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twistedmonkey

twistedmonkey

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  • I doubt it unless they put dedicated servers on console as well.

    From what they have stated they need dedicated servers to be able to accurately track the data so false punishments don't happen.


  • @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/851269#Comment_851269

    Yes. I know. The next person to say this is getting reported for trolling/ spamming. Not to be hostile, but this is genuine trolling at this point, and there's no excuse for it. Honestly this thread should already be locked based on how far it's being derailed.

    I've explained in this thread many times, both in the first post and in several replies, that I know how it works, BUT the reality is that the description of the perk and the reality of how the perks interact are entirely contradictory. I am making two suggestions here: change the wording of the perk descriptions, or change how the perks interact.

    Iron will, in the description of the perk, says that it entirely mutes the cries of an injured survivor. Deletes. Removes. Disables. Eliminates. Erases. Discards. No longer is existence. I'm using every phrase I can find in the Thesaurus to remove any doubt beyond this point.

    Stridor, based on the description of the perk, amplifies all survivor's breathing, and their cries of pain. You cannot amplify a sound that does not exist.

    Again, to be as clear and concise as possible, I understand that the game treats these percentages additive, BUT, the description of the perks are inaccurate as to how they actually work in-game.

    It is in no way trolling, how you wish to percieve it is up to yourself though.

    In any case stridor and iron will do state they run of off different mechanics in their actual description

    Stridor :-

    You are acutely sensitive to the breathing of your prey.

    Breathing of Survivors in pain is 25/50/50 % louder and regular breathing is 0/0/25 % louder.


    Iron WIll :-

    You're able to concentrate and enter a meditative-like state to numb some pain.

    Grunts of pain caused by injuries are reduced by 50/75/100 %.


    so if Iron Will works off grunts of pain and Stridor works off breathing then using logic they are of two different mechanics.

    So the description is right and has just been misread so the math doesnt really matter.

  • It has always been this way and you need to forget it even says percentage.

    Don't look at it as adding 50% to 0%

    It uses base values instead.

    So say the base value of sound is 100.

    Iron will removes that sound by 100

    Stridor increases the sound by 50

    Strider overrides iron will.

    So if stridor is in the game the sounds are set to 150 from the start and after removing iron will's 100 it leaves the sound level at 50.

    It's just how it's worded like a few things but it is working as intended.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/849915#Comment_849915

    I never said Shadowborn was a band-aid fix. I said it was a QOL feature in the form of a perk.

    What I said is that the low FOV is a band-aid fix to balance the game, just like how loud chase music is used to obfuscate sounds, rather than balancing the sounds for if no music was playing, and then just giving people a music slider -- like every other game does because that's common sense and allows people to adjust the sounds for whatever they may be playing on -- rather than just having audio be reliable on purely headphones.

    If I was playing on headphones, I could afford to turn my music volume up a little because I could still hear sounds clearly. If I was playing on speakers or on a T.V., I could turn the music volume lower so I could hear sounds more clearly. Either way, I would be able to hear sounds clearly. Instead, I am forced to play with headphones if I want to hear anything clearly because of they artificially make sound more difficult to hear with the music.

    This is what I mean by band-aiding an issue. Even if we wanted sounds to be harder to hear in chase -- just make them quieter or something. Then I could still play with or without headphones on without all of my sounds being deaf due to the music making sounds completely unclear without the aid of headphones to help me translate everything over the music.

    I still dont see how the FOV setting is a band aid fix when it is shown that an increased one gives more of an advantage. It seems your personal issue is more the problem than the setting as most players dont have any issue at all. While some would like it most are probably due to knowing it gives an advanatage so its about personal gain that what is best overall.

    The music is another issue as sound is just as important as sight on this game. Anything that allows you to adjust the sound then has the inherent problem of giving an advantage. The obvious solution as sounds could be lowered when in a chase which allows the music to be lowered but that then may not allow you to hear someone coming up behind you as easily.

    The game is designed how it is, it seem you think its due to using band aid fixes but its simply about making it a level playing field as players will always use system settings to gain a better advantage. Its exactly why they had to change some of the setting on low more recently.

    This goes back to the old days of GS:go and why the vets use low setting or even COD 1 for those that had a good card on PC you just unlocked your FPS to be at 333 then you could jump further.

    DBD was designed so certain things cannot be adjusted for an in game advantage. Allowing this to happen would casuse so many balancing issues that a "best adjustment" setting would appear and they would become the default ones used by the masses. what then has changed? what if some dont like the new FOV or sound settings?

  • My only concern is it could be problemetic for those new to the game.

