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coppersly

coppersly

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coppersly
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  • tbh it's only political because some people still live in the Jim Crow era. If it was just accepted and we could all move on and not make a big deal about it when gay characters are introduced we'd all be much better off.

  • @MichaelAMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346464#Comment_1346464

    There is no "discomfort" and I asked nicely for no toxicity and this is about creating something new, I am fine with new characters being included but I don't prefer if they retconned/rewrote specific characters.

    I can agree with that. I'd rather get a new character than they just write away someone else and be done with it.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346441#Comment_1346441

    Prior to recently, we didnt know they were straight. Except Ace, Ace is obviously gay imo. But other than that theres no way of knowing. Why is that a problem?

    Keeping everyone ambiguous was ok. But that severely limits your ability to tell certain types of stories. If they want to explore that part of the lore they should be free to do so if it's interesting and well done. (If it's like the Nurse rework it won't be but we don't talk about her anymore)

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346444#Comment_1346444

    Why? Video games are art and mediums to tell stories, sure some of them aren't story masterpieces or story focused but every videogame brings across an idea.

    They only want to acknowledge that art and other mediums can be political when it suits them.

    When it supports ideas they don't then all of a sudden it's not meant for political ideas and should be a complete separate celibate realm from it.

    Convenient

  • All I can say is it's nice to play as someone you can identify with.

    You've got like 6 or more straight dudes of varying backgrounds and activities. Can we can one gay guy? or girl? Would it really be so bad to have just one of them in the game?

    Of course it's not going to be the focus of their character or lore but god damn I'm tired of having no characters that are gay because "do we really need it?" Well if you never include it yeah, you kinda do need it at some point man.

  • @Quol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346393#Comment_1346393

    It's pretty obvious this is a political statement. If it was done during any other month I wouldn't bat an eye but doing this on pride month is a pretty obvious "How do you do my fellow gays."

    Unfortunately it looks so. As long as we can get at least one character I'd be appeased.

    I don't expect any company to actually follow through or even care about such issue, but even less so during Pride month.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346400#Comment_1346400

    I don't want literal politics in the game. Is that a bad thing?

    What about in-universe politics as is called for by the lore/story?

    Other than that I agree.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346380#Comment_1346380

    I don't want the game to be political. Is that a bad thing?

    Everything is inherently political to some degree. Especially art and games that try to mimic the real world.

    You're always making a statement, even with the things that you don't say or have in your game.

  • On the main topic, it would be nice to have a gay male character to play as when I fancy playing survivor.

    Not everyone is straight... At least having 1 person would be fairly more representative than none.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346370#Comment_1346370

    Or just not have their orientation figure into their current situation at all. People do things for reasons that have nothing to do with their orientation, you know.

    I'm not saying it has to be the sole or direct reason, it can just be a matter of fact in their past that has lead them to their current situation. Much in the same way they did for David.

  • @Quol said:

    Are we also going to get political affiliations too? Some might say it's not needed but we want to be diverse, right?

    Come on devs out with it, which survivor is the Trump2020 person.

    I only see a few ways to organically incorporate something like political affiliation.

    Maybe they were evil in their time in government and the entity took them when ######### went bad or a scandal broke out, whatever

    Maybe they worked for the government in some capacity before being taken as a survivor, whatever

    Those are about the only 2 reasonable ways to include political affiliation without reaching hard.

    Conversely, it is much easier to include someones sexual orientation organically. You can include any past history and relevant persons from it (partners), have them be the reason for becoming a killer (betrayal, town was trying to kill them for being gay, etc...) or be the partner they're trying to get back to as a survivor.

  • @BattleCast said:

    No. Perks are balanced around only having 4 slots available.

    This is the reason we can't have it in the game. I agree totally that the killer should have more perks than survivors though but it's far too late to change that. I've made suggestions before where every character gets one of their teachables randomly as an additional perk each match but anything more than that would start a character meta for survivors.

    This is also true. I really want them to address SWF already because it's really unfair how 4 survivors can have easily 8+ perks each and coordination while the killer is limited to 4 while possibly losing more depending on the perks ran (that they can counter completely or remove)

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1345630#Comment_1345630

    This is a constant, you’ll see balance or bug threads go ages with no reply. But someone posts a humorous post and the Devs or mods have time to rely to those instantly

    It's one thing to ignore the constant stream of 5 year olds on the forum, but it's another to ignore the entire topic of Nurse.

