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jesterkind

jesterkind

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jesterkind
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  • A paid subscription that doesn't exist just to give you that thing. No single Prime Gaming reward is worth the price of the subscription, and nor should they be judged on that merit, because that's not the kind of deal that it is.

    They are a freebie for people who already have the subscription, not a thing that is meant to be worth you getting the subscription on its own. I know I've pointed this out a few times now, but a lot of the other Prime Gaming rewards are currency (and almost all of them are comparably minor if not, such as Pokemon Go's 30 Pokeballs and that one game's single player banner), because that's the kind of deal that they are.

    There's still room to criticise this for being a little low, but the offer being for in-game currency is not itself a problem.

  • See my original statement.

  • @versacefeng said:

    They could've at least made it 2 Mil BP. No ones paying for ingame currency that's FREE to get.

    But they're not paying for it...? They're paying for Prime, and this is one of the myriad of things that are supposed to entice people to shell out for it.

    None of the gaming rewards are individually meant to be worth the price of a Prime subscription, that's not really the point of the whole setup. A lot of them are in-game currency like this, even.

  • @Aurelle said:

    Oof. First the Plague skin and now this? So much for exclusivity, I guess.

    The exclusivity in this context just means that that offer is Prime exclusive. The Plague one did test this, because that skin was available previously, but a lot of games on the Prime Gaming page offer in-game currency as their "exclusive" offer.

    It's very normal.

  • @mischiefmanaged said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189578#Comment_3189578

    I agree.

    The alternative is no reward at all. The people complaining are really just showing that no good deed goes unpunished. We get some awesome skins that anybody who has Prime gets for free (which took designer effort to create). They see positive feedback and want to give more free stuff so they extend the number of Prime rewards. They can't actually put in the design effort on new skins which multiple people have to both come up with concepts, get approved, and then actually created so they try to give a previous Rift skin to new players who missed it. They get blasted for it. They then try to give some free BP (and 400k BP with the new BP changes isn't insignificant) because, again, in game skins was already a huge and unexpected free perk, and now they're getting dragged for it.

    BHVR just can't do anything that y'all actually like, can they?

    Agreed.

    Though, I do think this could safely have been a higher number of bloodpoints. Maybe bundled with some iridescent shards, that'd be a pretty noteworthy reward by Prime standards still.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189603#Comment_3189603

    Most of them have been pretty decent outfits? It's only the Charm, Plague & this one that hasn't been good.

    Oh, that's not what I mean- I mean Prime Gaming rewards in general tend to be pretty lame. Weapon skins, in-game currency, one of the offers right now is for an XP Bonus in CoD. They're not actually that interesting or cool, and a lot of them focus on the convenience of getting a little extra currency.

    DBD having some pretty cool ones made DBD an outlier, this is way more in line with what these offers usually are. That's not to say it can't be improved - I'd like to see a blend of BP and Iri Shards if this is done again - but it being bloodpoints is extremely normal for the type of offers Prime usually gives.

  • People have weirdly high expectations for the historically pretty lame Prime Gaming rewards, for some reason.

    Most of them are like this, the fact that we got some cool skins before was a pleasant surprise.

  • I mean, most of the Prime Gaming rewards tend to be in-game currency or something equally minor, in my experience, so this isn't that unbelievable.

    Would've liked to see a higher number, but this is fine.

  • In-game currency is pretty in-line with what some of the other Prime Gaming rewards are, so I wouldn't mind bloodpoints being the offer at all- though I also didn't have much issue with the Plague skin either, for the record.

    Ideally, though, if they're doing in-game currency it'd be nice to see a blend of BP and iri shards. Something like that would be pretty standard in terms of Prime Gaming rewards.

  • Absolutely not, the game's in the best spot it's ever been.

    It's genuinely surprising to me that there's more than a handful of people who feel otherwise, that perspective is incredibly alien to me.

  • Not bad at all, though I think you could safely replace DS with OTR, or even something else entirely. Anti-tunnel is still very useful, but not quite as necessary and DS isn't really the best tool for it anymore either.