    Unless they buy it at rank reset time they may struggle to find games within 15m. I think they need to look at these new players as it will be make or break time for most of them. no one wants to sit in a lobby for too long afterall. Maybe one way is to make it so until reaching rank 15 you cant join an SWF. This is so no new players are taken out of the pool. (That may be a terrible idea tbh)

    The only other way I can see fixing it is to allow them to be auto put into a wider pool like up to rank 12 or 11 which could be a choice they make after a few mins and an option to perma widen the search comes up.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/849691#Comment_849691

    They should have thought of that before balancing the game with a ridiculously low FOV, shouldn't they?

    Pallet and window loops don't make people motion sick for one, so we can throw that logic out of the gate.

    No, it doesn't make the game a completely different game because we know what it'd be like with the existence of Shadowborn and M&A in the first place. In fact, most killers don't even run Shadowborn because it doesn't give them that huge of an advantage as you seem to claim it would. An advantage? Yes, but certainly not on the levels that it would absolutely destroy the foundation of the game as you seem to be claiming it would. If that was the case, I'd see Shadowborn ran by people who used it for more than helping them with their motion sickness and M&A ran by more than Myers and the occasional Hag or Pig.

    When the FOV perk made to widen your view is ran more by people who use it so they don't get nauseous from playing the game, rather than the little advantage it provides, that should give a hint that the default FOV is too narrow.

    Secondly, it won't be forcing anyone to run on the highest FOV, because again, that's what a slider is used for. This is beside the fact that a higher FOV while it widens your view, makes things in the distance smaller and easier to miss.

    I know it more than likely won't get changed, especially because BHVR is known for their low-effort band-aid fixes. Regardless, that doesn't mean I can't criticize them about it, state how stupid of a decision I think it is and why, as well as the other similar decisions they've done to balance or fix the game with similar fixes and balance decisions.

    Half solutions still leave whole problems. The narrow FOV is just one of many examples. Copious amounts of duct tape only work for so long before the cracks become too much and the entire foundation shatters and the cracks have been showing already for a very long time.

    I dont really understand your argument. Shadowborn increasing FOV was made soley to give the killer more info as that is what its designed to do. it was never a band aid fix. Perks are designed to give certain advantages and It was widely used on some killers in the past namely Nurse but not so much with others as it didnt gain them more over other perks.

    The point thesuicidefox was making is that if they balanced the game around the best possible FOV view then those that play at default have to then be disadvantaged. This in turn makes the highest possible FOV the go to one to use as its the most balanced state you can play. That is just common sense and the same reason why players gravitate to certain builds it would mean there would be a meta FOV setting.

    I understand your motion sickness issue but at the same time you have to understand why something isnt an option. Its not personal or about band aid fixes its just about making it a level playing field without tweaking the system to gain an in game advantage.

  • Hi Latency is the culprit here, what you see isnt where you were.

    This randomness of latency is due to the killer being the host, spikes on yours or their internet will show you something different than what is on their screen. (controller makes me think you are on console so no dedi servers)

    Its why even though dedi servers arent quite there yet they are still better overall as these issues cant be controlled by one side to gain an advantage.

  • I think you may be confused between a tome and the challenge levels.

    Right now we are on tome 1 and level 2 of the challenges. If you didn't finish the level 1 challenges or any others when a new challenge within the tome is opened they will still award fragments for the current active one for the whole duration of the 70 days.

    Once this rift tome of 70 days is closed then the current one has ended and you just gain bloodpoints when doing those past challanges. The next to open is tome 2 with another 4 levels of challenges with rift fragments doable within the 70 days.

  • It's probably not the same mechanic as survivor missing a skill check and exploding a gen and instead more like the kicking mechanic so doesn't include the original 10%. That's how I always thought of it anyway.

    It's stated as the gens explode and starts to regress with additional 8%. I took that as only 8% instantly and its in addition to the gens normal regressing speed.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/845739#Comment_845739

    Considering the devs are aptly attempting to mend this issue by allowing survivors easier ways of obtaining points in the survival category, whilst also having wglf a perk that grants the same bonus as bbq. along with the fact that survivors also have access to the bound envelope which doesn't affect killers.

    https://forum.deadbydaylight.com/en/discussion/comment/845743#Comment_845743

    This doesn't devalue the discussion? just because there are more "important things" doesn't devalue what im trying to talk about...?

    https://forum.deadbydaylight.com/en/discussion/comment/845806#Comment_845806

    Whilst it may not really be an issue, newer killers don't have access to all perks or a variety of addon at their disposal, hell even new released killers don't exactly have access to much of their arsenal. whilst i don't disagree that its more of a want then a need it is an issue i see as something that could be fixed along the way which is why i thought it useful to bring up for discussion. passing a chest as a new trapper player at rank 20, being able to kick it to destroy it with a 2s channelable action in order to buff their abilites that they may not have anything for yet? i see that as something that can only benefit the games health. plus it makes no sense for a killer to be unable to interact with a chest in any way.