    They barely if ever answer anything in a Nurse thread or if they do make a comment it's usually unrelated to the Nurse issue at hand. I just want them to say "we're looking into it" but we don't even get that.

  • @Kaiju said:

    https://forum.deadbydaylight.com/en/discussion/comment/1345334#Comment_1345334

    Kindred is capped at 24m that's why is most of the time useless

    Oh thank goodness, I was concerned for a second there.

  • @Timeman63 said:

    Both Distortion and Huntress Lullaby are some of my favorite underrated perks that many people dismiss as being not very reliable or useful. A few other ones I champion are Stake Out, Autodidact, Pharmacy, and Agitation.

    I would love to run more totems but the fact they can spawn in the open right next to where survivors are already looking just makes them too meh. I still use Ruin but I expect it to only last for 10 seconds now. Just enough time to start my Dying Light stacks usually.


    @OP I would say Tinkerer. It doesn't work on most killers but on Nurse it has lead to so many gen grabs, has helped me protect gens for so long, and win games off of a single gen sometimes. It's not 100% gonna work every time, but oh man when it works good it's really good.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1343037#Comment_1343037

    Yeah as I said its finicky and it takes some tinkering to work.

    Its just from experience playing division 2 or Wow.

    I just double click the taskbar icon at the bottom left so i can see it on screen and then start a game. 90% of the time that works but sometimes I have to do the alt tab scenario just so it kicks in properly.

    One way to test if it's working at all is to set your default profile to the same as your DBD one and set auto profile switching to off.

    Finicky is a good word for it lol. Sometimes on start-up the mouse has basic function but no profiles active because the software thinks it isn't plugged in.

  • @Boaris030 said:

    I remember when her post blink lunge was normal sized. It's been like this for awhile and I'm pretty sure it's a bug that won't get fixed for a long time. (I really miss her old post blink lunge, I still go for hits that you used to be able too, but still can't due to the shortened lunge)

    Yeah I miss those days. Your blade would be an inch or two away from them and you still got the hit.

    Now it's like your blade can go through them and still not count lol.

  • @twistedmonkey said:

    G hub is finicky at the best of times as it seems to have issues changing profiles.

    I use it for set actions in others games and I have to have it open in the background instead of just being on the taskbar at times for it to change from the default profile and sometimes I have to also alt tab out down it to register the change.

    If you close the program it won't switch profiles in the background, in my experience. If it's left open I've noticed it will switch my profiles in the middle of the game.

    @OP I'll try later tonight and see if I can get mine to work. I'm guessing you're using a g600?

  • @LetsPlayTogether said:

    You cannot buff the best killer in game which is on a powerlevel (far) above what a killer should be. You can only nerf her powerlevel while making her easier accessable. But noone ever came up with a practical idea for this issue.

    Also dudes stop pretending her basekit change was unneeded. Thats bs and everybody knows that. Old basekit nurses were a 4k guarantee.

    I think I've come up with a solution that should please you (someone who believes the nerf was necessary) and me (someone who believes it was not) I'm really hoping the devs implement this because I'm tired of the myriad of issues that came with the CD meter.

    Also it wouldn't be buffing, most of us just want it reverted. It was sloppy, makes her janky as hell, and was clearly not designed by people who play & understand her. That's not even considering the ramshackle job that was the addon pass.

    @coppersly said:

    With the introduction of Pyramid Head, we see a fluid power meter that both acts as an intended limit while also allowing the user to decide to use their power whenever they please because you can use it at any charge above 0. This is by far the most fluid and well designed power meter in the game so far imo. It's actually pretty well done, good job BHVR.

    Now with that sentiment, I'd like to suggest a change to Nurse's power meter to act almost exactly as Pyramid Head's does. I suggest that instead of having a discrete charge mechanic where you must charge a full blink before you can use it, it should instead draw continuously from the total meter up to the max blink charge normally allowed for both blinks, if there is enough meter to support these actions.

    Here's a gif simulating draining 1 blink. Imagine there's no blink counter, and more meter left after a single charge that you can draw from for your second blink. I know it's jpeg'd to hell but that's the life of a free gif editor.

    https://imgur.com/oYVm22w

    This will eliminate the very frustrating "feature" of thinking you have 2 whole blinks but you're at <100% charge or the server thinks you didn't have both blinks yet. It will also reward skilled play by allowing the player more opportunity to go for attacks without full charge and risking the miss or hit. You're still punished by the cooldown but now you can actually choose your blinks instead of being spoon fed the chance to blink. I also believe this would shift the importance of running the CD addons and leave more room open for more builds. I honestly dislike greatly having to run the CD addons because I will literally blink 50% less in a game otherwise.

