's supposed to be a joke. Sorry if it was bad.
I still think it's healthier to give killers more DC-compensating points though.
At the very least, DC compensation points NEED to be moved to the sacrifice category. Brutality is ridiculous because it's one of the most reliable and easiest categories to max out, so by the time you get the bonus it can be 0 points. Sacrifice on the other hand can never be recovered from the remaining survivors, and requires a basically perfect game to max out anyway. It only makes sense to put the points there.
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@北欧人 said:
I've been there and yes, it sucks and feels unfair.
However, I don't think that is the solution. I think the problem is much broader.
First, DCs in itself is a much wider problem that needs to be tackled and hopefully will be after dedicated servers.
Second, about the slugging to get the 4th kill. I do it myself because it is the safe way to get the 4k BUT honestly I utter dislike it. Here is why: if the last survivor is smart, he will drag the game for minutes until the slugged survivor is dead because at that point only 1 survivor will escape (at best) and this creates a very boring stand off for both survivors and killers. This is something that unfortunately the EGC did not took in account.
Moving on I think this is something they should tackle in the future to make this type of end game not so boring.
The situation that made me come on here didn't even result in an escape, but it's still the principle that pisses me off.
A Jane and a Meg were left, Jane got into a locker and I pulled her out of it. Normally I would've just hooked her and been done but I was playing Leatherface literally just to kill the Meg for her face.
I put her on the ground, and the second I was in a chase with Meg she DCd. Luckily downed her and unlocked the face from it, but this isn't a rare thing and it's scummy as #########.
There's many reasons to want a 4k, especially against SWF, and it's unfortunately the time it becomes the easiest since one can just say "I'm on the hatch, DC now." This ######### ruins Adept achievements, Michael's tombstone achievements, and even just wanting to round out a good game with a decisive victory.
It's also not something that will necessarily result in bans with DC detection changes because you just don't have to do it often.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/601679#Comment_601679
I mean, one person chose to sacrifice themselves for the last guy, so they don't really care about their points in that situation. Take them out of the equation.
Even considering that, it's a terrible argument for why this exists.
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@gantes said:
The utilitarian in me really finds it hard to get mad when that happens
Utilitarianism aims for the greatest net gain. One survivor gains 5000-7000 depending on how much they contributed to generator progress, minus the points for a final chase.
On the other hand one person loses all of their points which is almost guaranteed to be more than 7k if they are the third to last survivor, as well as the killer losing AT LEAST 1400 points, plus chasing and hitting points, and potentially hatch shutting points, as well as the 2500 no one survived bonus.
So it's overall a net loss, unless you're only counting "happiness" which is a pretty terrible measure when you're considering 2 people are gaining happiness by cheating another person and ruining their game. Which is one of the many reasons utilitarianism collapses quickly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/601653#Comment_601653
“Just get better or don’t try so hard for the 4k”
?!?!?!?!
!!!!!!
Did you even read this before posting it?!
A player only gets better by TRYING.
Achieving a 4k is indicative of getting BETTER at the game.
I legitimately don't understand how they think "get better" affects this in the slightest. The point is you already have done very well and beaten a team, then they get to abuse the disconnection to cheat and ruin the end of the game just to be spiteful and reward their friends in the process. It's an uncounterable move when you're literally using your only option to not get cheesed by the hatch.
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@Warlock_2020 said:
Yeah, so now a survivor can get the ultimate sandbag on their team mates. Yeah, I don't see that happening. Just get better or don't try so hard for the 4k.
Denying the killer 2 lots of final hook and sacrifice points is a hell of a lot worse, and more common than DCing to sandbag survivors ever would be.
This is a common thing, and rewards scummy, cheating tactics far too highly.
"Get better.".Oh yeah, sorry if I can't teleport across the map to shut an instantly opening hatch and am using the only option I have.
"Don't try so hard for the 4k." Yeah ok buddy, how bout you don't try so hard for the 4 escape, make sure to go feed the killer a kill every time it looks like everyone's going to make it out.
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They're honestly just wasted add ons. It really feels like they couldn't be bothered giving him anything else worthwhile so they took the 2 effects they KNOW are garbage and just filled the rest of the slots with them.
They keep saying they want to see how they work out in live, but they aren't going to get info on that, because nobody is dumb enough to use them.
Hell, might as well use them in your first games as him learning his power, don't risk 1 person using them and getting a fluke 4k and then they have the stats like "Oh a large percentage of players using them 4k" like we hear with everything that's objectively crap.
