indieeden7
indieeden7
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@Beaburd said:
Gaining bloodpoints as a survivor is actually easier than one thinks, even if you get chased most of the game.
People just often don't realize that the VAST majority of survivor points are not gained from performing individual actions, but rather from performing those actions with someone else. In fact, you can technically cap out your objective score from doing a single generator if you really wanted to - even without Prove Thyself.
Here's an example, with me completing a single generator at the start of the game as the killer gets his first hook:
https://us.v-cdn.net/6030815/uploads/CEZRJUHG6GML/generator-points.jpg
You'll notice two things:
- I got 5,000 points from repairing a single generator - 75% of which came from co-operative points.
- Despite what I said earlier, I have Prove Thyself.
Ignore Prove Thyself for a second, and just appreciate the large number of co-operative points relative to the generator 1,250 generator points which I'm going to otherwise ignore. Steve there joined me on the generator a little late, and I actually should have gotten 4,000 co-operative points. The reason for this is because doing a full generator with someone else gives you 2,000 points per person you're working with, and Prove Thyself just doubles it. If I worked with two other people I would have gotten 4,000 co-operative points without Prove Thyself, and 8,000 with it.
Similarly, if I worked with all three other survivors (good luck with that) on a single generator I would get 6,000 co-operative points, or 12,000 with Prove Thyself. Talk about overkill.
The same system works for healing, where you get 400 additional co-operative points healing with someone else (in addition to the 500 base you get for just healing in general - totaling 900 for a single heal with someone else). If I had Prove Thyself that would be 800 co-op points from a single heal, and 1,300 overall with the base points included.
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The point I'm trying to make is that you really don't need much effort to max out the other categories if you try to perform actions co-operatively in your downtime. Even one generator with another person without prove thyself nearly gets you half of the available objective points you could possibly achieve in a match.
If you're literally being tunneled so hard that you can't do anything else, that does suck. That said, it might be an indicator that you need to up your stealthiness a little at some point in the game or otherwise try to avoid the killers detection by playing safe even if only for a short while.
If it helps:
I personally do a totem at the start of the game, let someone get chased, then use Bond to find someone on a generator and complete it with them. If i have Prove Thyself on, I'm basically capped out on the first gen and can do whatever the heck I want after that (such as play with the killer all game). If I don't have Prove Thyself on, I can still do whatever I want but just need to make sure I stop by a gen again later for a bit.
So a survivor's BP gain is determined by the actions of another player? In a game like this, currency gain shouldn't be affected by cooperative actions seeing as there is no way to guarantee that another survivor will actually cooperate on something with you.
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That picture is claiming that Tenacity, Poised, and Self Care are strong perks.
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I'd love some of the earlier cast as legendary skins as well, if I had to choose a couple though, I'd love to see Rebecca Chambers and Billy Coen
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Rank roulette certainly didn't help this problem
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@Sup3rCatTree said:
She will be the new killer
It's pretty unlikely, although RE8 has a lot of hype right now, the devs will most likely play into the nostalgia factor rather than hype factor and aim to gain the rights to one of the earlier antagonists of the series.
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I'm going to say Chris Redfield, Jill Valentine, and Nemesis
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2192559#Comment_2192559
oh cmon. There is a lot of good perks survivors never use because of meta. We should not only make current meta smaller, we must remove it completely to make suvivors use something else.
What, so we nerf all good survivor perks so that they're forced to use something else? We nerf the perks that can actually be used consistently and effectively in matches instead of buffing the weak and situational ones?
If the devs do end up nerfing the half dozen decent perks that survivors currently have, I'm expecting that the 15+ good killer perks should also be nerfed then?
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@Sup3rCatTree said:
https://forum.deadbydaylight.com/en/discussion/comment/2193165#Comment_2193165
I was saying she is similar to plague not exact, I'm speculating, stop taking this so seriously and stop attacking my opinions
They weren't attacking your opinions, they were giving valid reasons as to why Lady D wouldn't fit into the game from a mechanical point of view, how would a 9'6" woman walk around in shack? She would essentially have to crouch down in order to fit inside.
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Tbh I don't think they would add a killer who would have to duck down to get through most doorways.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2193084#Comment_2193084
To be fair, Nightmare on Elm Street license holder insisted on the reboot version of Freddy and they have chosen Quentin as the survivor instead of Nancy, even though the character of Quentin wasn’t even in the original (at least I think he wasn’t?)
