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fogdonkey

fogdonkey

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  • @Bumbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391505#Comment_2391505

    It is less fair to me, because if you can't afford good server coverage you shouldn't punish people for not being covered. As a survivor I am getting hit from meters away just as before, that's why I usually play killer. But now if I play killer I get screwed by BHVR too. What exactly is fair here?

    If you have bad latency/ping then I am sorry, but your experience is not going to be that good here and probably in other multiplayer online games. There is no way around it.

    So far others were suffering because of your bad latency/ping. Now it is you who suffers because of it. I think it is more fair.

  • @Bumbus said:

    As bad as before, because BHVR hates people who don't live near their servers.

    It is not about hate. It is just making the game more fair. Due to latency the killer and survivor see the game slightly differently. Pallet stuns are now decided based on what the server sees. And yes, it means that the player with lower ping will have a slight advantage, because sees the state more closely to what the server sees. (Previously pallet stuns were probably based on what the killer sees? Which is very unfair if the killer has a high ping.)

  • I guess your latency is too high.

    Improve your latency, get better internet connection.

  • Bloodweb should be used only for items, add-ons and offerings.

    All perks from the characters you own should be Immediately available and for free, i.e. no need to buy them in bloodweb.

  • Even the chat filter knows that you didn't lose because of the lag, so stop using it as an excuse!

  • I heard that it is going to be Nemesis

  • But you are Polish based on your name. Do you live in Argentina?

    in aaa Comment by fogdonkey
  • You are crying about grind, but prestige the characters. That doesn't make sense... Don't prestige and it will already reduce the grind roughly by half.

    Or if you want to prestige, then don't cry about the grind. Prestiging should be grindy, because it is there only to show off, not for real gameplay benefit. It is there for players with infinite time on their hands.

    I agree however that the grind for the standard gameplay (buying the perks) is too much, and it should be drastically reduced.

  • These forums are full of SBMM experts...

    I didn't read it fully, but you make a lot of assumptions and statements that are not necessarily correct.

    Leave it to BHVR to figure out the issues.

  • @Zarathos said:

    I have been saying we need a rotating game mode list. Something to break up the monotomy of the main game trials. The modes dont need to be massive overhauls just simple weird ways to mix up the formula whilst keeping the main game available.

    Random perks for two weeks then maybe quick fire mode. 3 gens two hooks to kill. A stealth/chased based dbd that involves a single survivor having to survive long enough for hatch to spawn. Yes some of these ideas are probably bad but the magic of alternative game modes is you will always have the main game available. It has zero risk.

    Aren't the various challenges doing this already?

  • You should go a bit further from the hook so that other survivors will try to go for a save and then try to down them as well. However it is sometimes hard and maybe they will manage to escape. But it is more fun compared to just face camping.

  • Maybe you should just go to sleep like the rest of the DBD players...

  • 2xBP is not a good solution, because if someone does not want to level up a new character, they can just use these extra BPs to always run the strongest add-ons. Which is in my opinion not good.

    The solution is to make all perks available without the need to buy them from bloodweb. This removes the grind but does not break the add-ons.

    More details here:

    @fogdonkey said:

    Idea:

    Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.

    Benefits for players:

    - Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.

    - Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.

    - Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.

    - Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.

    Benefits for BHVR:

    - People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)

    - People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)

    Other important reasons:

    - Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).

    - I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).

    Further work:

    My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.

    Some ideas for further improvements:

    - Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).

    - Possibly making prestige harder since my suggestion makes it a bit more accessible.

    - Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.


  • It could work similarly like if you had two accounts. You would have two rank profiles, before queing up you select one. Then you could use one profile for e.g. meta builds the other for experimental builds. Of course it is the player's responsibility to follow this rule and select the correct profile. If the player starts to play hardcore on both profiles, then the ranks will become the same high on both profiles and there will be no difference between them.

    This approach does not increase the queue or split player base, because under the hood the only thing that is different between the two profiles is the rank.

  • I tried to spread it equally between killers. I have around 25 cakes/streamers/puddings on each killer.

    On survivor I have less: two survivors with around 20 each.