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Mostly it's survivor stuff. They have a lot of perks that feel really good when you're using them, but when you stop and get used to other things you work out they're actually pretty garbage and hold you back a lot. For me it was the big 3; Sprint Burst, Self Care and Urban Evasion.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/601453#Comment_601453
While getting rid of the stance system and givi g him static field and the shock as M2 would be a good buff for the killer, i doubt it'll happen.
- He'd lose the movement speed penalty, which would give devs reason to gut the shock and field
- He'd need new animations/skeleton rig, as currently punishment and treatment mode fature differences, making him use his right hand for shocking? Are you a madman? Do you know how long that'd take the devs to build? (Sorry for sarcasm)
- Un-"fun" for survivors if he can shock and then attack right after without delay or has permanent static field.
He basically has permanent field anyway, there's not a lot of time spent in punishment. The way I see it he'd gain strength in a chase and more usability on his zap and zap combo, but lose a lot of the madness tracking. Survivors complain far more that screaming reveals them when they're basically safe. Look at Freddy's sleep, or Legion's Deep Wound, any debuff which actually impacts survivors significantly becomes trivial pretty fast.
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He could quite reasonably lose the 2 forms.
It would make him a lot more streamlined if he could simply be an M1 killer with the ability to zap when he chooses to. It would also put more power into the killer's hands to make better use of the stun as they aren't slower, followed by a channel THEN going for a hit from it.
I imagine he's going to lose a LOT of the screams and potentially all of his tracking will be limited to add ons since survivors don't like that and what survivors don't like goes away.
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I don't doubt they'll absolute gut him.
He's a weak killer and not all that fun to play, but in line with most of their other "reworks" they just remove everything survivors find annoying to play against and leave a killer that barely has a power.
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@PolarBear said:
What if a survivor intentionally trolls and never lets others save effectively screwing their whole team up? This has been suggested before but the negatives outweight the benefits.
Give it one charge, and that prevents that player from unhooking you until your next hook or hook stage.
At worst it can only be used to "troll" one person once, which is less than farming already harms people.
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To me it doesn't make sense that you heal if you're incapacitated when the last gen goes off.
If you're slugged, then yes, get up. If you're injured, then yes, go to full HP.
A survivor that was in the dying state in the killer's arms when adren triggers, then goes on a hook should not come off the hook completely healthy. A survivor who is on the hook when adren triggers should not come off the hook healthy.
Adrenaline is already an insanely huge power spike, and it happens at a time where your team is already ahead, putting the survivors even further ahead. It simply doesn't need the added bonus of being an easy SWF tactic to delay popping gens for tactical heals off hooks and easy escapes, nor the added bonus of delaying part of the power spike to ensure the killer is further crippled if they play around the survivor being unhooked.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/587739#Comment_587739
I have my doubts that the cosmetics (besides the cosmetic dlcs on steam) will ever getting cheaper. I mean, I don't know it, but I can only assume that the cosmetics are the "real" thing, the devs made with their money.
@Talmeer That price is just adding up the character DLCs, not invluding the customisation packs. https://i.imgur.com/DDhiE7e.png
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/587026#Comment_587026
You do know that the only thing you listed needed to play the game is the base product. Everything else is optional and never needed including the dlc's.
https://forum.deadbydaylight.com/en/discussion/comment/587708#Comment_587708
A licenced character probably has to pay royalties for everything sold so the skin would obviously be more expensive than non licenced ones.
You have a choice to buy or not. The price is irrelevant as it's the customer who dictates it. No sales mean no skins or lower prices. Wanting something cheaper just means the devs have made a good product and you are upset you feel it's not worth it. Wanting and needing are not the same and we generally pay more for luxury items than those needed.
I'd rather they keep skins high priced and the dlc low as at least that is a new addition to the gameplay. Would you rather they lowered fluff items and charged more for dlc? I never buy skins as it's a silly concept to pay for a look when it doesn't change the game in any way.
I am thankful to those that buy them though as they keep money coming into the game so they continue to work on it.
That's clearly wrong, as ONE outfit for Pig is more expensive. 1 outfit for Pig, 2 for Tapp, 2 for Ash and 1 for Ghostface, all licensed cosmetics, have been regular price. This is blatantly a test of what they can sneak through and what players will still pay.
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@twistedmonkey said:
The problem you have is a reward such as this was generally advised before hand giving people a chance to earn it like legacy for example.
Giving an exclusive reward using prestige isn't going to happen as its very easy to do nowadays. It also kicks the ones who enjoyed playing him and have all the perks unlocked who deemed it not worth it. They could have put in just as much time afterall.
Then there are those that hardly played him and have him P3 with all perks unlocked just because they could.
It's not as easy to differentiate between how did what and why they gave a heads up for the likes of legacy.