Yeah that's a good point, however Capcom have given the rights to the earlier characters to other businesses before. I remember seeing a load of the original cast added to a mobile game a while ago and I'm pretty sure they weren't as profilific as DBD is.
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I really don't know why so many people think it'll be anyone from RE7 or 8, whenever DBD has a licensed chapter, they generally tend to go for characters who act as the face of that license.
Just look at the Silent Hill chapter, I'm sure the devs would have had the permission to add James or Daliah if they had wanted to make the chapter based on a singular game, but they didn't. They chose the characters who were the most recognisable from the series.
I really don't think that this applies to Ethan or any of the antagonists from the more recent games.
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Dead Hard's intended purpose is generally recognised as an awful ability, it only buys you an extra 3 or 4 seconds in chase. DH could certainly use balance changes but making the already small survivor META even smaller is a bad idea.
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Alert, gives quite a lot of info
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I feel like Trickster is a very awkward killer, he isn't boring to play against by any means but it can sometimes be frustrating to play against him.
He's essentially a combination of Plague, Huntress, Deathslinger.
Plague in the sense that you have to hit a survivor with your power enough times in order to injure them.
Huntress in that he has a ranged attack which can travel extremely far.
And Deathslinger in that his projectiles have very small hitboxes and can therefore hit survivors through debris that they may not realise that you can aim through.
I believe that survivor frustration arises from the latter two similarities, in this game, ranged killers are notorious for being frustrating to play against due to hitboxes and latency. Trickster is no exception to this, I have had many experiences where the knife that he needed to down me somehow manages to hit me from round a corner.
I find it funny that you're seeing so many DCs though, I would say that Trickster is probably the least frustrating ranged killer to go against, maybe dedicated servers are acting up and latency issues are becoming more frequent? Therefore leading to more hits that don't seem deserved on the survivor's end?
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@GoshJosh said:
I wouldn't mind it as an additional bonus BP gain; but do not take away the BP gain from WGLF either. Survivors almost always get outscored by killers even when outperforming them, so I'm good with that.
I really don't think that it would be necessary for both WGLF and Small Game to both give survivors a potential extra 100% bloodpoints though. I just thought that seeing as Small Game tokens are easier to obtain, the bloodpoint gain may as well be tied to Small Game instead.
Allowing survivors to gain an additional 200% bloodpoints might be a little bit much.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2190886#Comment_2190886
Funny how people are so confident and sure about this statement but don't find any problem with keys, which completly negate said "end of the match when the killer is at their strongest".
Why are you talking about keys? That has nothing to do with this topic
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2190478#Comment_2190478
Yes. But totem spawns are trash asf. So there's a big difference between risk/reward. And no reward/ALL risk
Have you ever played against a killer with a hex perk on an indoor map?
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2190131#Comment_2190131
Sounds like denial
How? Victory and loss are not something that is defined in this game, it's completely up to interpretation.
When I play survivor, I don't care if I die, if at least one survivor escapes, that's a victory to me.
As killer, all I aim to do is hook all survivors at least once.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2190141#Comment_2190141
Show me a single "survivor bad" thread besides this one because all I see every day is survivor mains crying about campers, tunnelers, sluggers and Spirit.
Someone has selective vision it seems
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Personally not a huge fan of it from the killer perspective. It never really feels like it does anything unless the window in question is a god window.
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Seeing as a lot of killer players do in fact aim to get as many hooks as possible rather than as many kills as possible, I think you might not understand that someone's personal win conditions aren't the exact same as yours.
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Not the biggest fan if Mr X, at least Nemesis has a little bit more character behind him
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You want solo queue to be even more miserable than it already is???
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Not cheating but okay
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Was rank 9 survivor, now rank 10 seeing as I'm getting matched with teammates who were probably green rank before the glitch
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I'm actually starting to get really pissed off at this event already, I'm currently trying to get it by playing survivor and either:
A: I don't manage to get to EGC
B: The gnome is literally nowhere to be seen
It's so dumb that an event that only gives you a charm is so difficult to complete.
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Yes, Blight's power essentially just turns him into an M1 killer that moves at 230% speed seeing as he has so much control over his lethal rushes now.
