kizuati
kizuati
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3158929#Comment_3158929
Why would you pay less per character in this than a standard chapter? It's licensed, with 9 perks, and a new killer power mechanic.
And frankly, if $12 is too much for someone (and I'm not judging, there's no shame in that), how is it smart to spend $9 on a video game DLC either?
You pay more per character for the one-character chapters like Hour of The Witch or Hellraiser,so like,making sense with pricing isn't exactly the case here.
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@scenekiller said:
I can definitely empathize with not having the money to spend, but my question is - what would you expect it be?
They have to pay for the licensing, so $12 for 3 characters from a big franchise is not unreasonable at all.
Around 9$? That would make far more sense. The added cost is for an extra survivor,not killer.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/343555/yikes-thats-too-much
Same as it is for the old Resident Evil chapter
but checking now it's the same|
please read before posting
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WHAT
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@WeenieDog said:
I thought that was pretty standard. Stranger things was the same for 1 killer + 2 survivors.
I dunno,doubling the price for one more survivor? Kind of much.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3151997#Comment_3151997
Why does the mobile version continue to be superior over the main one in almost every aspect? Did they put all their competent devs on it, while leaving the rest working on the main version?
because it's not an UE4 blueprint mess made by bhvr
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@rvzrvzrvz said:
Only for incentives / reduced bloodweb cost and new RPD, I'm not buying that DLC not worth it, I don't like the 2 new surv and their perks
right,incentives are coming back
cant wait for them to break again 😀
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@Rovend said:
I am more hyped about the bloodweb changes than the chapter itself.
true,that's like the only interesting tidbit for me.
and that's only because i wrote up this monstrosity.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3157039#Comment_3157039
Sorry I don't think this OP perk will ever happen. as killer you can slug anybody you want. and it will not be penalized. For example many times survivors group up, to body block, to help eachother so on so as soon as the killer downs someone he goes for the next, as long as there are survivors around. And this would simply make his aura revealed to all as long as the KILLER doesn't run away, or ignores the rest of the team dancing around him and picks the survivor up. Come on. let's be serious.
Same way we can ask for 24 meter aura reading around every gen which was not finished or currently worked on. Basically it would reveal every survivor in 24 meters if they just touch the gen also to stop the regression. It would reveal all survivors around when the killer chases them off the gen also. How silly would that be, right? He would see those who try to come back and resume the repair too. That would make survivors have complete control over the perk also.
So no, I don't think you will be able to use slugged survivors as aura reading beacons, plus it's part of the game, or the devs would make the killer pick up automatically if that would be unsportsman behavior.
As I said. the guessing game is also part of teh game, and not knowing what the killer is doing next is also part of the game. Because by this suggestion you are asking to know exactly what the killer does at all times almost.
how is this perk op? lmao
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@Chocolate_Cosmos said:
Sorry but how is NOT fun yeeeting Survivors on walls? Because it is fun!
because i like new balance changes and better performance,not new buggy killers who look a mutated emo teen from their mom's basement
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3157791#Comment_3157791
No its also the anti cheat. Bhvr is literally running on an outdated and compromised version of EAC.
Flyhacking would physically be impossible
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THE ISSUE IS NOT THE ANTI-CHEAT.
Please,I'm so tired of this. The issue is that ALL GAME LOGIC (PRACTICALLY) is handled on the client. BHVR needs to pay for actual servers. It's why CSGO doesn't have fly hackers and speed hackers.
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not playing it either way lol
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@ad19970 said:
I disagree, because these type of perks are much harsher on newer players than experienced ones. Kill rates are already higher at low mmr, this would just further increase that problem.
If anything, it would be nice to see some changes that help out beginning survivors without buffing survivors at average or higher mmr.
Maybe it could be a toolbox addon for increased speed.
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The amount of cheaters is just tilting. I'm questioning myself a lot lately when I'm like "how? are they cheating? what?" because blatant cheaters in my lobbies are common enough,so subtle cheaters are also probably slipping by,there are few that I catch and notice though.
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not the sus
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3156218#Comment_3156218
It literally does not work even on native FOV if the killer has any common sense.
"Wow, this survivor just suddenly vanished, where could they possibly be?"
Literally the very first place to check is behind/below themselves.
FoV techs after a missed swing are pretty confusing
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This is a chad suggestion
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honestly no because i really want the fov tech to stay alive
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@sasnayahdrezka said:
the lower prices are not a lazy change its actually good cuz it makes archives, dailies much better.
sure thing they need to increase Sacrifice category gains cuz its impossible to hit 10k rn. just improve ingame bp gains and its great.