Just remember when legacy came about the was no entity eater, the bloodwebs were double the size if not more. The perks and items cost more and they had no offering for 100% bloodpoints or perks it was the true grind and they would have spend more getting one character to P3 than someone now on multiple ones.
The devs have also stated there will be no more exclusive skins.
No more exclusives (EXCEPT THE PAID BATTLE PASS, BETTER FORK OVER THAT CASH)
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Wait, so you heard he was getting reworked so from then decided you'd pump points into him, get used to him in a state you knew was temporary, and now you want a reward because you're losing the things you only worked on because you were losing them?
Ok.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/587719#Comment_587719
The game and the dlc's you can sometimes buy very cheap on steam. Just wait for something special like the summer holidays, or if we look at the future... The black friday and so on^^.
I understand that, but it's still a problem. New players come in and see a $30 game with $112.50 of DLC and that's JUST to have the characters unlocked. On top of that any cosmetics that look nice cost a tonne, and they're adding a paid battle pass as well.
Even if you can get stuff cheaper, the price these days for the fully unlocked game is far exceeding a triple A game with a season pass, and there simply isn't the quality to support that.
It would definitely not hurt to build Hag and Doctor's DLCs into the base game like Nurse and Huntress, and periodically retire some of the DLC later on like Clown.
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I know it's never going to change, but the biggest feedback I've had from friends I've tried to get into the game is how awful the constant paywalls are.
A VAST majority of the cast is either locked behind money or an insanely long grind, and MANY meta perks are bound to them.
It may have been fine when there were a few DLC packs, but it's 2/3 of the game's content now. Some of the older DLC really needs to get built into the base game.
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Personally I can't understand why escaping is 5k instead of 7 or even the full 8k. Survival score events are pathetic and it's basically impossible to cap them even getting every score event possible.
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People keep saying "vote with your wallet," yeah, WE KNOW. People are already protesting this Pig outfit because of how blatantly greedy the devs have gotten.
That said, voting with your wallet doesn't mean you can't voice your opinion here, and sadly it almost never has an impact.
When have you EVER seen game devs go "hey, we heard the feedback from you guys that we're money hungry and charging insane amounts for cosmetics, we'll lower the price a bit."
And keep in mind:
THIS IS A PAID GAME WITH PAID DLC WHICH IS STILL USING MONETISATION METHODS OF FREE TO PLAY GAMES THAT NEED TO MAKE MONEY OFF COSMETICS.
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@Peanits said:
Technically speaking, The Pig in Dead by Daylight is Amanda Young. She's the only one here, there is no male Pig. Jigsaw himself wouldn't appear in the Entity's realm because he did not believe in killing people. He would give them a test, but how would not interfere. He believed that their life was in their hands, and their failures were their fault.
Now you might say, "But what about Hoffman?" That gets a shrug from me. I imagine the Entity didn't pick him before he died.
That was their schtick for John, but he was blatantly a killer. SO MANY people through the series were just killed, not tested. Especially the insurance trial, part one, an old man dies just to prove a point, then it's "pick one or the other, oops sorry person who just died, shame you just got TESTED." Then 6 people with 4 guaranteed deaths.
It was run by Hoffman but it was John's test, his revenge on the insurance company and his recordings outlining his traps.
On the topic of a male Pig, Hoffman was a profoundly boring, basic, and unlikable character. I'd prefer to stick to Amanda in his clothes than have him represented more than the already excessive amount of movie time he got.
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If I see them before anyone else I'll happily go for them. A dead survivor gets less done than a stalled one.
I'm not gonna ignore everything else to patrol boxes, but a trap on your head doesn't make you immune.
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Anyone who's saying it's due to licensing is clearly wrong, considering 3 OTHER licensed outfits including another for the Pig dropped today, and all were the regular (still overpriced) price.
Also, Ash and Ghostface have outfits and they don't cost exorbitant amounts either.
Literally, it's just that they saw the positive reaction to the outfit when they revealed it, so decided to charge through the nose for it. My guess is they lost more money from people protesting the price than they gained by making it more expensive.
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Because it moves forward and backward, and you're generally running forwards, it tends to look like it's freezing in place or lagging when it moves backwards.
I like that they're animated, but that doesn't translate well into the game outside of the menu.
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No to extending it. It CAN secure a 4k but it's in a good point now where it punishes survivors lingering in a safe game. Extending it with tokens would just punish survivors for being in the end game.
Someone suggested the trigger being survivors standing in the gates. Definitely not. It's already a gamble of a perk that should give the killer an all or nothing power spike, it should NOT be a survivor-controlled perk that is easily countered by triggering it as soon as the gates are open before waiting it out, rather than getting trapped by a surprising effect.
Honestly I think it's already in a really good spot of risk vs reward.