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hastarkis

hastarkis

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  • Add me on discord then :)

    hastarkis #5695

  • @LiunUK said:

    have the devs stated that they are exclusives that will never be added to the game again? or will they be added to the store at a later date like with tome skins.

    because I would definitely buy them if they were in the in game store but I'm not putting my card details on amazon so they can be leaked again.

    They didn't say anything, but I have a code for Jeff's outfit. If you want I can gift this code for you.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3063683#Comment_3063683

    I've thought about using Plunderer's Instinct and using coin offerings to increase my chance of finding a key but you never know when the other survivors will search the chests. It also only increases the chance at finding one, so there is still no guarantee to get a key. My suggestion would only have a key spawn somewhere on the map that can open the hatch. Maybe it can be there from the beginning so you never know if someone found it unless they showed you.

    Added: my posts are vanishing after edditing and god knows when they will be approved... So again:

    You can sacrifice other slot for rummaging. That's pretty guaranteed you at least one good key. Sometimes even four of them, lol.

    >>It also only increases the chance at finding one, so there is still no guarantee to get a key.

    I bet you, your chances to find key in chests with Plunderer's Instinct are MUCH higer than to find it been spawned in random place of the map.

    I personally don't see any reasons to spawn a key randomly. You either can't realistically find it in time or can find it perfectly with Plunderer's Instinct. And without Plunderer's Instinct it looks like, let's imagine, you can with 0,00001% chance leave the trial as escaped the very moment all gens are done. It's so unreallisticly rare, why even spend time to implement this? (IMO, of course)

    I'd prefer a rework, honestly. Aura reading ability (addon-based) don't really worth it for me.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3063683#Comment_3063683

    I've thought about using Plunderer's Instinct and using coin offerings to increase my chance of finding a key but you never know when the other survivors will search the chests. It also only increases the chance at finding one, so there is still no guarantee to get a key. My suggestion would only have a key spawn somewhere on the map that can open the hatch. Maybe it can be there from the beginning so you never know if someone found it unless they showed you.

    You can sacrifice other slot for rummaging. That's pretty guaranteed you at least one good key. Sometimes even four of them, lol.

    >>It also only increases the chance at finding one, so there is still no guarantee to get a key.

    I bet you, your chances to find key in chests with Plunderer's Instinct are MUCH higer than to find it been spawned in random place of the map.

    I personally don't see any reasons to spawn a key randomly. You either can't realistically find it in time or can find it perfectly with Plunderer's Instinct. And without Plunderer's Instinct it looks like, let's imagine, you can with 0,00001% chance leave the trial as escaped the very moment all gens are done. It's so unreallisticly rare, why even spend time to implement this? (IMO, of course)

    I'd prefer a rework, honestly. Aura reading ability (addon-based) don't really worth it for me.

  • You can make KYF, ask one of your friend to hide the key and then start looking for it. With timer. There two possible outcomes:

    1) Find a little key on a map is somewhat impossible without any special notification about location (and any notification would be too unfair, I think).

    2) You can bring Chest Looting perk (don't know its english name) showing all lying objects' auras for you.

    So, looks like there are two opposite edges with no middle at all.

    And looks like your idea is lowkey implemented already, you can give up one perk slot for Chest Looting perk and find a good key with a very high chance. In that case you can prepare early in the game: find key, hide it or take, then spot and follow the killer until they find hatch for you. Then killer goes on a patrolling walk between gates and you open hatch right behind their back. Voila.

  • @Seraphor said:

    If you have hundreds of cakes, chances are you also have hundreds of perks.

    If you have at least 170 perk tiers, which is equivalent to about 4 pages of tier 3 perks, then you're going to be at least P3.

    Basically, 120+ perks might be enough here. I bet, all those characters are on lvl50. 120+ perk tiers will make them p2 lvl 50. Which is, in fact, p3. 20k tax might be better than grind for additional tiers to achieve 170.

  • Looks cool. And if I'll decide to use custom icons, I'll make special portraits for those characters.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061283#Comment_3061283

    Ok fine, if it means that much to you, you proved me wrong, congratulations, I was just throwing in my thoughts

    Oh. Sorry if I sounded like... forcing you to accept my point, it's just odd for me to throw math out of the window just because. Didn't mean to prove you wrong, really. If you think actual numbers are lower than that - that's ok, I was throwing in my thoughts too, about artificial RNG. Really think they might have some pity multiplyers for survs.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061232#Comment_3061232

    It's only worth it in niche situations such as you're hooked and the other survivors are all slugged. Otherwise you'll probably just second stage yourself and diminish your chances of winning.

    Yes, for 3 attempts - yes. You know another situation? When a teammate is near and you have 1 (4% chance) or 2 (7% chance) safe attempts to kobe. If you try to kobe (safely) every game you can make a kobe achievement without Deliverance pretty easy. That's why people do that: chances aren't so low (on a big scale) and they are safe to try.

    And if you are this teammate... well you have seen more than 3 attempts, so chances to see a kobe are much much higher.

    @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061232#Comment_3061232

    It's also artificial RNG, math kinda gets thrown out the window

    And that's your argument why this somehow isn't 11%? I'd say it's more likely that artificial RNG makes your chances to kobe higher if it's second minute of the game and all other survs are downed or hooked :) And I doubt actual number are lower than 10% for 3 attempts. Artificial RNG isn't perfect but it's still RNG.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061213#Comment_3061213

    Yeah but it doesn't add up to 12% on the 3rd try, it's 4% 3 times is what I'm getting at, being garbage chances, so why would you ever kobe?