  • Not sure how much you play, but probably you can bring a cake to every match until next year's anniversary event.

  • There is no bike lane on this street, why don't you just add it?

    We need to rebuild this whole city.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2373731#Comment_2373731

    How can you fight being unhooked at the killer's face without BT? How can you fight getting hit from 3 meters away by VPN killers? Some things just can't be fought by any other means save for DC, the ultimate weapon of the wronged.

    These are good sounding arguments to try to defend DC. But be honest, how many times is this the real reason for DC?

    I have never actually seen a DC in the past month because of these two reasons. It was never a weird killer killer ping or unsafe unhooks.

  • @NerfedFreddy said:

    Killer obviously. Standing on top of the hatch, camping the locker just to get item show that killer clearly had game-hostaging intentions of toxic little man who refused to advance gamestate despite being power role and having upper hand

    Standing on top of hatch is not holding the game hostage. The survivor could go and finish repairing the gens to power up the exit gates.

  • @Laluzi said:

    Yeah, I feel it a bit. I've been pushing myself to get some P3s (so that they'll have cakes forever and ever) and stockpile cakes on some of my favorite characters, but I've definitely overreached these past few weeks. Also frustrating seeing the goals I haven't managed to make. Or the killers who have bad perks on them and are at level 50, but there's 18 cakes on them, so it's time for 18 more games with zero slowdown, zero info perk, no IF Oni before I can get a move on.

    I am happy that I don't feel the need to P3 the characters.

  • I don't know, but I think you both deserve to be in this situation.

    Two sweaty, egoistic players meet each other. Hope you stay staring each other for a whole day.

  • I think I am also taking a week break until midchapter or bloodhunt.

  • For me Spirit is not really an issue, i don't play too often against her. And when I do even then I sometimes escape.

  • You forgot to add:

    "You are dead on hook, run towards me, I will take a protection hit."

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2371831#Comment_2371831

    Not sure how a 4 to 1 ratio is a coincidence in a 4 v 1 game...

    Try to think about it a bit more

  • Sometimes it is not even possible to watch a streamer on your phone in a bright environment. You don't see anything on the phone screen, everything is black, even if you pull your screen brightness to max.

    When playing, I need to make darkness in the room, otherwise I can't see well because of reflections on the computer screen.

  • Oh... And I don't P3, I don't care about the bloody skin.

  • Survivor: Meg has all the perks, the others are just mainly around 40-50 so that I could unlock teachables.

    Killers: Spreading bloodpoints evenly, every killer has roughly equal amount of cakes, so no matter who I play I can always take a cake offering.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2370949#Comment_2370949

    The bp economy will never recover from a bloodhunt immediately after an anniversary event. The way i see it, after the bloodhunt is done its gonna be ultra-rare add-on city for weeks.

    If MMR gets activated then it maybe will not be a big problem. Strong add-ons will boost the player's MMR and in the end the add-ons will not give too much advantage, because the player will face stronger opponents.

    Btw because of this economy balance, my grind rework idea was based on giving perks for free and leaving only items, add-ons and offerings in the bloodweb. More details here:

    @fogdonkey said:

    Idea:

    Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.

    Benefits for players:

    - Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.

    - Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.

    - Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.

    - Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.

    Benefits for BHVR:

    - People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)

    - People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)

    Other important reasons:

    - Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).

    - I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).

    Further work:

    My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.

    Some ideas for further improvements:

    - Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).

    - Possibly making prestige harder since my suggestion makes it a bit more accessible.

    - Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.


  • It is targeting trapper and hag too much, i think that's why it was removed. The trap detection made sense when there was only the trapper in the game. It started to make less and less sense as new killers were added. Finally the issue was addressed.

  • I play as killer and I really think that MMR is on... It is probably not on, but still I am getting pretty balanced matches. Quite often they end with 2 kills. If I lose badly 2 times in a row I get easier match. If I win, I get harder.

    I am in red ranks, around 2-3

  • I wonder if this new pallet validation will also work for dead hard. It happens too often that I dead hard but still get hit. Maybe I am just doing it wrong, but maybe also so the latency issues are affecting it.