    Please leave your critique I honestly think this suggestion would be the best middle ground for people like me who don't like the cooldown and other people who argue she was OP and needed one.


  • @Spooky13 said:

    I agree so much. I don't even know why hitting the hooked survivor is an option at this point. It serves no use other than being toxic and making me hiss hits that I clearly should've made but didn't cause of autoaim. It serves no purpose other than to get in the killers way and let survivors get free escapes.

    @metalklok said:

    they should make it so your m1 doesnt collide with hooked survivors

    Yeah I never thought about this but that's a good solution. Destroys this stupid hook saving problem and removes the ability to be toxic to someone who's hooked. Win-Win.

    @LALYTHIA said:

    SWF arent the majority. BHVR has stated SWF and random team success rates arent that different.

    Also, this sounds like console problems. Come over to the PC dark side and you won't have that issue. ;)

    No I'm an avid PC gamer, it's more of a Nurse issue tbh. When you blink in you don't get to choose the angle you're coming at once you're there so they just start the unhook on the safe side to never ever get hit. I've played for so long now that the recurring issues are just so prevalent and annoying and frustrating I can't help but want to vent and see it changed.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342048#Comment_1342048

    The idea that their is no risk is your perception. There is obvious risk.

    Tell that to the SWF groups that hookrush never fear getting hit.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1340708#Comment_1340708

    I'm not sure that makes sense in this context, though.

    You're a kid and I'm trying to hide your PS4 controller from you. There are several places I can put it. One of those places is under the TV next to the PS4. A place you're going to look at anyway, perhaps even before you think to look for the controller.

    Is your search for the controller made easier or harder if I exclude that place from the list of spots I might hide it?

    Good anaology. Captures it all pretty well.

    @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341468#Comment_1341468

    Easier, because there are fewer places.

    I don't care how "out of sight" the hiding spots are. If there are 5 in total, given that only 5 totems spawn, then survivors know where 100% of the totems are. If there are 10, they know where 50% are. Is that clearer?

    I really don't care that there are fewer spots to look. If it's in a spot you're already looking for it's not a hidden spot in the first place. It's literally the same amount of spots to look basically because if they spawn like this, did they really even spawn at all?

    image.png image.png image.png

    (last one gen was on the right)

  • @LALYTHIA said:

    Yeah, when you teleport right back to the hook for a hook trade and a hard tunnel, it really should be easier. So true. 🙄

    Should it really be fair that there's no risk? I'm not asking to be able to tunnel, I'm asking that the rescuer have any risk of getting hit instead of having a meatshield.

  • @Grim said:

    @RockoRango returning to her base kit won't solve the issue her rework was supposed to. what we need is a solution which makes nurse fun for both sides.

    the old nurse was boring for surv. this nurse is boring for both sides.

    she needs some lovin but she'll probably end up getting the legion treatment. "reworked", might get a few meaningless tweaks and then quietly swept under the rug

    Well originally she wasn't supposed to get basekit changes. It was just supposed to be an addon pass to address Omega Blink and 5 Blinks. They did more than crush those and left few good ones standing.

    The basekit change was unneeded, untested, and should have been done in a different patch than that of the addon pass but whatever. Now we're stuck with a janky power that defeats itself more often than not and is so bugged you could open a museum with all them.

  • Yeah idk why they changed it from oblivious to broken. It makes so much more sense and is actually useful even for that short time it's active whereas broken is going to be useless 90% of the time.

    Should've just stuck with what they said in the intro video smh. Another "small change" in the works.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341064#Comment_1341064

    Nah, not caring about Pallet Stuns is great. And this is what Enduring can do. Spirit Fury on the other Hand is only useful when paired with Enduring. Personally, I dislike Spirit Fury, I think it is kinda unfair (not OP by any means), but seeing how recent Maps have unsafe Pallets, I can imagine it can become a problem at some point in the future.

    So yeah, Enduring suits my playstyle pretty well, at least for M1-Killers, I have Enduring on every one of them.

    Spirit Fury at least destroys a pallet by itself. Enduring will only let you start breaking the pallet faster. It's not bad but not necessarily worth a perk slot all it's own when you're not comboing it with something.

  • @Aven_Fallen said:

    Enduring is still a great Perk.