    You will be surprised.

    image.png

    It's 11% (and it's for only one kobe for three attempts, missing mathematical chances you'll get 2 or even 3, but it adds less than a percent so basically it's still 11%).

    Kinda near 12%, you know. Still don't wan't to try?

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060556#Comment_3060556

    ...it doesn't give you 4% each extra time, it's a 4% chance 3 times

    Each time you are trying to kobe you have 4% chance to do that, equal for each attempt. So more attempts - more probability.

  • @S4ShadowWolf said:

    Isn't kobeing like a 4% chance? I can't believe this happens that much.

    It's 4% per attempt, and you have 3 of them. So it should be around 11% or so (didn't do math, I saw that number, but total chance must be more than 4% indeed).

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058244#Comment_3058244

    Survivors literally get notifications on killer perks. They have their own icons that appear on the bottom left of the screen. For example, you'll know if they are using the new perk that auto destroys pallets you slide across, or if they have undying hex totems, etc...

    Just like that wiggling horse perk of Kate. You can see that survivor has it if it affects you. Nothing exclusive here. And those perks were designed to be so.

    Unlike noed, bloodwarden, hex totems (you don't know which totem you are destroying, plus you don't know about hexes in the first play unless they somehow affects you), lot of other perks and - DS and off the record.

    Survs have to guess about noed and maybe make a time investment into bones just in case (or - just in case - don't cleanse hex because it could be haunted ground). And - just in case - killer wants to either avoid unhooked survivor or tunnel them to eat possible DS early in the game. That's the point.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058329#Comment_3058329

    unfortunately, you used to only get 1 perk per tier, and im a survivor main. Ive just been dumping all of my BP into killers while playing casually for years so most of them do not have 120+ perk tiers each. I've generally bought most non-licensed content with shards, so I don't even have all of them due to not playing frequently enough. That said, many of them have been in a constant state of barely being touched due to meta shifts and/or being unlucky with whatever addons were needed at the time, which is another thing that has changed with reworks/addon passes/etc as well as just the sheer amount of webs involved. I guess you could call my grind progress a middleground: not new, but not current... just in a constant state of catchup as my progress was slower than the growth of the grind. Also those addon numbers weren't exact, they're relative: some killers you look for specific addons because they're what you want to incorporate into your builds just like perks, so you tend to stockpile them so that you dont have to regrind between each game hoping for more.

    Thats the main reason for my concern. Depending on how the math works, either it would be cheaper to abandon all the addons for half my killers to make sure their perks are tier 3 for everyone (especially newer ones with less investment) but some like nurse or billy who were OGs might have maybe ~100 perks since I haven't put anywhere near as much into them since the level 40+ blood web change adding more perks per web. I would rather not pre-prestige any killers who i have addons stored up with (ironically often a byproduct of having to grind out perks in their webs) but how exactly the catchup and prestige multipliers work together is going to be a pretty big factor.

    That's much tougher decision than I thought :c but, yeah, the math is separate. The system looks for your prestiges and your perk tiers at the same time, and then gives you bonus prestiges independently. That's how it was described and that's how it works on PTB. So p0 120+ tiers is p2, not p6. You should decide what has more value - unlocking perks or savings god addons. And maybe grind for 120 tiers if it is possible to save addons AND unlock perks.

    Anyway, I hope, they'll provide an update for rare addons soon enough. Then you might be able to restore the pale of lost addons pretty fast searching for them in smaller levels of fresh p3 web.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058291#Comment_3058291

    survivors don't need addons or items anywhere near as much as killers need addons. many people have killers who do not have 120+ perk tiers but have stockpiles of addons that are stored in order for them to actually be viable when used. If I want to guarantee their perks will be level 3 on all other killers after the change, its important to be sure whether they will be without having to sacrifice all of those addons by getting p1 before the change.

    I couldn't care less if i lose a bunch of brown toolboxes on Bill in order to make sure everyone has BT at tier 3 instantly, but i sure as hell care about losing 50 coxcomb clappers on wraith or 40 pinky fingers on clown by comparison. Especially since they can't use something like plunderer's to resupply everything in a dozen matches without needing to touch a single web.

    Oh, I read your comment before you edited. Got it now.

    You are right here, let's say it was "character" instead of "surv" in my post.

    We get ~50 perk tiers on the way to 50 lvl, that's the average number and it is correlate with dev's math for catch up mechanic. If killer were lvl50 "for years" grinding for addons and if you have 40 pinky fingers (even though you might be using it, at least sometimes), I can assume you've climbed high enough into 50lvl infinity to get more than 120 perk tiers (of course if you have enough perks to get in the first place - it's 40 perks on tier 3).

    And if you don't get enough perk tiers (without prestiging at least once) you couldn't reach prestige 2 anyway.

    The only weak link here is if you have only, let's say, 5 killers and you didn't purchase perks from shrine at all so you haven't had enough available perks to get those 120+ tiers for all that time. That's bad and I can understand this. Sounds truly horrible and unfair since tons of bp won't be counted. Maybe long-run profit (you didn't waste bp on perks anyway, and now perks will be asy to get on all characters) will overlap that, I don't know, I didn't count.

    Anyway, if you were invested into your killers (and have enough perks to get p2, as you said) you are safe and will get p3 for them without sacrifices (technically p2 lvl 50 but it's not a big deal with new system).