It's a good change,but it is a band-aid.
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@ByeByeQ said:
I haven't been here long but I have enjoyed interacting with (in no particular order):
I hope to see many more posts from you guys. 🙋♂️
wait what hello?
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yeah didnt work for me at all
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really good stuff.
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@Hermit said:
Nobody mentioned good old traps under the hook yet? ;)
And the original ruin, those iconic red skill checks.
What I kinda miss is the good old first 2 hours I ever played in 2016 a month after release. Extremely scared. Leveled Billy once and Nurse a bit. Got out through the hatch,according to the achievements... No idea what I did except those things lol
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I think the only reason people miss old DBD is that there was way more silly ######### in the game. Most of the playerbase was trash and compared to the average player now,were way worse at playing the game. I think that's really what most of you feel has changed. DBD went MMR and went way more comp. People have simply gotten better.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3152040#Comment_3152040
I think if you take the least efficient route to prestige it will now be about 1.1M, if you take the most efficient it should be between 800-900K.
https://forum.deadbydaylight.com/en/discussion/comment/3152106#Comment_3152106
Well, this update certainly won't be adding to the grind.
You should remember that the bloodweb is RNG and also will be more costly the higher the prestige level since more rare nodes will spawn.
Yeah,this update won't add to the grind,but I still advocate for all the changes mentioned in this discussion so we spend more time playing the game and not grinding for bloodpoints.
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I still hold the opinion that one of his Iri addons should be:
Increases the range of your attack by 100%.
Decreases the width of your attack by 60%.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3151976#Comment_3151976
I think it's probably fine with the changes. I think it should take around 1 - 1.2 million BP to prestige now, which is about the same amount that it took to previously unlock all of a character's teachables. Only now it doesn't just unlock their teachables, it now instantly unlocks the perk at level 1 on everyone else so thats less bloodwebs to max the perks on other characters and those bloodwebs will be cheaper too.
And if you're the unlock everything on everyone type, it's now a lot cheaper to get the character to prestige 3, like 1.2-2 million less BP.
I disagree. I'd like to see the new player experience to be better and not feel daunting to get the perks you need to play effectively. Plus I still think the amount of grind added with each update is unreasonable.
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@dugman said:
Heck, just make it something like 10%/20%/30% longer lunge distance period, No hex, no tokens, just a flat bonus. Why complicate it?
P.S. “But this would be a good perk for Nurse!” So what? Why are we pandering to try and balance around Nurse who’s a mechanical aberration? If Nurse is the sole reason various things can’t be in the game then maybe it’s time to consider revamping her so, for example, her attacks are special attacks and not basic ones.
We need to just delete Nurse so we can have more perks
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Upvotes go brr,damn.
But yeah,the changes BHVR has made still did not fix the progression whatsoever. We need progression to feel smooth and incentivize fun gameplay,not just be slightly cheaper.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3147956#Comment_3147956
Still with these changes... It's time for you to start a new thread. :)
nah this thread is staying
it's gonna get 70 pages with no bhvr messages just watch me
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3147244#Comment_3147244
While your OP does contain many good ideas, this is BHVR. We knew they'd come up with a quick band-aid fix.
However, this is a very good band-aid!
It does indirectly address one thing in the OP:
Most of the current BP offerings are quite literally not worth their Bloodweb prices. We need to remove all of the yellow and brown per-category offerings and bring the green ones to 150% bonus BPs.
Sealed Envelopes & Hollow Shells should be removed and replaced with a new version of the Bound Envelope which is available to both Killers & Survivors. It will now bring a 33% increase to everyone's BP gains. It's rarity will be reduced to Uncommon.
With their new reduced prices, they're not as bad anymore. They might still not be "good" but these offerings are really just low value bloodweb filler anyways.
I think this price reduction actually does reduce the grind from what it was before 6.1.0. Still not the 50% they said but at least we can see a net reduction in the grind now. Plus it's very convenient now that ~1 mil BP will = 1 level of prestige.
they said 75%,not 50%.
I know this is a decent band-aid but I will continue to advocate for a better change to the progression system until they implement it.
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@BearMerchant said:
I think reducing overall costs is a step in the right direction and the incentives will stack nicely on top of that but yeah, they need to speed up your overall BP gain in certain categories. in a full match I'm lucky if I hit 20k on survivor over half of the time.
It's neat but nowhere near a proper fix.