    That has always been the case and id argue it's a good thing.

    You want players to learn how to play without the best add-ons and perks. It gets them used to the mechanics instead of being reliant on certain things in the game. Learning the basics is better than being reliant on rng, kicking a chest and then maybe even getting something that hinders rather than helps as some add-ons do.

  • I don't see an issue here.

    Addons for killers are meant to help increase the power and not be needed. In fact playing with certain add-ons constantly can make you worse over time as without them you can lose what you had before. You can also gain 40-50k points as killer using bbq every game very easily.

    While some feel certain ones are needed it is the same argument some make for certain perks being needed. While one player may like x add-on another prefers a different one. Nothing is ever needed unless you start to heavily rely on it.

    Kicking a chest may seem like a good idea but what it does is waste time for a chance of an addon which I don't see as being a good choice to make in a time limited game unless you are waking right past it out of chase but even then that 10 seconds or so can mean is 40s of overall gen time if all four are alive.

    Chests are there to distract survivors from doing gens so you want them to be able to open them.

    Survivors items can be strong but they also have limited uses within a match. Killer add-ons are useful for the whole match and they do have a perk to stop a survivor item from being as useful.

    Overall it's a want rather than a need. Most would want to have the strongest things available at all times which is why that can't happen as then it just becomes the norm.

  • @KaceSpireh said:

    also @twistedmonkey is there a specific playstyle I should adapt to? like prioritizing getting them all to Madness 2 then going on a spanking spree? o3o

    On the game map not really apart from being in treatment as much as possible as you can practically stand in the middle of the map and listen to the constant screams.

  • Distressing, unnerving, lullaby, ruin, overcharge. Basically anything which affects gen speed or skill checks with increased terror radius. Paired with calm class 2 and calm Carter's notes for increased radius in treatment mode.

    Always works best on small maps with the game map in particular to cause maximum annoyance.

  • I always look around at the start if the killer isn't instantly recognisable.

    Many killers as soon as they use thier power you can relax as you will get a sign when they come close but if they are stealth killers I will always looking around like a madman for the rest of the match.

  • It could be a number of things but the most recent tome level unlock and rank reset may go hand in hand.

    Rank reset well that will depend on how fast the others are ranking up to make queue times shorter for your rank area but then there is the challenges.

    If 100 survivor decide to play killer you them need another 400 survivors to take their place.

    If 100 killers decide to play survivor you only need 100 other killers to take their place.

    We did see this with past events when you had to play both and they had to end up changing it so each side could earn them all so it makes sense it could happen again.

    Maybe challenges will have to be looked at in the same way so they have two options for each node if it is the actual reason for some of the longer queue times.

  • Personally I prefer these over the ones where you have to do x in a match as they are more to do with natural play progression and dont detract from the game itself which is what a lot of people have been asking for on here.

    They may be a bit too grindy for the level 2 I would agree but they are optional and people can still enjoy a normal game for the most part. The one thing I do think they need to look at with these then is to make it so at level 4 they dont take 30 matches to complete one.

  • Inner strength

    bond

    Iron will

    Spine chill

    Adrenaline

    botany (with med kit)

    Any exhaustaion perk see below.

    Lithe is good and can be paired with dance with me for losing the killer a bit easier.

    Balanced landing is good and stops the stagger from any drop even if exhausted. Amazing on some maps but with other it a bit situational.

    Dead hard is great for gaining an extra loop or reaching that pallet.

    Head on is fun but again it's situational. Imo it works far better in an SWF.

    I wouldn't use sprint burst as you lose more time overall trying to keep it for certain situations than it gains.

    Quick and quiet

    Deliverance

    Decisive strike

    There are many to chose from, play around and see which ones suit you 😉.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/842452#Comment_842452

    Do you know where it was stated that Bloodletting was exclusive to that? Im not saying your wrong or anything, Im just not super familiar with all these promotions.

    https://twitter.com/deadbybhvr/status/880949706054139909?lang=en

    I dont know the exact small print of the purchase which is subject to those who bought it but it does state a limited one time offer and it is directly tied to a purchase from the store.

    Its why what I wrote orignially in regard to it I stated it could and not it would 😉

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/842168#Comment_842168

    In the case of any of the items DBD has released, it was only implied by the playerbase that it was exclusive with the exception of console exclusive items and maybe Legacy. An example of an item that devs have ACTUALLY made the promise you mentioned would be Excalibur Prime from Warframe, where the devs there stated VERY clearly that the character and weapons would never be available again. These items given out now though dont carry any such promise.