    The only scenario I see Enduring being useful is when it's ran with Spirit Fury. Perks shouldn't be designed so they're only usable with another perk.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1340504#Comment_1340504

    Nurse doesn't need add-ons. Period. I would trade having the base kit back if the ability to use add-ons was disabled NOT because she's weak but because she's UNFUN TO LEARN. I constantly get 4ks as Nurse and I stream it, but the only reason I'm as good as Nurse as I am right now is because I learned her before there was a ridiculous cooldown that, like many others have rightfully said, does NOTHING to nerf her power for people that already knew how to play her and makes learning her so stupidly SLOW and ANNOYING that no one wants to anymore. It was a nerf to new players and an annoyance to veteran players, and reworking her again in some way to make that not the case is the right move.

    If you're looking for a change that still involves her power meter try my suggestion out:

    @coppersly said:

    With the introduction of Pyramid Head, we see a fluid power meter that both acts as an intended limit while also allowing the user to decide to use their power whenever they please because you can use it at any charge above 0. This is by far the most fluid and well designed power meter in the game so far imo. It's actually pretty well done, good job BHVR.

    Now with that sentiment, I'd like to suggest a change to Nurse's power meter to act almost exactly as Pyramid Head's does. I suggest that instead of having a discrete charge mechanic where you must charge a full blink before you can use it, it should instead draw continuously from the total meter up to the max blink charge normally allowed for both blinks, if there is enough meter to support these actions.

    Here's a gif simulating draining 1 blink. Imagine there's no blink counter, and more meter left after a single charge that you can draw from for your second blink. I know it's jpeg'd to hell but that's the life of a free gif editor.

    https://imgur.com/oYVm22w

    This will eliminate the very frustrating "feature" of thinking you have 2 whole blinks but you're at <100% charge or the server thinks you didn't have both blinks yet. It will also reward skilled play by allowing the player more opportunity to go for attacks without full charge and risking the miss or hit. You're still punished by the cooldown but now you can actually choose your blinks instead of being spoon fed the chance to blink. I also believe this would shift the importance of running the CD addons and leave more room open for more builds. I honestly dislike greatly having to run the CD addons because I will literally blink 50% less in a game otherwise.

    Please leave your critique I honestly think this suggestion would be the best middle ground for people like me who don't like the cooldown and other people who argue she was OP and needed one.

    Keep throwing it at the devs and they might do something with it who knows.

  • @YaiPa said:

    as once a developer said, killer should be happy that totems can spawn near generators, otherwise survivors would instantly exclude those spot from their totem search, finding the totems much easier and faster.

    I'd rather they know there aren't going to be totems near their main objective instead of them looking for a generator and getting a free totem/hex when they weren't even looking for it.

  • @Seiko300 said:

    I always wondered about this.

    They should really program the system so that totems never spawn within a certain radius of Generators. This sacrifices the unpredictability of totem spawns since people will know not to look around generators, but still...

    Maybe far less likely to spawn around generators rather than not at all.

    Yeah like who cares if there's a few less places to look for the totem when you're looking for a gen in the first place AND get a totem. What's worse, they know not to look at the gens 4ft radius or they get 2-for-1's?

  • @TheLastGreatStar said:

    Honestly, sometimes you just need to take a break from certain games.

    I took about a 4 month break from Dead By Daylight as I found myself in a place where I just wasn't having fun. But, I have been playing again and I'm really enjoying myself and looking forward to the next chapter.

    Just use this as an opportunity to catch up with some other games or discover new ones. It's not goodbye, it's goodbye for now.

    It's just too bad the fun times when you come back usually last only a few days, if a whole day at all.

    Game has so much potential but it just spits in your face constantly about what it could be with what it isn't.

  • @edgarpoop I think that's because it's a lot harder to tell when it's happening and when you just took a bad swing.

    But oh man does it feel bad to have a perfectly easy hit be ruined because you tried to swing but the game was like nope and 4 clicks later you swing at thing air and get CD on top of it. soooo fun

  • @johnmwarner My bad, but the same idea goes. The perks should add on at the end instead.

  • @ABannedCat If I didn't feel like it was neccesary to run the CD addons I would probably be running Plaid Flannel too because knowing if your blink is actually going to where it's supposed to or not right now would be such a god send.

  • The only problem I have with more BPs perks is that I don't want people to feel obligated to run them to reduce the grind and wait on running actual perk loadouts. Other than that I would love some more BPs stuff.

    tbh all of the offerings should apply after the game and on top of the 8k total you can earn in each category.