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058274#Comment_3058274

    none of this even matters with survivors, because perks are the only truly important thing for them. its more for the killers that have been at p0 level 50 for years because they've needed to keep grinding addons to actually be viable. Thats why the math feels off, because they're going to be all over the place on how many perk tiers they have and many will not auto jump to p3 unless that bonus applies.

    I don't get your point here and confused. You are able to get p3 and unlock all 3 perks at tier 3 for all characters although your surv is p0 (with 120+ perk tiers). And you don't have to get rid of addons. How doesn't this matter with survivors?..

  • @Ryuhi said:

    I still don't understand how the catchup mechanic and the prestige multiplier are supposed to work together. If my catchup from perk tiers is enough to bring me from p0 to p2, does that mean it'll take me to p2, or p6? Do i need to get rid of hundreds of addons to get p1 in order to automatically get brought up to p3+?

    why does this game never have straightforward math

    It's perfectly straightforward. All those bonuses are applied to perks and prestiges that were earned BEFORE the patch. So you'll get your bonuses separately: achieved prestige levels * 2 + perk tiers prestiges. You cant get prestiges by perks and then somehow get prestiges by those prestiges.

    If you don't want to lose tons of your addons - just p0 lvl 50 your surv. That way you'll get 2 prestiges based on your perk tiers (i.e. p2 lvl 50) and you'll be able to p3 them right away after the update, without losing anything (except 20k tax).

  • @RpTheHotrod said:

    I still think killer needs some sort of visual feedback that someone is off limits long term. Otherwise, survivors can just bait the killer into a long chase where the survivor is actually in no danger whatsoever. That's a load of lost time. Worst when you have survivors that look the same. Who has godmode? You'll never know until you attack. Turns the game into a guessing game.

    Yeah, great idea to force survs use those perks even if they don't really want to. Because otherwise killer will guaranteed commit for them just like killers do if see unhooked person healing themselves. That's why there's no indication, those perks were desined to make you guess, be careful/take risk and let survs be for a decent amount of time after unhooking (or get rid of the possible effect asap).

    What about visual indicator that killer has some perks? Just to be sure survivors will eat all bones if you have noed and won't bother to even tap totems if you don't have one.

    And, you know, no more perfectly executed Bloodwarden plays. At all.

    @Reshy said:

    Yeah, I think Borrowed Time and Off the Record need a status indicator that the killer can see.

    BT (both base kit and perk) has haste effect, you literally can see when surv has it.

  • @xfireturtlex said:

    When the new system takes effect, am i going to lose all my BP when all my characters auto prestige the first time? All of em will at least be p1, with many being higher. Ive never prestiged a character n this could get expensive. I havent seen anything on how the initial transition will work.

    Nobody will loose anything. Neither bp nor perks.

    Catch up mechanic is auto and free.

  • @Marigoria said:

    With the new update and endurance not stacking, what happens if you have endurance and a Legion uses frenzy hit on you? Is it a down or?

    Same question about breaking a Deathslinger’s chain.

    If you have deep wound effects endurance status don't prevent getting lethal hit. Legion's frenzy can't lethal you unless it's 5th hit. Same with Deathslinger.

  • @PNgamer said:

    and this is not a guess, but a statement.

    Here is my Killer XP view of the last days. Thursday: Killer matches unbalanced and too easy, hardly any metaperks. Friday: Matches optimal and fun. Some 50-50, some 3-1, some 4-0 and rarely 0-4 defeats. Saturday: many 50-50, many 1-3 and some 0-4 defeat matches. Sunday (today): unfun and toxic. Many 0-4 defeats. (i feel every game is vs SWF ?) Survivor somehow extremely strong, matches over in under 5 min (Genrushs) and exclusively only Metaperks.

    Something is definitely not right. How is it with you so?

    One time I played survs with friends (4 men swf as it called) and we faced twins. We were "super easy", died literally in 2 minutes because of suicidal altruism and laughed in process. And then we get same twins with same builds and 3 of us escaped. This game was pretty close, we all were on death hook and the killer could get at least another one of us but did wrong desigion. Do you think we were missmatched somehow in first game? And somehow become equal players 5 minutes later?

    This system (and impression of it) is floating even without any special screwing. Just because there's variety in players available online, variety in their playstyles in general, variety in maps, RNG and so on.

  • Yeah, and staying healthy easier than find any high ground to activate balance landing on 70% of maps. That's the point of those perks, you have to play certain way to use them.

  • @CookieBaws said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052938#Comment_3052938

    I mean other perks can recharge and you are good, but Overcome needs endurance or be healthy on top of that.

    It doesn't work with endurance. Only if you're healthy and become injured.

    Just like DH needs injured state on top of being not exausted.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050341#Comment_3050341

    I'm not sure how you come to the conclusion that you can't merge levelling up and trying out survivors together, because what you actually can't do is separate them.

    In order to try out a survivor, you level them up. Ideally, to level 15, so you have all four perk slots. If you refuse to then play that survivor, your bloodpoints are wasted up until you prestige, but if you start playing them then, you get to use the perks you want to unlock and your bloodpoints become an investment, not a waste.

    Sure, running into a trial as a level 1 Mikaela gives you nothing, but you're the one suggesting that hypothetical- I'm talking about trying Mikaela out, which necessarily involves levelling her up first. Those two things are linked, pretty inextricably; you could play her without doing that, but it's not really reasonably to suggest that most people would, at least in my view.