    I never said they did, I don't really know quite what you are trying to get accross here.

    My original response you first quoted was about those skins that aren't being released due to some saying its unfair we get some but not them all.

    The bloodletting was one which was stated and it was of course tied to a limited time offer if you bought something from the bhvr store and possibly some of the reasoning it's not part of it.

    For the record I am all for them releasing the skins they are and think it's a great move by them as they could easily have sold them on the store.

  • It's for two purposes.

    First to give a sense of a monthly goal so the players feel like they can constantly achieve something.

    Secondly rank is merely about time invested. If they didn't do a reset everyone would eventually get to rank 3-1 no matter how well they can play so they may as well at that point remove all ranks as everyone would be in the same bracket anyway.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/842135#Comment_842135

    Even that isnt really the case. Its fully within my right to sell you something for however much the two of us agree upon, and then turn around and give an identical item away.

    Of course you can but that all depends on how you initially sold it. Most everything devalues in price from when it first came out and the price one pays doesn't mean it won't or will change to another or be given free.

    But we are not discussion regular sales it's about a "limited time offer exclusive" you then have made a contract with the original vendor of the item depending on the terms of it. If it's stated as a one off and never to be seen again, won't be sold or given away by then doing so it constitutes false advertising to gain sales and breaches the original contract which can then be sued for.

    If you then resell the item it again is different depending on the contract. If it was stated you can't do this to gain profit then they have a right to remove it from the account owner who bought it. Giving it away is different as you dont get any personal gain so it's a grey area even with a contract stating you can't in some countries. If they didn't state any of that then they can't as it's your property so can do what you please with it.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/841373#Comment_841373

    You're correct. It would be false advertising to say something is exclusive to a certain means of getting it and then it turns out not to be.

    Depends on what was on offer.

    Anything freely given doesn't fall under a false advertising banner as there is no actual contract and nothing is owed due to nothing being exchanged by both parties. It's a digital gift but one which can be changed, removed or given out to others at anytime which has been the case with giveaways in the past.

    Now if its tied to a payment it is entirely different as you then have made a contract with said buyer.

    Money changing hands is the major factor with what you can and can't do.

  • @akbays35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/842021#Comment_842021

    my thoughts going into it was it's a 1v4 game, but survivors get 4 offerings and the killer gets one. The other issue on the killer side is the map rng and it would be nice to just mitigate a bulk of that rng or frustrations with some new offerings. The survivors would have similar map blockings so you could literally have 5 maps being blocked. The bulk of offerings are just for bp gains anyway, but I feel like the Devs could expand on this without binary power levers. Ebony moris already exist and I feel like all the killer offerings I recommended would just help killers get better rng on certain situations and reduce chase time in some circumstances.

    I racked my brain about Luck for survivors, possibly a Technician effect that prevents skill fails or something similar to help lower skilled survivors?

    That's what I was commenting on.

    The offering system for the most part is a counter balance system but it's skewed with stacking so reworking that alone helps killers more. With that in mind you really can't add less gens, more totems etc without having one which has the opposite effect as it goes against what the system is and just looks to break the balance more.

    Making more stronger add-ons due Ebony Mori's being in the game is not a great idea as things like that make the game harder to balance rather than help with it.

    Rng also isn't good for the game in that sense as when its about the luck of what you get in a bloodweb rather than knowledge or skill of the game which should be the main basis. The game would need to then be balanced also on what you could use so without certain things you inherently will become weaker.

    Offerings should not be game changing in anyway as like I said players will gravitate to just use what gains them an advantage so you end up with meta offerings.

    The blocking of map discussion has been something which has been brought up many times. The typical conversation on them is that Killers would probably just look to ban haddonfield on most games and survivors would want to ban maps killers sided and since there are four of them the chances of you getting a killer sided map becomes less. That actually works more in the favour of survivors than killer in theory.

  • Most offerings are counter balanced so each side playing one he an option to play something similar to negate it.

    The main issue is offerings stacking which I think should be changed as an SWF can coordinate offerings for certain maps or mist. Solo queue yourself see any similar offering as people use what they feel benefits themselves.

    The gen offering I really don't like as it helps weaker killers but makes more mobile ones stronger. With how offerings work it would also then in theory need a counter to give survivors an offering to add more gens which would make all killers weaker. It would also be the go to offering making them meta which ruins diversity with what you will see.