  • @Sairek Yeah that really bugged me too. The only things they fixed from the PTB was the bugs that benefited her. Nothing else was changed except what made her somewhat more bearable to play. AND the only addon changes we got were nerfs to the only good ones she had :.(

  • @edgarpoop That happens to me a lot. It's very hard to play this game for more than a few days and then you need massive time away from it. My friend had a baby in the time between the Nurse rework and today, yet nothing but a single bug or 2 was fixed. That's not even counting the ones before that. I feel you. It's very hard to be patient at this point.

  • This is not true. They've fixed one bug recently on one building in one map.

    I'm guessing it's either they're really hard to fix (which explains why they've been in the game for years) or she's just really...really low priority?

  • Would this apply for killers?

    Would that encourage killers to DC to get into lobbies where survivors are more likely to DC and therefore get easier wins?

    Other than that i do like this idea.

  • I'd love to contribute to survivors seeing more Nurse games but I can't be bothered to try and wade through the bug swamp that is her gameplay just to try and get 2 minutes of enjoyment out of it. She desperately need bug fixes and hopefully a power meter change like I've suggested.

  • @Peanits

    What about the new graphical update shack? It appears to be made out of solid bricks with no holes in any of the walls. Is this intentional tech your removing from the game?

  • I came in expecting some toxic bragging thread but I'm pleasantly surprised to find the opposite.

    That's hilarious you baited a Mori or Franklins.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336263#Comment_1336263

    You hate that argument being "parotted around" but it's literally what the rework did to her.

    The rework was poorly implemented and has so many bad things that needs serious QoL fixes its not even funny. Whatever they were trying to do they failed at and now we're stuck with it.

    @Grim said:

    @coppersly it never took skill to evade a nurse. Just luck and a bad nurse. People dont seem to realise what little distance the surv actually gets on you.

    After fatigue, you're left waiting for 1 extra blink. During this time you're still moving at 3.6. Every second the surv is only gaining 0.4m on you. That's nothing. And this is assuming they run in a literal straight line. How long do you think you're waiting for that 2nd blink?

    It did. I encountered survivors that knew what to do. It was not easy downing them, and sometimes I would be forced to abandon them and try to get to them through their weaker teammates. Just because an overwhelming majority of people refused to try play her counters and tried to play her like an m1 killer doesn't mean she was broken or impossible to escape. No one asked for the basekit nerf just the addons (which 80%+ suck now), but BHVR in their infinite wisdom decided that a clunky, half-baked, not designed by someone who understands/plays Nurse excuse for a "small change" would be ok. It's not.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1334360#Comment_1334360

    It's almost like they want you to be more precise with her blinks and not spam them with no consequences...

    I hate this argument so much. It's just so frustrating hearing it and it has no substance whatsoever. Say you could "spam" blinks again. If you missed and failed they still made distance. Not as much but it's not like there was "no consequences" either. Just frustrating to hear this parroted time and time again.

    @Grim said:

    Her blink recharge does nothing but simply add a second or two to chases for good nurses

    She literally ignores everything survs have to extend chase. How anyone can consider her anything less than s will always baffle me

    All you got is los break and hope she doesn't know to blink to corners

    So no. No buffs needed just bug fixes

    Because it made her counterplay too strong. Now anyone braindead survivor can make a chase last forever through bugs, deadzones, and that god awful recharge time. It took skill to evade Nurse before. She was scary. Now it's so easy to loop her or lose her while she's screwed by the game and must walk agonizingly slowly while doing nothing useful.


    Even if people still think she needs an atrocious cooldown because she was "so OP" then by gods at least let us have this version of her power meter:

    @coppersly said:

    With the introduction of Pyramid Head, we see a fluid power meter that both acts as an intended limit while also allowing the user to decide to use their power whenever they please because you can use it at any charge above 0. This is by far the most fluid and well designed power meter in the game so far imo. It's actually pretty well done, good job BHVR.

    Now with that sentiment, I'd like to suggest a change to Nurse's power meter to act almost exactly as Pyramid Head's does. I suggest that instead of having a discrete charge mechanic where you must charge a full blink before you can use it, it should instead draw continuously from the total meter up to the max blink charge normally allowed for both blinks, if there is enough meter to support these actions.

    Here's a gif simulating draining 1 blink. Imagine there's no blink counter, and more meter left after a single charge that you can draw from for your second blink. I know it's jpeg'd to hell but that's the life of a free gif editor.

    https://imgur.com/oYVm22w

    This will eliminate the very frustrating "feature" of thinking you have 2 whole blinks but you're at <100% charge or the server thinks you didn't have both blinks yet. It will also reward skilled play by allowing the player more opportunity to go for attacks without full charge and risking the miss or hit. You're still punished by the cooldown but now you can actually choose your blinks instead of being spoon fed the chance to blink. I also believe this would shift the importance of running the CD addons and leave more room open for more builds. I honestly dislike greatly having to run the CD addons because I will literally blink 50% less in a game otherwise.