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Needs buffed, the fact that it has both a cooldown and a basic attack requirement for a rather small AoE is silly.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2181612#Comment_2181612
When its a terrible killer, then no one goes over 20k points. If its a good killer, then survivors also get more points.
The "survivors earn less points" is a very old statement. Back from when survivors didn´t earn 300 bp with a single great skill check.
Well seeing as struggling on hook no longer awards points, I'd say that your claim of the statement being old is no longer valid. And even then, objective points aren't really the issue.
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@Katzengott said:
Imagine DBD would be already balanced around avarage solo q survivors, as this was the intended way to play it since release anyway. Then people asked for SWF and they gave us the plattform to break the game with it. If they could track when someone plays with a friend, it would be more easy ond logical to give them SWFs an action debuff. Solo q is fine, i said this so many times.
But then if a solo player is with a group of 3 SWF, the solo's chances of survival are unfairly reduced because their teammates have an action debuff.
The ONLY way that this game will ever be balanced is if SWF and solo queue are on a relatively equal level of strength.
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@Tsulan said:
Give survivors inbuild voice chat. Thats the only way to bring solos on the same level of information as SWF.
Oh and the more bloodpoint thing would cause even longer survivor queues. As good survivors can already earn more points than killers.
In game voice chat isn't a good idea, there's a reason that people really only use comms with people that they like.
Also, an awful match as killer will get you around the same amount of BP as an amazing survivor match would, it's pretty much agreed across the board that survivor needs to award more bloodpoints than it does currently.
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I really think it's funny when people here say that J Flick was fair because survivors shouldn't be invulnerable by standing in certain positions.
I find it funny because an important part of this game is knowing when you should and when you shouldn't use your power, next thing you know, someone will find a way to curve hatchets around corners and people will say it's fair because Huntress can't use hatchets around small loops.
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Because I've dedicated too much time to it to quit now, I'm determined to keep at it until the game's death.
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I'd prefer earlier titles however I wouldn't mind if it was based on RE8, it's certainly a good instalment to the series.
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Don't mean to sound rude, but I think you might be exaggerating just a little bit.
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@[Deleted User] said:
Imagine dodging instead of hugging walls repeatedly. Sigh.... Must delete skill expression
Imagine a thing called autoaim existing
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@DemonDaddy said:
It's not necessary, but it definitely makes things more interesting from the Survivor perspective. Actively looking over your shoulder is more engaging then the early warning signs of killers approaching.
Early warning signs? Are we talking about the same killer here? His TR is practically silent even without M&A.
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Which window are we talking about here?
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Depends on which game(s) the chapter is based on, for example, the first game has quite a different ambience to the second and third. The first being based in the mountains in a seemingly abandoned mansion, and the second and third being based in the city during the outbreak where chaos has already ensued.
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Well seeing as we literally know NOTHING about the chapter other than the fact that it's Resident Evil, I don't think it's fair to rule out any possibilities just yet. It could very well be Cassandra/Bela/Daniela for all we know.
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I'd hardly call it toxic, but there isn't really any need for it apart from
A: A survivor has a key
B: Adept Leatherface
Most other items are mediocre at best most of the time.
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@Boss said:
But whose?
Most likely Meg, it's from the intro cinematic which features Claudette, Dwight, and Jake. By means of deduction it would make the most sense for it to be Meg's as she is absent from the cinematic.
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Oni, he is rewarded with his power for playing at least somewhat well, his power is strong but still leaves room for chase interaction and has a form of built in tracking.
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So sad about the removal of harvester tech, pretty annoying that killers can do it but survivors can't.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2169391#Comment_2169391
https://forum.deadbydaylight.com/en/discussion/comment/2169412#Comment_2169412
Make egc start after the there is1 survivor left and it pauses as thr last survivor works on a gen.
Still more fun than getting ribbed of your last k
So the killer then knows when the survivor is working on a gen?
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@IWasLeft2Die said:
If only hatch still didn't spawn for last survivor until a few gens were completed..
Yeah because we all know it was fun playing killer with the last survivor stealthing about the map with no way to bring the game to an end.
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I don't mind it that much, I don't really like the jacket but the colour pallet is cool.
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Only the most recent tome awards fragments, so doing challenges from tome 4 won't give you any.
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I'm alright thanks
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@[Deleted User] said:
Do you get survival points for succeeding a skill check, though? If so that would be pretty equivalent.
Nope, you get no survival points on hook anymore