    Going on the principle that offerings that add have an exact counter of removal on both sides each of the other suggestions would mean there could be less instead of more of what you posted and even changes how they stack it means survivors could play a less gen, less totem, increase entity blocker and all in one match. Be careful what you wish for.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/841826#Comment_841826

    I wouldn't call this a solution to either of those issues.

    Yes, technically this means that people won't randomly lose exclusive items. But the reason they were losing them in the first place wasn't because of the exclusivity itself, it was because of a bug in the way exclusive items were coded. So the solution is not to just give the items to everybody, the solution is to fix the darn code. Perhaps by using the same code which they use to assign store-bought items to some players' accounts and not others.

    And yes, technically this means that people will no longer be able to scam others by pretending to sell exclusive skins online. But that's not the devs' problem to fix, nor is it their responsibility. People sell counterfeit copies of the game itself online which don't actually work - should the devs just make the game free to play to stop them from doing that? There are probably fake auric cell packs being sold on dodgy websites for "discounted" prices. Should the developers make auric cells free to stop that from happening?

    I'm not commenting on the ethical ramifications of giving the cosmetics away for free - I'm just saying that the stated reasons for doing so were heavily logically flawed.

    Well to be fair they have tried numerous times which we have seen to fix the code and it kept happening after a while. This goes back to 2017 when it was happening almost everyday when a new post showed up about the situation.

    I think the other issue is fixing the code doesn't help those who lost it as the old system never knew who did and didn't have certain ones which has only happened over time since migrating saves to their own internal servers. I think it's more of a mix of the old and new system still being around which causes the issue.

    While I 100% agree the code being fixed would solve the current problem or people losing them now it doesn't solve the overall issue of those who lost them in the past.

  • Myers has always been able to do this but it needs an add-on.

    If you truly think Myers is way to OP I feel I have some bad news for you about some other killers.

  • Not in the slightest.

    Someone could escape by doing nothing in this game.

    I could do gens, a couple of saves, some totems and lose the killer a couple of times and have an engaging match so I dont see why should escaping be the one thing that makes me feel like I participated.

    Sometimes after a good match I will go for a risky save and get someone out swapping my life for theirs.

    It's about the fun in the game as a whole and not just one aspect of it and why pipping requires you to do many things.

  • @AbstractPolygon said:

    https://forum.deadbydaylight.com/en/discussion/comment/841336#Comment_841336

    Yeah but still wouldn't their desire to crush the "evil" re-sellers making profits from their products overwrite that? or do they not care about fully stopping re-sellers just as long as most skins are out of circulation?

    They can't release ones which are tied to a contract without permission. That is not to say they haven't tried but it's not something they can just do.

    The bloodletting one had a monetary value attached since you had to buy something from the store to get which could constitute false advertising.

    It's always better to try and do something to stop the scammers than nothing at all.

    Every skin being released was just about someone's time whether it was going to the stand at a show, playing in an event or spending time on a website for a giveaway.

    There are also a lot of people who have lost the skins due to the older system and how they were stored and can't get them back due to that.

  • They are doing something about it.

    Right at this minute they are testing the new system in the background they have been working on for a while. It's coming with dedicated servers as it enables them to properly see why someone dced.

    The current system in place atm was just a deterrent as it's very hard to tell what's a dc and a game problem so the percentage needed for a bans is very lenient and why it still happens too frequently.

    Dcing will soon give timeouts. The more you do it the longer you have to wait. If it happen in an SWF lobby Then everyone who is in that SWF has the timeout applied.

    There is also a husk system so if s survivors dc's then there body will still be in the game which allows the killer to hook them.

    I wouldn't be surprised if they changed how the hook system works also so people don't start to suicide more instead.

  • I don't see a need to be rewarded for just being lucky enough to have something others dont.

    I have them all daddy jake, dweard, science fair claudette and street meg all from website giveaways.

    I had an extra science fair and street meg which I gave away on the steam forums when the same giveaways were on and the thought of asking anything for them never crossed my mind.

    Sometimes it's just nice to be nice and let others enjoy something.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/840929#Comment_840929

    I didn't mean in terms of points. Keys punish killers for doing their job, killing. The more are killed the less gens need to be done for the key to work, so it forces the killer to play inefficiently so as to not give the survs too early an escape.

    From the survivor perspective each save puts someone at risk of being taken out but if you don't you risk less gens getting done .

    In essence its the same scenario as its damned if you do damned if you don't.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/840757#Comment_840757

    Counterpoint, Moris reward the killer for doing his job, keys both reward survs and punish the killer.

    Mori's do then punish the survivors as they miss put on more unhook points and can be taken out the game in a short time forcing a depip.

    Both are as bad or as good as each other.