    Please leave your critique I honestly think this suggestion would be the best middle ground for people like me who don't like the cooldown and other people who argue she was OP and needed one.

    It won't bring her back to pre-nerf but at the very least the mechanics behind the power meter won't be as frustrating.

  • @brokedownpalace said:

    Sounds like a lot of fun to me. I'd probably play a few matches of that every time I got on.

    Yeah sometimes I just want something random and it would be nice if everyone in the room was doing the same and not just running sweaty builds.

    @[Deleted User] said:

    I mean, there is nothing much to randomize about role, since you only play as killer / survivor. But I can guess survivor can have "The Runner" "The Totem Cleanser" "The Jockey" or whatever, however killer remains the same, and the core gameplay is pretty much the same.

    As for random perks, addons, items etc. There is a website that you can use which randomizes your perks, items, addons and offerings and it;s very fun when used with friends.

    Also, IMO, not sure how I would feel about having the community split into playing this vs the normal game more that you get. Not sure how I would feel when playing with someone that has Poised, or Sole Survivor... etc.

    Sounds fun, but it's pretty vague, more thought could be put into the idea

    I know there's a website but having the game do it would e much better.

    @casonius said:

    definitely a fun concept, but might be hard to actually do right. You dont want complete randomization cus then you might get a no add on killer with awful perks vs god tier survivor perks and all purple items. So you need to ascribe a certain value to things and atleast make killers and survivors land in the same range. This would be kinda hard though, especially since some things combo really well / poorly, but that's okay since its supposed to be random. Still I cant help but feel like completely random would lead to too many unplayably unbalanced games while implementing some regulations would be surprisingly hard. If they get it right though, by making sure killers and survivors are usually fairly matched, this could be incredibly fun.

    Yeah I would imagine it would fill everything if you have the availability. It would encourage you to invest some points into everyone so you aren't running a 1 perk no item survivor or killer.

  • The problem is the reward for prestige is a paradox.

    If it's really good everyone will complain about the inane grind (rightfully so) and it will make the game even grind-ier since people like myself just leave everyone with no prestige and will then have to grind to P3 and grind every perk again.

    If it's something like a charm nothing changes and there was no point in making a spectacle about the new rewards.

    I don't really want to feel forced to grind P3 on everyone for something necessary gameplay wise, so I'm hoping it's just cosmetics. Then if they're interesting I'll grind for it but not likely unless they're amazing.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1330189#Comment_1330189

    Its a Bait. The same guy made up a Story in a (now deleted) Thread where he used Dead Hard, unhooked someone, took a hit while unhooking, healed the other person with For the People and so on...

    Like, not even putting effort into Baits.

    I figured, but thanks for the conformation.

    @Gomolazoli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1330189#Comment_1330189

    It is more than possible if you’re playing on potato ranks against bad killers despetite being in a much higher level, and only playing a few games per week.

    No doubt possible, but was it worthy of it's own thread in a sea of similar complaints?

  • @Sonzaishinai said:

    Peculiar Boast but Alas

    Hard to tell if this is a "humble" brag or he's doing a convoluted post about how SWF is so powerful you can go half a year with no perks and not die once...

  • @Flatskull said:

    Yes. That is straight up cheating. Being able to see a killers perks or addons if I am reading what you wrote right takes away the uncertainity and unpredictability of the match up which is a big part of DBD. It's literally meant to be a part of the game and it's one of the reason swf with comms is considered so busted since it removes a lot of hidden info.

    100% it should be eliminated and anyone caught using it should be banned for a moderate amount of time after the devs announce in game that it will no longer tolerated.

    Although. while off topic seeing what killer you get in lobby I don't think itself would be too game breaking and might even improve the game. Especially since some killers kind of screw you without a specific perk counter-doctor basically destroys stealth builds without calm spirit- but with all the other stuff. Atrocious.

    EDIT: if you meant only that they can see what killer itself you are playing. Then that factors not so bad. The being able to dodge or block killers though is bad.

    It sounds fine and dandy but it can be beat by just last second switching.

    Anything that can be beaten by last second switching isn't well designed. There's a whole lot of badly designed things in DbD.

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