    So, to sum up: The encouragement to try other survivors is because "trying out" survivors and "getting perks from" survivors both require spending bloodpoints, but the former makes that expenditure an investment and the latter effectively wastes your BP. That's the encouragement, get value from your BP by playing new survivors and, as a bonus, get to use their perks earlier -- just on them, and not on your former main.

    Well, ok, let's get Mikaela to lvl 15. With new system she will get 4 slots and all other unlocked perks. No reason to level her up further (all perks a here and ready) unless you want unlock her perks for others. So I can play her without leveling her up. And that's what I was doing through the event - I used bloody party and cakes on old characters (playing them) to level up someone I want (without playing them). I played only one Haddie game to adept her, but I leveled her up to unlock her perks without playing her at all (because I don't realy like her skins for now, doubt I'll ever play her without archives or daily).

    But yeah, ok, we are agree here and summed all up. Then:

    >>That's the encouragement, get value from your BP by playing new survivors and, as a bonus, get to use their perks earlier -- just on them, and not on your former main.

    Correct me if I understand you wrong. If you just level character up - you kinda waste your bp, because you don't use stuff you got from bloodweb. That's why you are encouraged to play new surv - to use this stuff and make them... pay for themselves. Sort of. Plus you already have a lot of perks ready to equip from previous level-ups, and hence you have much easier start with new surv. Am I right?

    But... well. Firstly, you don't waste your BP if you don't play that charachter. You use bp to unlock their perks, it can't be a waste by default. Lot of people leveled up characters to lvl 40 to unlock their perks and forget them for good. They invested their bp specifically into perks' unlocking.

    Secondly, this encouragment (get value from your BP by playing new survivors) is here already, it's not that different from current system. You have to level them up to 40, and a lot of people (unlike those who forgot them for good) play new characters to get value.

    There's nothing new here, the trully new thing is all those unlocked perks being ready to equip from the very first level. And it's good, really good, people understand that, but that's not the innovation that can overlap all underwater stones which make people concern about the update.

    Did I miss something or missunderstood you?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050205#Comment_3050205

    I'd like to tackle one specific point you make here, because it's the one I feel is most being overlooked- playing and levelling multiple survivors does give you in-game value. It gives you access to the perks that you want without having to go through their entire bloodweb progression first.

    So yes, if wanting access to multiple perks is the goal - which of course it is, we're talking about the grind here, that's literally all that the grind is - then playing and levelling multiple survivors is being encouraged. The more you do that, the more perks you'll have available on the next survivor that you try, due to the way the system works.

    Leveling up - yes. _Playing_ those characters - no. And those are two completely different actions which you can't merge together. The fact that I play Mikaela doesn't unlock her perks for other characters, I can play lvl1 Mikaela and be ok with that. But I can unlock her perks without playing her, only by leveling her up - and I can earn those BP for Mikaela playing Felix.

    So, again, new system doesn't encourage you PLAY new characters. Only leveling them up. Yes, "levelling multiple survivors _is_ being encouraged", but your topic was about different things:

    >>After all, they do have to spend ten extra bloodwebs in exchange for their grind only being reduced a little bit; arguably a third, since they only need to find two perk tiers, but since it's still RNG it's hard to say.

    I don't argue about grind being reduced, but again: what the point of bragging about 300% speed boost for a spherical horse if real number for real non-spherical horses are much much lower? That's deffinetely not a 75%, and people expected those numbers being applied for them. No one specified that thing before, BHVR was saing "75-percent-in-general" again and again. Of course people are upset now. People upset because 25% and 33% are much lower than 75%. Good that gring is being reduced but I can understand this frustration.

    >>If you religiously only play the one survivor, that's an increase in the grind over multiple prestiged survivors, arguably. But... is that a bad thing?

    Maybe? Let's say "grind over multiple prestiged survivors" is increased. Again, no one play ALL survs equally (play, I don't talk about leveling up here). If grind was reduced only for those players who are spherical, and all other non-spherical players get grind being increased, isn't that a bad thing? Even if it's minority of player base. 49% is minority too. BHVR deffinetely could make smth to reduce gring for all, and not for only part of community. Of course people are upset now. [2] It's completely understandable.

    >>Is it a bad thing for the game's overall system to be designed to encourage that you try out other characters, even if only to get a feel for their perks while deciding if you want to unlock them?

    And that's your main thought, if I understand correctly.

    System does NOT encourage you to try them out. At all. It encourages level them up. I can agree on other topics, I like new system (excluding 50k taxes), but you asked if it's good that new system encourages play different survs. But new system does not encourage you PLAY them. That's my point.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049961#Comment_3049961

    That's kind of my point, though- should it be considered a "punishment" when all that's really happening is interacting unfavourably with a mechanic you don't want to engage with fully?

    If the intent is to encourage variety for easier levelling, is it actually a bad thing, or somehow a mark of failure, if not following that encouragement makes things a little bit harder for you?

    Three things are here:

    1) You can level up characters but don't use them. You level up those characters (playing your main) just to get tier 3 teachables and that's it. You get all benefits from new system but don't play new characters at all.

    2) You don't get any special value out of playing-only different characters (i.e. without leveling them). You just don't. Survs are the same, with no powers or abilities. Sometimes they moan quieter or hide easily, but new system isn't involved in loudness of moans.

    3) If you play AND level up different characters you don't get any special (game)value too, you only grind less than someone who prefers one character to play.

    Summorizing: this system doesn't encourage playing more characters. At all. This system benefits only those players who levels up (waste BP on) different characters. Feel it? No playing required.