  • @InnCognito said:

    https://forum.deadbydaylight.com/en/discussion/comment/840736#Comment_840736

    So with lobby dodging people do that for a valid reason. BAD PING and people already arguing in chat. I joined in as a Claudette and I had some person call me a VERY VERY BAD WORD that starts with "N" and Im like. Yeah im not going to stick around for that... Plus if a person sees a bunch of Davids below level 10. They already know there is going to be a "NO MITHER" issue.

    I mean COMMON. Do we really want to deal with NO MITHER. As a killer. YES, Yes we do. As a survivor.. GG dun dun DUN.

    That's easily done as if the ping is over a certain amount then there is no punishment.

    While some will be rude there is not much that can be done about that. The option then would be to allow one dodge per 2 hours as that case is so rare. Then make chat optional as most players will wait for the end game chat anyway to be toxic.

    The no mither argument doesn't hold water as that was an assumption and not guaranteed. I've never seen a bunch of David even at low levels all running no mither. Even if they did though it woukd part of the reasons dodging shouldn't be allowed as that was cherry picking a game and anything and everything someone decides to use is part of it.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/840266#Comment_840266

    What about keys then? Removing the grab also removed a major counter to keys.

    Keys are the equivalent of Mori's .

    Both need things a certain amount of objective done to get the use out of them.

    If one needs a change thrn in reality so does the other as both can end the game prematurely but a mori can do it quicker.

  • @Shraar said:

    https://forum.deadbydaylight.com/en/discussion/comment/839580#Comment_839580

    lmao you think i care? im not going to die on some hill (or basement hook) to prove a point to a camping killer lol, ill move on to find a game thats fun.

    if that killer plays in a way that i cant have any fun, ill dc for that too (there are no penalties afaik for now) get out of ohere with "its my repsonsbility to end camping" like no, if they don't have penalties for camping or dcing i'll take that as a sign lol

    just saying, the game is fun when its fun but when there's sh like camping and slugging its like no, im not going to be slugged just so you can guarantee a 4k im gonna dc and hope someone finds the hatch lol. see in next gmae (until i get downed lmao)

    Well dc punishments are coming and being tested atm with the dedi servers. They will lead to timeouts instead of the current % ban system and the timeout will increase the more you do it. If one member of an SWF does it then all will also be affected if they stay in the lobby with them.

    It's long overdue and next hopefully will be a way to stop lobby dodging.

    People will have to accept the game or as I said stop playing.

  • @SaltySwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/840217#Comment_840217

    A bloody version of the Howling Grounds items would be an excellent compromise.

    The reason I latched onto Legacy was simply this:

    Either we have Exclusives or we have none at all. No half-measures.

    Then nothing changes from it is now.

    The reason why some exclusives still exist and will is due to how people got them and contracts.

    Legacy is not the only one.

    Bloodletting

    Twitch/YouTube

    Streamer personal ones

    Deathgarden trapper and meg mask

    Switch trapper skin

    I understand what you are saying but I also understand their position. Some skins are better than none imo and most if not all of what we are getting were easy to achieve with a small amount of hours or through sheer luck. That is why I don't see an issue and I have around 90% of the skins we are receiving.

    I also dont have Legacy even though I have played since early September 2016. I missed out due to not being able to play enough as the grind was truly insane.

    They also commented on deactivating codes. They stated can't as it would deactivate all codes on steam.

  • @Valkari said:

    https://forum.deadbydaylight.com/en/discussion/comment/840132#Comment_840132

    Again again, it doesn't matter who the money goes to. Both skins have monetary value to it, without money, you wouldn't own them unless someone just up and gave one to you. That plain and simple.

    You gave them more than your time for receiving bonuses, you had to pay to even enter the area to obtain said bonuses.

    The whole reasoning behind this is, "to stop resellers/scammers". I see a bloodletting shirt on eBay right now, for sale. Not going to stop that? Double standards, but it's whatever. I have gotten my money's worth from the game.

    I Cleary explained how they didn't.

    One skin was linked to having to spend money while the other is linked to time spent.

    If someone spent money on a show for one skin that is a choice they made themselves but it was not the intended way of receiving it as the money is paid for the whole event. The skin was marketed as a way to get people to their stand which as I said constitutes time as no money then changed hands. You cant put a choice someone makes onto BHVR if they paid soley for the free cosmetic as it's the same choice someone made with paying say $400 for a skin off say eBay.

    Now the bloodletting was specifically tied to money. You had to buy something from thier own store so it was a purchase incentive.

  • @Valkari said:

    https://forum.deadbydaylight.com/en/discussion/comment/840064#Comment_840064

    Again, it does not matter. Peanits claims the bloodletting shirt has monetary value because you had to use real money to get it. You also had to use real money to buy Dweard. Doesn't matter who you gave the money to, both ways (resellers not included), you had to give money to someone to obtain those skins.