  • @KingFrost said:

    I feel like Prestige is a big scam. 4.5 M BP per character flushed down the toilet. It's a system that might have made sense at one time, but makes no sense now.

    So don't prestige! Or prestige only if the bloody skins are worth it for you.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2345716#Comment_2345716

    A couple different reasons, namely that A) you don't always want higher rarity items (e.g. your favourite add-ons are common/uncommon), and B) we don't want prestiging to feel like a mandatory thing-- it's meant to be an optional extra that you can do if you've got a ton of extra time and feel like it, not something you need to do to stay competitive.

    I am so glad to hear this, fully agree! Prestiging should stay as an optional extra, not something that would give too much of an advantage in gameplay.

  • Should activate after every unhook, so possibly twice per game.

  • Noed needs maybe a rework, e.g. you get as many instadowns as many totems there are still in the game. With this change it could maybe even be a base kit perks for killers. Would promote totem cleaning.

  • Just do something else while you are waiting: watch movies, YouTube, etc

  • @Vulgun said:

    Self-explanatory question. I'd like to hear your thoughts.

    Note that the following content is included in the Anniversary:

    • The Resident Evil chapter
    • Sacrificial Cakes
    • Crowns
    • Exclusive event cosmetics
    • An extra starter 500,000 Bloodpoints
    • Iridescent Shards per Day
    • Update patch 5.0.0+

    So whatever your opinion may be, there are facts up here in the event you want to justify your opinion.

    EDIT: If you decide not to vote for either Good or Bad, please Upvote the first comment of this thread. This will give a middle ground to voting and will reflect more accurate results to peoples' opinions.

    You could have added more options, not just good or terrible. For example:

    Excellent, good, neutral, bad, terrible

  • I play killer and I don't agree:

    I always bring the cake.

    I don't tunnel (unless you run towards me or you are the only survivor around)

    I don't camp (unless sometimes when the exit gates are already open or other survivors are around the hook)

    If I know I will 4k, i often let the survivors unhook each other, and I actively go away from the hook.

    Sometimes I let the last survivor leave if they collected the crown.

  • I also noticed longer queue times, but I also noticed that the matchmaking quality was better for me.

  • Let's just remove Prestige completely. Those who already have the skins can keep them like some sort of legacy skin. Problem solved.

  • It is time to break up then

  • Removing perk tiers is a good enough solution for now.

    Giving more bloodpoints has this issue: someone who does not care about leveling up new characters could use all these bloodpoints to run the strongest iri add-ons all the time. So you should somehow also address the addon balance in your proposal

    My suggestion:

    @fogdonkey said:

    Idea:

    Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.

    Benefits for players:

    - Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.

    - Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.

    - Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.

    - Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.

    Benefits for BHVR:

    - People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)

    - People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)

    Other important reasons:

    - Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).

    - I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).

    Further work:

    My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.

    Some ideas for further improvements:

    - Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).

    - Possibly making prestige harder since my suggestion makes it a bit more accessible.

    - Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.


  • You can buy some skins for shards or you can get some in the tome challenges.

  • @Moundshroud said:

    I think to encourage people to Prestige requires a bit more than slightly increased Rare pulls, or bloody cosmetics. I would suggest that Survivors and Killers who have the 3rd Level of Prestige ALSO share access to a mutual pool of collected Items and Add-On(s). Thus, all three of my 3rd Level Prestige Survivors put their Items and Add-on(s) in a mutual pool from which any of them can take. Every time another one reaches the 3rd Level, they join the stockpile club. I think this would go a lot further as far as practical effect and encourage people to Prestige ALL their characters for one large Scrooge McDuck (one day) pool.

    Why is it needed to encourage prestige? Prestige only if you need the bloody skin. If you don't need it then don't prestige.

    Your suggestion makes the prestige the META, and will force everyone to do prestige, which increases the grind even more.

    So I don't like your suggestion.

  • It is too late for changes, maybe next time.

  • Maybe they are reducing the grind in the next update?

  • Maybe it is a bug that it starts a day earlier, but they turned it into a feature.

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