    Even if you are going to start to play different characters, that's just to feel less robbed while P3-ing and to fill leveling up those characters with more sense, not because new system encourged you somehow. There's no reason to do that, you can just level up those characters without playing.

    TL;DR: Encourage play more characters could be good, maybe. But unfortunately there's no encourage to do so.


    P.S. Survs are same, yeah, but not really. They sound different, look different, have different cosmetics. Why should I play new surv if I don't like them, don't have nice skins and so on? Yes, I have all perks for them, but I do have all perks for Felix either, and I dress him in gourgeous outfit and I'm happy watching him on my screen (unlike new surv). It's ok for killers since I have a real reason to try them, but survs? No.

    I personally don't know people who use/level up ALL 30 survs equally and it sounds unrealistic, we all have favorites, buy them skins and play only them. Those "might hurt people who only care about playing one survivor" and "interacting unfavourably with a mechanic you don't want to engage with fully" parts are applied to a lot of people. I can say "this new feature will make a spherical horse in vacuum moving 300% faster". It's cool, but majority of horses aren't spherical and will move only 25% faster.

    Maybe the problem is here: there are a lot of real horses and spherical solutions doesn't inspire us as much.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049961#Comment_3049961

    That's kind of my point, though- should it be considered a "punishment" when all that's really happening is interacting unfavourably with a mechanic you don't want to engage with fully?

    If the intent is to encourage variety for easier levelling, is it actually a bad thing, or somehow a mark of failure, if not following that encouragement makes things a little bit harder for you?

    Three things are here:

    1) You can level up characters but don't use them. You level up those characters (playing your main) just to get tier 3 teachables and that's it. You get all benefits from new system but don't play new characters at all.

    2) You don't get any special value out of playing-only different characters (i.e. without leveling them). You just don't. Survs are the same, with no powers or abilities. Sometimes they moan quieter or hide easily, but new system isn't involved in loudness of moans.

    3) If you play AND level up different characters you don't get any special (game)value too, you only grind less than someone who prefers one character to play.

    Summorizing: this system doesn't encourage playing more characters. At all. This system benefits only those players who levels up (waste BP on) different characters. Feel it? No playing required.

    Even if you are going to start to play different characters, that's just to feel less robbed while P3-ing and to fill leveling up those characters with more sense, not because new system encourged you somehow. There's no reason to do that, you can just level up those characters without playing.

    TL;DR: Encourage play more characters could be good, maybe. But unfortunately there's no encourage to do so.


    P.S. Survs are same, yeah, but not really. They sound different, look different, have different cosmetics. Why should I play new surv if I don't like them, don't have nice skins and so on? Yes, I have all perks for them, but I do have all perks for Felix either, and I dress him in gourgeous outfit and I'm happy watching him on my screen (unlike new surv). It's ok for killers since I have a real reason to try them, but for survs? No.

    I personally don't know people who use/level up ALL 30 survs equally and it sounds unrealistic, we all have favorites, buy them skins and play only them. Those "might hurt people who only care about playing one survivor" and "interacting unfavourably with a mechanic you don't want to engage with fully" parts are applied to a lot of people.

    I can say "this new feature will make a spherical horse in vacuum moving 300% faster" and brag about how much 300% is. It's cool, but majority of horses aren't spherical and will move only 25% faster.

    Maybe the problem is here: there are a lot of real horses and spherical solutions doesn't inspire us as much.

  • @Ricardo170373 said:

    I have a lot of characters on lvl 40, obviously for the teachables, so, now i will give more 10 lvls and i will put every on P1 lvl 1, because, i will have P2 in the new system and, finally i will need just 1 more prestige for tier 3 perks. i will save a lot of BP and time

    Are you sure you don't want to get 70 perk tiers? I've got 45-50 perk tiers leveling up from 1 to 50 lvl. As you can grab 2 perk tiers per lvl, it's only 10 more lvls to get 70 of them. So if you are going to lvl all characters up to 50 anyway it shoudn't be too hard to make another 10 lvls to get 70 tiers in total. Especially while everyone still uses 106% offerings and BBQ is still here.

    After updage you'll get 1 prestige lvl automatically due to perk pull, then will prestige them into p2 (without loosing addons and offerings) and will be able to get one more prestige to unlock perks on tier 3 just like you wanted.

    Of course there's no reason for that if you don't play those characters AT ALL and won't regret about all those addons you've got so far, but if you'd prefer to keep your staff it's completely doable to get 70 perk tiers to get 1 bonuse prestige before the update.

  • I think the idea itself is good and I'm completely ok with legacy portrait filter (again: as an idea). I dislike legacy effect in its current state. They could make borders glowing, add Entity's claws around portraits or make up smth like that. That "golden" shimmer doesn't look good for me, it's ugly af, looks dirty, greeny and amaizingly flavorless :c

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019478#Comment_3019478

    Nasty killers can camp the hatch, especially if many gens are left, staying on top of it and scanning the area to spot where is the last survivor searching it is. Now you can repair gens instead, if you have like 1 gen left and you know for a fact the killer is far, it’s not a bad idea to complete one near a door and open it fast with the opening speed buff.

    If there's only 1 gen left and killer is far camping the hatch, you don't really need that repairing speed buff. Killer won't leave hatch without closing it anyway, you are perfectly ok doing it with base speed.

    That deffinetely will help to do the achievement but only because it increases your chanses to complete last gen before killer will loose their patient and close hatch. But outside the achievement... gates are powered anyway.