    There is a major difference between the two.

    The blood letting shirt was something which people paid money directly to BHVR which was tied to a product they were offering.

    Going to a show people paid an entry fee for the whole event. Developers typically would pay for the space to show off their products. The skins weren't tied to the ticket price so the skin itself has no monetary value. These offers are done by most devs with goodie bags etc as a just to come to my stand while you are here and let me promote my game to you and here is a free cosmeti. The code is in reality exchanged for giving them your time and not for any money changing hands like the blood letting shirt is.

  • You are not entitled to have everything just because you stamp your feet.

    Legacy was and always has been the one constant due to what it took to get over an above all the other things ever released in game.

    It does emphasise the phrase a good deed seldom goes unpunished.

    It makes you wonder if they should give anything at all now or in the future as some will only ever see what they can't get, not what they can.

  • I think you are missing the point with legacy.

    The grind to get those was alot more than all the events put together. There was no dbp events, no dbp offerings, no entity eater, the bloodwebs were almost double the size and more expensive. It could take over 5-15 matches to do just one blood web.

    That's a far cry from an event where you could grind for 20h and gain a cosmetic or have the pure luck to be in a position to go to an event such as pax or be lucky in a giveaway

    Also the reasoning Peanits listed above in the link.

  • @Shraar said:

    for sure, there are some things in game that just absolutely SUCK and if you happen to run into them its like nope, DC, this is a bad game lol

    maybe if things like camping were fixed, or if being on the hook/slugged didn't completely take the survivor out of the game for so long (and increase likelihood they'll be btunneled) youd get less DCs

    but yeah, somethings in this game are just so bad i dont blame someone for DCing, its not worth it lol

    Then why play the game at all? Dcing apart from a real life issue, game crash or server issue is never acceptable.

    If a killer is camping then dcing or killing yourself is the silliest play any player can make. You just rewarded the player and made it easier for them which means they have no reason to not do it over and over. If camping is to dissapear then it's in survivors hands to make it happen by punishing the behaviour.

    Slugging is a strat and one which unbreakable along with tenacity helps counter. These perks were made to help with that strat and should be used by those who get annoyed by it.

  • @PalletOrWhat said:

    I couldn't believe my eyes when I read that earlier. On the one hand I am very happy about it, because cosmetics are always something beautiful and I really want to have the street meg. On the other hand they lose their rarity. I personally have never bought cosmetics (outside of the dbd shop), but I know a few lads that did. Especially the golden feng is extremely expensive. I don't know if it's right to just give all these things away to everybody now. At least it doesn't feel right to me. I've heard that some people have travelled to events especially for cosmetics. Others just bought them. Most of us didn't do any of that. But at the end of the day we still all get the same thing.

    How do you feel about it? Would also like to know if here are some buyers of these expensive cosemtics and what they think about.

    The cosmetics being expensive isn't quite true.

    All the cosmetics in the upcoming patch were given out for free by means of playing in game events or being lucky enough to attend the likes of pax or take part in various giveaways through twitch or websites. What someone chose to pay is entirely different as they made a decision at the time to pay for something and deemed the price they paid worth it.

    The devs themselves never had a monetary value on any of the skins. They could have just added all of them to the store but instead chose to just release them to everyone. Id say that is a great gesture as they chose to give something to everyone rather than try to receive money from it.

  • They can never keep everyone happy which has been shown each time anything changes.

    I loved all the past events and I do have to say the current one was substandard. It didn't feel like an event and just a tiny bloodpoints reward. If it wasn't for the bloodhunt it would have felt worse.

    That being said I can understand the need to take a step back and do what people have been asking for a long time and fix the game. While events are nice they are something free that can take a lot of work so it's an obvious choice to put on the back burner.

    I do hope future events change even a simple gift box which looks like something to do with the time of year with one in each blood web over lvl 30. Its a random gift when opened and gives a chance of extra bloodpoints, shards, random cosmetic pieces (skins or now charms) or even a small amount of auric cells say 20 or so. Add on some nice visual changes even if small just noticable and it's a simple way to do it. This means the game stays the same in terms of playing and the more you play the more you can get. Add in a bloodhunt for the first and last 3 days of it and I would be over the moon to take part.

    Just my suggestion which may differ from others 😁

  • Original legacy should stay as is due to why it was given in the first place.

    I wouldn't be against a legacy 2.0 as the devs have mentioned in the past that is always possible. Different chars even some of the dlc free ones with shards and stating its happening up front like the last one so people can grind a few weeks for the ones they want.