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August 23rd update addressed at the bottom of the post now. As previously stated,the issue is still not fixed.
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The developer update shared recently (https://forum.deadbydaylight.com/en/kb/articles/348-developer-update-august-23-2022) is THE most band-aid solution I've ever seen and fails to address most of the issues outlined in this post. BHVR please reconsider.
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@WalterBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/3147029#Comment_3147029
Trying to stay true to real life since an economic crisis is looming over all of us (at least in the EU). Maybe they just don't want those levels of inflation.
WE NEED TO DEINFLATE THE BLOODPOINT ECONOMY!
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@WalterBlack said:
Still no BHVR response! What a surprise. Back to the "75% reduced grind" it is.
75% reduced grind,100% decreased gains
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This is one of the largest feedback threads on the forums in the past few weeks,it would be really nice if BHVR acknowledge that they're still working on the grind issues.
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I'm curious how much the BP incentives will impact the grind if they do keep their multiplicative nature.
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yeah nope, it's like a 33% increase in BPs and considering that we gain BPs at 0.5x rate with no BBQ/WGLT that it's and immensely higher floor.
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sitting here and hoping they do this for next year. turn this into a public thing! say "hey,we want to really focus on the game's health,please support us through this"
I'm sure the community will respond with huge positivity
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"His collision/bumping feeling completely jank and clunky. He just feels horrible to play"
@Brokenbones I believe you might like a certain addon that I have in mind!
I personally feel like his collision is fine overall,there are just some problematic objects like macmillan trees and all the weird bush BS on the newer maps.
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@Brokenbones said:
I think it's universally agreed upon that Billy needs a charge addon of some kind, not quite on the level of his old ones but maybe a brown addon that reduces chainsaw charge time by 10% or 15%. Something like that - it's def the most common request I've seen for Billy when it comes to addons
The two problems with Billy aren't exactly easy to suggest fixes for because they stem from two things:
1) His collision/bumping feeling completely jank and clunky. He just feels horrible to play
2) Overheat is an annoying mechanic that doesn't really serve a real purpose, it punishes a killer for using their power too much which in the current state of the game makes no sense when there are other killers who can use their power 24/7 with no such penalty.
If It were up to me, I'd keep Overheat but tone it down - If a Billy overheats, they can still use their saw for mobility but if you hit a survivor while overheated, it only deals 1 health state of damage. This keeps the intended idea of stopping people from constantly feathering the chainsaw at loops for free zoning while also not locking him out of his power for simply using it
Mmm,I think with the changes I have in my mind you won't need a charge reduction. His basekit will be buffed accordingly for his current charge speed ;)
@Phasmamain said:
An interesting change I thought of for hillbilly was a charge speed increase depending on your current chainsaw heat meter. Basically the hotter the Saw is the faster it would activate
That's interesting! Unfortunately I already have something completely different for his overheat mechanic in mind. It will be kept in a way,but changed significantly in the way it punishes the Hillbilly and for what it punishes him.
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@xni6_ said:
i think trapper should get some form of haste when a survivor is trapped, either for a set time or until the survivor gets out of the trap. idk how thatd interact with the rest of the changes youve come up with, but i think thatd be good.
Oh! Jeez,thank you, that's actually a really good suggestion!
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Can anyone help me out with some stats on how gettting perks unlocked at the start post 6.1.0 compared to 6.0.0 is way more irritating for newer players who focus on getting them on single characters (or just survivor players who have a main lol)
I would crunch the numbers myself but my computer is dead.
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Gonna go with a flat no here. Plague is amazing the way she is now.
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@shitman said:
bhvr is still ignored? it is sad
Yeah it would be really cool if they at least acknowledged exploring all of these changes.
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@Lastchild said:
The idea of a blood point shop / and addon seems sensible to me.
What I personally see is buying addons in packs of 100/80 etc. depending on their rarity rather than going to a web that gives random and boring paths.
So addons and brown items per pack of 100 pieces for a value of 100,000 blood points.
And pink addons and objects, in packs of 20 for a value of 1,000,000 blood points, for example.
But the packs would be classified in order of power obliging the days to first take the brown, yellow, green packs etc... before being able to take the pink pack.
As BVHR does not want pink resources to be abused
These would always be in small quantities and long to acquire, but easy and safe for all players.
Idk,iri add-ons are often worse than all the other ones lol.
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@Teslaboi said:
I seriously love every single idea you put here. I really wish the devs would consider implementing what you suggested.
thanks ;)