    If you're solo queue, you also might want to consider Kindred, since the information it gives is extremely valuable.

  • @fussy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187936#Comment_3187936

    I wish it was as easy as you say.

    > hit survivor, he gets a deep wound, and runs to another place

    > you just give up on chase and go in an unknown direction, god knows where, simply because, spending not only a lot of time on the chase itself, but also on the way to the next goal only because the survivor has "E skill"

    Sounds very balanced and fair tho

    Bottom line: you lose a lot of time, which you don’t have anyway, survivor just mend himself up instead of chilling on hook. Repeat it up to 10 times per match.

    Fantastic tactic, pretty sure you win every game with this genius tactic.

    Please don't explain to me how to deal with him and teach me to play. Especially if you don't understand how it works. Just read the words I wrote, there was nothing about it.

    I mean. If you genuinely have zero indication where any other survivor is, sure, at that point commit to the chase, but usually there's some idea where other survivors are.

    I'm not saying Dead Hard isn't a good perk for the survivors to bring, but you're making it sound like seeing a DH in the match is a hopeless, despair-inducing scenario where you lose no matter what, and that's just not true. There are so many ways around new Dead Hard, depending on what tools you have available, and even the worst case scenario is significantly less damaging to you than before.

  • I feel like you can definitely just swing right away now, though? Worst case scenario is that you drop chase in exchange for Deep Wound, best case scenario is you still get a down.

    Hell, dodging a hit was never the problematic part of Dead Hard to begin with, so it being reduced to only doing that is a gigantic improvement all on its own.

  • Last I remember hearing, it's constantly being tinkered with behind the scenes, so I'd assume it won't be getting big "updates" that are announced for a while? Hard to say.

    As for "escaping showing skill", you're right that it doesn't show skill for one match. However, how often you escape overall does show your skill, which is why MMR systems are built around winrates.

  • It's certainly still popular, but it's a pale shadow of what it used to be. I don't mind trading a down for guaranteed Deep Wound and potentially still a down a few seconds later, especially when compared to how atrociously awful the perk used to be.

    It's nowhere near as frustrating as it used to be, and it's definitely balanced. If anything, it's on the weaker end of the Exhaustion perk spectrum now.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186308#Comment_3186308

    "what's the second perk you need to make Pain Res work now?"

    BBQ or dead mans switch so you know where to go. Otherwise they just finish the last 15-20% of the generator. The old version gave a small amount of information and a small amount of regression.

    "the game's improving in leaps and bounds and both sides are benefiting from it immensely"

    DBD is more balanced when playing killer vs solo queue but the patch made killer Far weaker vs SWF teams. On average pre patch I was using pop 6+ times a game. Quite often this was to prevent the loss of a 3 gen setup.

    If they really wanted to make the game fair then killers should have the option to DELETE dull totems if they are booned. That would mean at most a boon perk can be activated 5 times.

    Also if we are wanting to make the game fair then SWF should have been restricted. A simple change of : no repeating characters/perks/items would have gone a long way to make it impossible to bully the killer with a SWF squad. Change the SWF menu so that you can see which perks are repeated (make them be red like pentimento debuff) Have all other perks appear in blue over the survivors head if not repeated (like the vigil buff).

    Certainly those perks pair well with Pain Res, but the regression you get from it is perfectly viable all on its own, you don't actually need to pair it with anything to make it function well.

    The rest of that is a bit silly, in my opinion. Both those suggestions are pretty obviously bad ones, to boot.

  • @DBDVulture said:

    Killers got a lot less out of the 40 perk rework than survivors. Instant regression was absolutely gutted and essentially removed. As an example you need two perks to make Pain Resonance work now. Pop is as dead as calm spirit (which nobody was using before and even less people are using now).

    ...Genuine question, what's the second perk you need to make Pain Res work now? Because it's very very good on its own, frankly.

    To the topic, the game's improving in leaps and bounds and both sides are benefiting from it immensely. I'm enjoying the game so much more than before those updates, and I was already enjoying it quite a lot.

  • I mean, I'm pretty sure it's there to make the speed boost the survivor gets after being hit less than the one they get from a basic attack, right?