    I think a 2.0 is more reasonable of a suggestion.

    The current skins they are unlocking really didn't take much grind.

    I completed most of the in game events one with around 3 hours a day after work and in a few days.

    The ones where you had to turn up to an event such as pax was something which most users wouldn't have the option of doing. Those exclusives were initially more about being close enough to attend and a lot of those skins would have been picked up by people attending it anyway who didn't even own the game and why they were being resold. I have most of these event skins through giveaways from random websites which happened a few times in the past. So these skins were more about luck rather than needing to do something like Legacy was.

  • To go for the whole event. I'm sure no one goes to these just to pick up one skin and then leaves. The price of entry is for the entire event and as I said the skin a way to get people to visit the actual DBD stand. Many devs do the same with goodie bags and many other things. Doesn't mean what is inside will never be sold again or given away.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/836668#Comment_836668

    https://us.v-cdn.net/6030815/uploads/842/XCRU6Y7B4KJ2.png

    So both Neutral Challenges are inside the Killer Challenges meaning anyone can do them, but you have to play Killer to get there and you'd be better off playing Killer to complete them; so why make them Neutral? Last time the Neutral were placed in spots where the Killer/Survivor Challenges intersected so you could bypass playing the other side. It really makes no sense to make them Neutral if they are within another side, you still have to play that side to get there and then playing that side anyway is better so Neutrality makes no sense. If this was done as padding for the Killers then why not make normal Killer Challenges just like the one after the Neutral Challenge?

    There is no consistency in this level and there is no pattern as well as one side being rewarded more than the other. Sure I can totally get the influence with making a Survivor want to play Killer to get the full story of something they never would have read to begin with had they not even played the first Killer Challenge that started the Entity Journals. It would have made more sense to have 1 Entity Journal in a Survivor Challenge and the other in a Killer, like it is now but actually within a location that makes sense, like on the Survivor side.

    I do agree the neutral ones should be in the middle so either side you play you can get do them.

    I understand why some things are how they are like being more survivor challenges but it is inconsistent and I would like it if they were more mixed and an even spread of bloodpoints being gainable while them doing that.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/836613#Comment_836613

    If that's the case why did they put a Survivor Challenge deep within the Killer Challenges, forcing you to play Killer to get that last piece of Lore?

    That kinda goes in line with what I said. They dont want huge queue times but they do want to encourage players playing both sides as it gives the players a better understanding from just being a main.

    Always remeber they are optional and you still dont have do any challenge on a side you dont want too.To complete it and get to the epilogue you can just play one side.

    The killer ones actually have the ones which you can do with either side in them and getting 200k BP will be faster to complete playing killer.

  • The grind for Legacy was a true testiment to a player who was devoted to the game as it could take 15 matches just to complete one bloodweb at lvl 50. No BP perks or DPB events, no entity eater, higher priced items and a much large bloodweb overall.

    The grind for past event cosmetics took around 10-20 hours max.

    The show skins were free for anyone who attended.

  • Its probably done this way so queue times arent stupidly long when someone wants to just do a challenge.

    We saw what happened in past events when you had to play both sides like that.

  • @Squoose said:

    https://forum.deadbydaylight.com/en/discussion/comment/836428#Comment_836428

    An easy fix would have simply been to sell their own skins like a normal company would, devaluing the ridiculously expensive skins and being a lovely solution for everyone involved. However they wanted to bring out the exclusives for their exclusivity, to build an audience, hence why this all happened in the earlier days and they decided to stop creating exclusive skins once they had a large enough of a following. However, now they have the numbers, they don't really care if they throw some people under the bus to fix a part of their community that had been seeking some attention for a while.

    Selling them for $10 would still devalue what you paid for it but then it would be seen as selling exclusives just to make money which would look extremely bad on them or any devs as a cashgrab scenario. The only ones which could be done this way are the past event skins as it makes it in line with the current ones. Giving them away for free then is the fairest way they can do it and actually says they care what people think.

    The skins from shows were never expensive they were free for those just for attending which then gave an advantage to those simply living in the vacinity. The price you deemed to pay is your choice alone and not something which should be used in any argument as if it was bought through unofficial means this was advised against by the devs. If you chose to ignore that advice and made a bad purchase decision nothing more.

    Exclusives were a way to get people to come to the shows DBD stand, most devs do the same idea. Now the game is a success they want to give something back to all the players that keep making it so.

    They are not throwing anyone under a bus as the skins had no monetary value laid out by the devs. The value outside of the game by a third party is down to what someone is willing to pay and the $600 you spent is what you deemed it was worth at the time. That in turn means it was your actions that threw yourself under the bus.

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