  • @Adjatha said:

    Maybe someone can explain this to me:

    If you press E, you get a 1 second bubble that protects you from a hit. If you get hit during that bubble, you get a sprint burst AND don't take any damage.

    So, if the killer is close enough to hit you, you just press E, take no damage, and get a speed boost to get to the window/pallet/whatever.

    Isn't that exactly how the old one worked? I guess now you don't get the added movement if they AREN'T close enough to hit you, but what's the point of Dead Harding if they're not close enough to hit you? This iteration also removes survivors accidentally Dead Harding into a corner or a wall.

    Sure feels like this 'nerf' is actually a shadow buff.

    It's said you get Endurance for 1 sec. Doesn't it mean you'll get Deep Wound after the hit (and Exaustion)? Doesn't look as "no damage" then.

  • @HarlockTaliesin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013917#Comment_3013917

    This is what typically bites me in the arse. Due to my work shift I mostly play late at night, between 11pm-6am EST. When an event isn't going on, it means every time I queue I sit waiting for the max 5mins, then get thrown in with whatever regardless of MMR, just because I hit the 5min wall. Although MMR does come into play at as _starting point_, based on BHVR's explanation of the queue timer, the stretched out spectrum of MMR in both directions (high/low) that it has to open up to try to find me a lobby always results in a crazy trial.

    As a survivor it seems to favor the low end of MMR, so more often than not I get stuck in a potato group vs an at least decent killer. As a killer it seems to favor the high end of MMR, so I typically go up against SWFs and higher skilled solo players. I do get some balanced trials in here and there, but they're far more of the exception than the rule.

    As a result when playing killer, if the group is very difficult, I usually have to prey on the weakest survivor repeatedly to get a kill in and slow the group down, which I'd really rather not. If the group is really out of my MMR range (usually a particularly hardcore sweaty SWF), I try to work with some of them to trade off. It doesn't always work, but I've been surprised at times at the number of SWFs that go from troll/tbag/flashlight nazi to friendly. I chalk it up to them really wanting a more fun trial too.

    There's not a lot of options on the survivor end when you get dropped in with 3 "I can't believe you can dress yourself" players and even just an average killer, with the trial usually resulting in a wipe with 4-5 gens still up. In those, while the potatoes are exchanging hooks or being camped, I'll farm some BPs off of totems/chests/solo-able tome entries (like glyphs), maybe knock out 1-2 gens and take some protection hits, try to heal someone that's constantly running away from me, then look forward to the next trial where hopefully things are better (but will probably just be more of the same).

    It really makes me wish that there were alternative bot trials/players that you can be shuffled into or supplemented with (as both survivor/killer) when there's no players in your extended MMR range available at the time. It would really be a wonderful solution to both queue times and being saddled with too high/low MMR players. Even if it required a BP hit, I'd take it in a heartbeat. If I'm having fun I won't mind less reward, and would easily be more inclined to play more trials and make up BPs over time vs putting up with hell trials back to back while trying to eek out decent BPs.

    They'll add bots to custom matches. So you can wait a little for that (they said about winter or so, so it's not that bad) and you'll be able to train your killer before the real game.

  • Better to say: just another personal cake (because bloodhunt give you 100%, not 106%).

    All BP bonuses multiply BASE bp you get from the game (emblems' bp).

  • @Flop_Xd said:

    it's about masks. BUT i FOUND THE SOLUTION! Just restart your game. yep. it's that lame

    oh thanks a lot

  • @That_One_Friend said:

    The game says I got 10/10 masks but I am missing The Artists and Tricksters

    Because there's 12 masks, not 10. I don't know why they let us to get only 10.

  • Ranks reset, stayed out of killer for a couple of days so I could start off easily.

    Why your matchmaking has to be somehow different couple days after ranks grades reset?

  • @fogdonkey said:

    If it messes up matchmaking then please add some penalty.

    If you see that killer/surv dodged your lobby and you think it will ruin your game, how about... you leave the lobby yourself and start to look for the game again?

    And other people can do the same if they want.

  • @Seraphor said:

    No Mither - Unbreakable - Boil Over - Flip Flop + Petrified Oak

    As long as you don't get downed right next to a hook, you have a pretty decent chance of getting off, forcing the killer to slug you, and you just pick yourself back up.

    Yeah. It would be good unless there was no "no other perk(s)" thing in the description :)

  • @DivineParadox said:

    I had plenty of matches where I loop the killer for 5 gens, my teammates leave, I go down, hooked, sacrificed on first hook and I depip.

    After carrying a team, I think I deserve to roll the 4%.

    You may think it may be dumb, but you can have DS, have Deliverance and the killer doesn't hit you at the right time or have the hatch right in front of you.

    To make it fair, make it automatic, so the killer doesn't have to spend 1 minute for nothing.

    You don't deserve that 4%.

    What you DO deserve is a better team.

  • First (fiiiiirst) game for the survey and I got 4k (points, lol) because was first chaser, first hook (3 gens left) then camped until death without any attempt of saving (pretty sure there was 3 swf who decided to not risk, they did all gens together). They got all 5 gens while killer was busy with me and... died because of No Way Out and NOED. Killer won this skill contest, I guess.

    I couldn't even answer the question about my teammates skills, I just don't know whether they good or bad. No option for "didn't get enough time to understand". I don't know how many information they have on their end but additional questions are strongly reqired. Or, at least, a comment section.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980240#Comment_2980240

    I think P6-P10 for a fully maxed out unprestiged char is a bit over-hopeful personally, but I hope I'm wrong there. I know it's something absurd to get all perks on everyone nowadays, but I can't help but feel we'll get lowballed on that route since I get the feeling they want the new levels of prestige to be the "new thing" people strive for.