    It's not there just to be there, it's there to partially offset an inherent weakness to the infection mechanic. I have no idea how useful it is at that, perhaps it could stand to be increased, but I think it's a little hyperbolic to claim it's useless because it doesn't give the same kind of value as other Hindered sources.

  • Oh dang, this is a nice change. I generate a pretty fair amount of iri shards, and this'll give me some stuff to use them on between buying original characters.

    Very glad to see it.

  • Based on the phrasing in the update, it seems like it was preventing people from using the platform-level blocking functionality, so removing it makes sense.

    Is hiding your name not enough to stop the hateful messages, btw? Genuine question, I don't play on console.

  • I think 50% might still be a little too high, but I'm glad to see that they're willing to buff it to compensate for the bugfix making it weaker.

    Honestly I don't think the duration needed upping at all, but I won't complain about it. I'll have to give it a shot next time I play survivor and see if the perk's in an acceptable state now.

  • Harper "Bluebird" Row for survivor, BHVR, I'm begging,

    Or, y'know, Constantine. He's DC now.

  • Knowing where the basement spawned means you can avoid running towards it in chase, that's the only real use case I can think of for it.

    It's not that useful, but while offerings do need a massive overhaul, I think it's one of the ones that can probably stay.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184628#Comment_3184628

    It does fix the problem. Because it doesn't matter what quality of teammates I get, I can do SOMETHING when there are only 2 survivors left. I can do something to try and escape using my skill. It puts my destiny into my own hands. It makes the game more fun.

    Right now, two survivors left = don't even touch a gen because killer will know and kill you.

    Right, but what changes are you suggesting?

    I'm with you that the two-survivor endgame is annoying. It's not the biggest solo queue problem, but it's annoying. What did you have in mind to fix it? I'm genuinely curious!

  • I don't think there are any single necessary perks in the game for solo queue beyond Kindred, it's really a case of making sure you have some tool for self-reliance. So, Kindred and some kind of self-heal method (be that CoH, a medkit, or something else) at bare minimum, and then you'll benefit a fair amount from information perks and the ubiquitous chase perks that everyone can benefit from.

    It's really a case of figuring out your playstyle and building around that, imo.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184603#Comment_3184603

    Again, if you have bad teammates, BUT BHVR FIXES THE BROKEN END GAME - then it doesn't matter, because there is still something you can do. Do you even understand? You don't get it

    You're posting about bad teammates. If BHVR fixes the broken end game, it won't matter. But BECAUSE of the broken end game, bad teammates ruin the entire match. You can never control having good or bad teammates, or how skilled someone is. That is a much bigger obstacle to fix than to just re-design the end game and fix the broken 2 survivor end game.

    Not... really?

    I could see it making endgame stalling a little smoother, and that would be a nice bonus, but that's not really a solo queue improvement. Hell, the same problem is basically there for SWF players too, they just get to talk about it with each other and make a decision quicker. It doesn't save you from bad teammates since you're still gonna lose, and it doesn't save you from the solo queue problem of no information or coordination...

    Like I said, it'd be a nice thing to have, but I have to disagree with it being a high priority. I'm not even sure what you're suggesting- working with the killer the way you described is already against the rules to my knowledge, so what improvements would you suggest beyond that?

  • With respect, none of those things are the biggest problems with solo queue. The biggest problems are people just generally being bad teammates - in the sense that they crouch across the map instead of doing gens, not that they're playing for hatch - and a complete lack of information that leads to a lack of even attempted coordination in a huge number of scenarios.

    The two-survivor endgame could definitely use some improvements, but it's lightyears away from being the number one priority.

  • I'd personally argue that they did, and pretty effectively at that. The basekit anti-tunnel works wonders for ensuring you have enough time to get to a loop, and I'd sooner face Sprint Burst and Lithe - fair and counterable perks - than the misery of old Dead Hard.

    As for generator speed, I'm kinda unconvinced that Prove Thyself actually is OP? I've been using it myself while levelling survivors, and it's definitely noticeable but nowhere near the kind of immense value you'd get from other sources. I dunno, I feel like it might be kind of a placebo.

    There are certainly problems that still exist, camping being one of the biggest ones, but the changes that have been made recently are meaningful and have helped with some other problems.

  • They'd have to fix the information lack in solo queue before they'd implement voice comms, since I imagine that'd take a fair amount of time and manpower.

    Personally, I don't want it and would disable it all the time, but if it's to be added we need to buff solo queue first.

  • You paid for the game and its content knowing that you may end up facing killers or builds or maps that you don't like, so I don't personally have much sympathy for that argument.

    If this game were bigger I may suggest the ability to block one killer from showing up in your matches - though I'd consider that an accessibility thing more than a personal taste thing - but as it stands, the answer is quite genuinely just to suck it up and either play through the match or accept that ruining the match for everyone else comes with a penalty.

  • For the record, stuns from wiggling off their shoulder also count, though obviously those aren't quite as replicable.

    I think going for a combo of all the available stun sources is probably gonna be your best bet for getting this one done. Might take a few tries.

  • Man, why does everyone hate the intro voice so much? I think it rules...

  • I'm of the opinion that a hard cap for heal speeds in either direction should be implemented, and with that in mind, giving Solidarity its own heal-speed bonus would be perfectly viable as it wouldn't stack as aggressively with other sources.

    Other than that, though, directly buffing how much of a heal you get back would work. It's not a bad perk at all, even with new Haemorrhage in the game, it's just overshadowed.

  • Depends on how it's done. Knowing where a dull is and cleansing it between either being in a chase or repairing a generator - IE, the actual direct contributions to the trial - is perfectly fine even without any perks that proc off cleansing dulls.

    If you've got those perks, though, you're obviously doing fine. Getting value from your perks between chases and generators is actively good in most cases.

  • @Someissues said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180741#Comment_3180741

    They can easily follow identity V to have a Command Wheel. Killer is Near me. Follow me. Work on Gens. it works perfectly. and it doesnt have a VC.

    https://id5.fandom.com/wiki/Quick_Messages

    A ping wheel would definitely be better but it still rubs up against being something that your teammates have to bother using, so I don't know that it alone would be good enough. Ideally you need things that are totally passive and don't need active input from anyone- like the status icons they proposed, the ability to see your teammate's loadouts, more reliable tools for seeing your teammates, etc etc.

    Once you have those stuff like a ping wheel becomes a nice addition.

  • I would argue that this is completely wrong- it's not just not the best way, it's not even a good way.

    The problem with solo queue is that not everyone has the same information. Voice chat doesn't solve that. If you don't speak the same language as your teammates (extremely likely depending on region), if someone doesn't have a mic, if someone doesn't care to use a mic, if someone doesn't understand what information is relevant to share at any given moment, that game has the exact same problem as the current one; not everyone has the same information.

    Before voice chat, something that bridges the gap with passive UI elements instead of active decision-based information sources would need to be implemented. Otherwise, it's a lot of time and effort and tone-change for barely any benefit.

  • @WeakestNurseMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180275#Comment_3180275

    The difference between those and the ones I mentioned is that they never had clunky powers to begin with, Legion was nimble when his speed got increased from 5.6 after launch, and Ghostface only got worse with dedicated servers being added.

    Legion was definitely clunky and unresponsive, the old fatigue duration combined with the overall lacklustre nature of their power was enough of a downside that it was noticeably fixed when they get updated.

  • Brightening up this realm was one of the best graphical/aesthetic decisions the DBD team have ever made, it was such a nightmare to see anything on it before.

    If it could be set at night but just as bright, sure, but I can't see how they'd do that.

  • Legion and to a lesser extent Ghostface were made less clunky and unresponsive to play as, though, and those changes were much more recent than the other ones you mentioned.

    In fact, Slinger and Pyramid Head are the only examples I can think of where killers were actively made more clunky. Some were made weaker, but not really in the same way.

  • I just finished the RE3 remake myself the other day-- I never played the original so I can't speak to it as an adaptation, but as its own experience I personally think it's a hell of a lot of fun.