    Let's count!

    You can pick 1 perk-tier per level at the start and 2 perk-tiers at the end of blood web. I don't remember numbers but I got couple characters - I get them to 50lvl literally two days ago and haven't leveled up them more than first 50 lvl. So for one prestige from 1 to 50 lvl I picked:

    Elodie - 45 tiers

    Leon - 52 tiers of perks

    Nancy - 56 tiers

    Steve - 48 tiers

    Sometimes I missed tiers on purpose to spend less BP, but on average it's 51 tiers per prestige. My fullmaxed character - Felix - had 312 tiers of perks (104 perks, 3 tiers on each). So if we divide 312 by 51 we get ~6. And that's naked dividing by perk tiers without fact that you have to spend much more BP to get those 261 tiers after 50 lvl than first 51. So it's at least P6 for maxed out P0. For maxed out p3 it legitimately could be P9+ (because you have 3 already).

    And I lvl-ed up Felix even more to get addons but I don't think they'll count that, so ok.

    So yeah. I don't know how they will convert this but it's not really over-hopful. Pretty ok numbers.


    UPD:

    >>but I can't help but feel we'll get lowballed on that route since I get the feeling they want the new levels of prestige to be the "new thing" people strive for.

    If they won't count grind for addons for fullmaxed it's P10-11 max, I think. Not so impressive numbers to not give it to us. People will count. People will be frustrated if realise the were robbed. As long as there's no cap, it's not a big deal to convert things fairly. People will stive for new prestige nevertheless.

  • @LordRegal said:

    I see two main options here:

    Option 1: Get everyone to P3 Level 1: this ensures you get the "unique reward" whatever it is, and then gives all your killers/survivors their perks as soon as the prestige rework happens. This is the guaranteed way to get that to happen (at the cost of losing items, add ons, etc) because option 2 they've not been fully clear on what the extent is...

    Option 2: get everyone to level 50 with all perks. They've said they're "catching up" people in this situation by auto prestiging them to an "appropriate value" but we don't know what that value is. I would assume a level 50 character with all perks at tier 3 would go to P3, but I don't know that for sure and as far as I know they haven't said. However, they were clear that you miss out on the unique reward this way, but you keep your items and add ons.

    So, whichever one sounds better to you I'd say go for.

    They said prestige won't be capped at P3 anymore, so I think full maxed 0P characher (all perks) could automatically become... let's say P6 or p10, according to amount of BP you've spent on infinite 50lvl. So there's no reason to waste all this into P1 before new system if you aren't interested in the reward.

    @PlsDieThxBye said:

    Hi guys,

    English is not my first language so please keep your answers quite simple. My question is:

    What am I supposed to do with all my BP that they are showering us with at the moment?

    I have:

    all chars at 50

    11 chars at P1/50

    3 chars at P3/50 (with almost all perks unlocked at tier 3)

    So how am I supposed to invest them the best?

    Maxing out those chars I play most with (actually they are already at P30/50 mostly maxed out)

    Investing them in my non P3 chars without prestiging?

    Investing them in my non P3 chars with prestiging them up to P30 / 50 (as far as I get before the new system is implemented)?

    *I am so confused. Even more than usual....*

    Thank you, Linda

    So basically there is a main question - what do you prefer:

    1) to loose everything and spend a lot of BP to get P3-1lvl and get a misterious reward (not a cosmetic) which let everyone know you got this P3 with old system

    OR

    2) don't loose everything, don't get a reward but get auto-P2-P3-P4-P5-P6-Pwhatever according to your investments in this character without additional moves and BP.

    For different characters the answer is different. My advice is to P3 only your beloved characters if there's nothing valuable to waste in their inventory (so if you deffinetely won't regret about reset it even if this "P3-reward" will dissapoint you). And don't touch fullmaxed characters with lot of items, it doesn't worth to reset them now.

    Edit: and, yeah, I'm not sure you should make all the way to 50lvl after P3-reset _now_. You can find anniversary cakes during anniversary event (1,5 cakes per level on average), so it's much profitable to reset before the event to get smaller blood web and get more cakes.

  • I made Michael, Steve, Nancy, Elodi and Leon II-50 (to make them III-1 later) and started Jill. But they all were 50 lvl already so it wasn't the whole p3 grind, plus I used my saved archives (~1-1,5kk) and converted some shards into bp too. I think, I acomplished my goal, yeah.

    Gonna miss double bp too :c

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2002380#Comment_2002380

    They can’t because it also affects sounds in the dying state. We already know due to bugs how broken silent dying survivors are for the game. Having a perk do that intentionally is bad. 50% is a nice compromise, and it can be stacked with Iron Will to counter Stridor. It completely ruins Spirit. Whenever she phases just stop and walk. She has nothing to track you by.

    Hello to Spirit and Stridor from May 2022 :c

  • @Laluzi said:

    It's a little annoying, especially if I brought something good that match, but I find it much more entertaining than pure AFKs or stuff like boxblocker pig or Basement Bubba. If it happens only rarely, and it does, it makes for a good laugh.

    Same. It's much more entartaining than pure AFK so I accept it. Recently we got Wtaith who deffinetely did kick-25-gen archive in a farming mode. They brought overcharge, and I got the rules - everytime one of us miss the hard skillcheck, that person gets shaming nodding and hit from killer. It was fun. Much funnier than those farming scams who get their archive with survs' help (why not, I feel how sometimes it's hard to get it normally) but doesn't bother to hook everyone (or hit at least) to let survs farm altruism as a thanking.

    I really wanna play this game. I really don't want to loose pip with afk memes and waste addons for nothing (sometimes it's last pip I need to get iri 1, I don't get it bc of AFK, and then I get unfortuanately bad games with -1, so no other feelings except salt). It's good tense-breaker after some hard games, yes, and I won't report this because I like fun and unusual things, but sometimes it's just not at right time. Just like big purple medkit with Gel Dressings and anti-haemorrhagic against Plague.

  • The math is kinda correct. You got:

    brutality: 7 300,

    deviousness: 3 705,

    hunter: 7 202,

    sacrifice: 7 800

    7 300 + 3 705 + 7 202 + 7 800 = 26 007 (not 26 086)

    26 007 * 3 = 78 021 (base bp + pudding + bloodhunt). The bbq bonus doesn't work properly so I don't count it.

    It's just like it was showed, your bloodhunt and pudding bonuses was absolutely correct if counted from your emblems' score.

    The problem is your total match bp on the last game screen. Somehow it shows 79 extra points for the match. Could it be any event thing that showed in the aftermatch screen (like do glyphs or did new year envelopes) but doesn't count for bloodhunt and BP-offerings bonuses? I'm sure, when I got 25k for escaping with white glyph it was showed in aftermatch last screen score (as first plase with 50k bp earned), but I'm not sure if those 25k are doubled by WGLF or bloodhunt. I assume, it's not. Those 79 bps could be the same.

  • @GoodBoyKaru said:

    https://us.v-cdn.net/6030815/uploads/N3NAHNKUTDDP/tin-foil-hat-isolated-white-background-made-sheets-aluminium-worn-belief-hope-shields-brain-threats-163190162.jpg

    But being serious for a moment here

    https://us.v-cdn.net/6030815/uploads/QLLXU8SO3PEC/perkusagebymmr-survivors-fullscreen.jpg

    Self-care is just under 25% at high-MMR, and peaks at around 28% at low-to-mid-MMR. Circle Of Healing has it's own line that reaches about 16/17% at the highest point. It's definitely not what I'd call "so often" tbh.

    They said on strean SC is top5. Along with BT, DH, DS and Iron Will. Sounds pretty "often".

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964859#Comment_2964859

    I understand they did this for avoiding the killer get his power easily which affect all 4 survivors in the case of Myers, but with Ghostface happen the same thing, what's the problem of bodyblocking a survivor and downing him in a corner? also they can reveal ghostface while they're bodyblocked in a corner and also the plage can achieve a easy down just by bodyblocking survivors in a corner by vomiting and hitting them.

    That feel very inconsistent.

    Bubba, Billy, Plague and others can down only that specific bodyblocked surv - so his fault, his punishment. But Myers's ability affects all survs at the same time, so if he stalked one bodyblocked surv it ends up screwing up whole team. Especially if it's Tombstone or at least infitine 3. Looks much more unfair that it shoud be.

  • @Mister_xD true. Just... Just true, you know. Maybe 3k really just bandaids the problem, yeah, while the needing in less skilled survs is real thing I can see too.

    Then more reasons to wait, I'm hyped (carefuly and without any particular thoughts, and yet...) about further modifications of core gameplay they've promised. Really hope they share that point of view and came to the same conclusions. And maybe even have found an appropriate solution.

    Thanks for your post.

  • I think, one of the reasons is this: killers don't feel as 2k is balanced. Even if it was a tough, close game, 2k is a tie for killer. That's the point of frustration and thinking SBMM system is bad even working properly. Killers don't want to get 2k, it's not fun to get a tie as a normal outcome. You want to make 3-4k to be normally satisfied as a gamer, but SBMM system thinks those matches aren't balanced and you are too strong.

    So you make 3k-4k, rise mmr, get super good survs (equal for you as 1v1 maybe, and you can see that, but definitely not equal as a team), sweat for 3k againg, rise mmr, and forced to sweat even more because you are naturally trying to get a satisfying game and - at the same time - to jump over your skill.

    SBMM system is conflicting with minds.

    Firstly, because killer has to be a power figure. Killer looks and sounds like power figure, like someone who dictates rules. It's a killer, a murder machine. And that machine supposed to barely kill half of survs... ridiculous.

    And secondly: you can see with lower mmr that you beated survs who weaker than you. Maybe they are equal for you as a team but in chases you can see they aren't as good as you individually and you can't unsee that fact. You feel your win is undeserved and feel your loss as an offence. You want to face equal survs and be able to beat all of them as a team, even if logicaly it's not possible.

    I don't know how to change boredom of repairing and make possible to outplayed the whole team of equal gamets, maybe BHVR will shows smth really good, but for now I can imagine BHVR normalising death outcome for survs; normalising not 50/50 ratio but 60/40 maybe to avoid constant 2k-ties for killers; making 3k not super easy to achieve but not folowed by mmr rising either - it will be tie for sbmm system but will be perceived as a victory by brain because 3 kills is more than a half. So you could face reasonable opponents with good chances for reall win.

    I can imagine, yet I'm not sure it's a good solution and looking forward for announced updates. However, I'm pretty sure the core problem isn't only in micro/macro abilities and balancing around chases but also in SBMM and its forced "balanced" ties. They don't really need to change the whole system, just to modify the math of which outcome is balanced.

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