    Very different to RE2, though. RE2 is kind of a horror movie experience, lots of quiet tension and foreboding atmosphere-- by comparison, RE3 is very much an action movie, with explosions and characters scrambling to keep themselves alive. I think it's great, but I can see why some would consider it a downgrade if what they liked about RE2 was the tone and atmosphere.

    Jill rules, also.

  • @EliskaMM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178350#Comment_3178350

    Yeah I get that. They are not interesting but apart from the specific ones for specific killers all of them are part of the core killer gameplay.

    Selfcare is one of the worst perks now - you do jack sh** for who knows how long, or you run around like headless chicken trying to do totems, meanwhile Meg or Nancy is throwing all the 9 pallets on the map bc she has "drop a palette while in chase challenge*, Jake is breaking hooks and Nea is following the killer.

    I'm so glad I'm at the end of the rift that I don't need to bother anymore but ppl who don't play much still doing it and I'm sorry for them... And their teammates.

    But shouldn't challenges be designed to make you do something other than the normal gameplay loop? Like, isn't that kind of the point of them?

    People definitely do throw to get them done as quickly as possible, but that's not the fault of the challenge design, it's the fault of the players who're willing to throw. You don't have to- just earlier tonight I completed the sabotage challenge just by stopping for a handful of seconds to sabotage something on my way to another generator or after unhooking. Heck, it even ended up saving a teammate from a hook at the right time.

    Obviously there's a limit - as mentioned above, Blood Debt is just an awful design - but in general they should have you do something other than simply completing your objective.

  • Honestly, I really don't think they're that bad this time around. There's nothing absurdly obnoxious like Blood Debt, and the one for hiding near the killer gets ticked up through normal play way more often than you'd think.

    I also don't really think there's anything wrong with stuff like the Self-Care one, it's effectively playing perkless and bringing a medkit, which seems like a perfectly legitimate challenge to me.

    If anything, I think the killer ones are a lot more lacklustre. I don't find the ones for breaking pallets and getting hooks to be all that interesting to do, personally speaking.

  • I like the new ones, mostly. There's a couple charming goofy aspects of the old ones that I do miss a little, but the new ones look much better overall.

  • Generally you're going to be fine in solo queue so long as you have a handful of self-heals, Kindred, and some other information. Chase perks optional but always valuable.

    Windows is a perfectly decent choice for your information slot. I wouldn't say it should replace Kindred, but it combined with Kindred would be pretty solid solo-queue information and leaves two perk slots (+ item) for the other things you'll be wanting.

    My own personal build I've been trying out recently has Empathy for that extra information, and Windows could easily replace it.

  • It's a bug - it's meant to say Self-Care!

  • It may still be common, but now it's fair. There's no more DH for distance to get to a pallet while the killer watches helplessly, now you have to actually time it and use it for its intended purpose.

    It's also not automatically the best Exhaustion perk anymore, which means people have more incentive to try the others out. Personally, I've seen far more of the other Exhaustion perks since the DH rework, so I do think it's working.

  • Oh, absolutely.

    Problems still exist, don't get me wrong, but the game is in the best state it's ever been for everyone; killer, survivor, and even solo queue.

    Heck, solo queue has benefited from some of the recent changes. Not enough, there's still a lot of information that needs to be available at basekit before solo queue can be considered in a decent spot, but it's nowhere close to unplayable or unmanageable.

  • The knife next to that second one means that the killer has bad connection, not you. Not sure about the one on the left, though.

  • I don't really get "streaks" for winning in either role, but I've been getting a 50/50 K/D ratio pretty consistently. Most matches go pretty well even if I die at the end, which is a nice bonus.

    Do get the odd game where I'm tunnelled out, though it takes a bit longer these days. Curiously, I don't personally face any campers? I know they still exist, but I've lucked out there.

  • @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176221#Comment_3176221

    Since we had Claudette challenges, I'm scared to say it's self-care. Good luck wasting time 😂

    You could still use a medkit to heal yourself and it'd count, if it is Self-Care.

    You're still perkless, but you don't have to waste that much time on the one heal you have to do.

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