twistedmonkey
twistedmonkey
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@Financial_Stability said:
https://forum.deadbydaylight.com/en/discussion/comment/808033#Comment_808033
That's completely understandable, and what I'm trying to get at is that we need a ranking system that represents a players actual objective. Balancing around that would lead to more of a clear idea on what exactly needs to be done about x issue. That's my opinion of course, but as it is now you're punished for doing your objective too efficiently.
They are working on a new ranking system at the minute but it could take some times to come out.
I agree the current system isn't reflective of skill but more about playing around and prolonging the game. If you kill to fast you depip and if you escape too fast you depip.
I can understand what they were going for to try and entice more people from just focusing on the most viable strat but in the end good players get punished and end up in a rank where they dominate newer players.
I'm not a fan of depipping for not wanting to save due to someone camping and rewarding it or depipping for killing a team to fast as you were clearly better than them.
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Like others have said its not all smurfs some may not have played in a while they are in a lower bracket.
Many do come back to play events and dbp's after breaks so it may seem worse than normal.
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They don't the look over the whole userbase and the argument you presented is saying that's the right thing to do 😉.
The devs have the means to break down many stats but it's not just about one a killer doesn't overperform just with kills or the Nurse would gave been changed a long time ago.
Kills over all players.
Length of chases.
How often players lose her.
Hits when using a power.
Gen speed versus her.
How these all change with certain perks.
To name but a few stats.
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The higher chance at items doesnt warrant prestiging.
Prestige is basically there if you want to do it and have everything else you want out of the game.
If you do the challenges I would for now put some points into other killers and survivors first and get perks on them. Especially the original ones and then ones you can buy with shards as future challenges will use them much like this one has the Trapper and Claudette.
Always remember before prestiging to save up 1 million bloodpoints 😉.
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And here was me excited as I got adept Nancy 😂🤣.
Well done on the 100% it's a great accomplishment and one I certainly don't have the patience for.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/807446#Comment_807446
ds took 2 years and mom shouldnt even existed both perks were complete bs the game is becoming better but not close to being balanced at all
DS was changed a few times in 2 years and it's still complained about 😉.
MoM well we all knew how that would pan out but they still reacted quickly.
All this shows is when they see something is actually impacting the game they actively look at doing something.
Whether we agree or not about changes our opinions aren't always what is best for the game overall as most only see what will affect themselves as bad and what helps them good.
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Each character has three teachables.
When you start at lvl 1 that characters teachables are all unlocked at tier 1.
At levels 30, 35 and 40 you can chose to unlock the teachable in the bloodweb which allows it to appear in any character bloodwebs.
There is no guarantee as to when any perk will appear in a blood web. Each perk only has a chance of appearing and it's rng based so on one character you may have a tier 3 perk by a level 10 bloodweb and on another the same perk may not appear once for 70 levels of bloodwebs.
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It's not a one way street as people on both sides cry for nerfs constantly and it's mainly due to something they dislike or affected them in game.
The thing is people only tend to see the nerf posts which affect the side they play and if it's for the other it's more of a QOL change.
That is as much as an issue as the nerf posts themselves as it's not about what's best for the overall game but what is best for their individual experience.
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@DarKStaR350z said:
https://forum.deadbydaylight.com/en/discussion/comment/797890#Comment_797890
Thing is they’ve added The Archive which basically does the same thing permanently.
Encourages people to play in a way that’s not conducive to normal gameplay.
Playing survivor has been horrible due to people hook farming trying to get the Archive completed for example, or running around looking for crows to disturb rather than doing gens.
It encourages people to not play normally because they are trying to fulfil a secondary objective; and they are looking to be getting even more niche and difficult when the other Tomes come out.
I have gave my feedback about this and I agree.
I am not a fan of something in game which detracts from playing it and disadvatages the others in the match.
I like the idea of challanges but I beleive they should be done in a way which get rewarded for playing the game as its intended.
It's like the second objective idea for survivor going around which I think could be a nice addition but some think the challenges are like one. They really aren't as a second objective which would be good for the game is something which everyone has to help work towards to reach the end goal of escaping.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/805690#Comment_805690
Your first sentence is confusing. Survivors abused the Perk by camping the Hook? If so, change the conditions to where it only works when The Killer is within range? I didn't follow the PTB changes since I'm on PS4.
And a remedy to a problem doesn't have to eliminate but rather reduce it. Sometimes things are always permitted or done one way, doesn't preclude the possibility of future changes. If The Killer is determined to kill you, nothing will stop them goes without saying. There are myriad ways to address camping, but I don't have enough invested interest to share my ideas and then have to deal with explaining them. If the Devs solicit a feedback session on the topic, I'll be sure to post.
It wasn't a perk it was an in game change so when the killer was next to the hook the timers wouldnt go down. Survivors would take turns to run around near it when in SWF so the person on the hook wouldnt due and they could freely do gens.
They also thought about doing it if the survivor is within range but then they just sit outside the radius baiting the killer agaun leaving the person alive in the hook.
It's why they did the emblem change similar to that idea but it's not enough to change it.
Like I said they have them bbq and make a choice to entice them away. It worked for a time as good survivor wanted to be seen as not being seen meant you were close but players wanted it nerfed so they did the locker change to aura's and negated what it was designed for so it gradually got worse again.
There is a feedback forum here for all ideas which the devs look at constantly. If you have any post them there. There have been lots of suggestions and while most seem good they don't work in practice.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/805566#Comment_805566
You can punish via any means and it doesn't even have to impact BPs or Emblems. Many games are faced with these problems and have to remedy to maintain game health. I know the Devs discourage it but perhaps they could do more? Camping isn't fun for The Killer or The Survivor but some feel it is the only means to secure a Sacrifice.
@PigMainClaudette Yeah that could work, there's also Camaraderie. Again I don't think the Perk goes far enough and has unnecessary conditions and limitations. Why does another Survivor have to be within 16m and only work once for 34s on the Struggle Phase of the Sacrificial Sequence?
They tested a system where the hook time didn't go down when they were close but it was abused by survivors running around it allowing others could do gens easier.
They added perks to entice killers away bbq and make a choice to name two.
So how do they punish a strat that is allowed and has been since the games release? What will make a player not secure a kill if they so please?
The devs themselves when playing camp at times it is discouraged due to its impact but it is also a viable strat that is allowed to be used by their own words and actions.
While we may not think camping is fun for either side we can't speak for everyone as fun is subjective and beleive it or not some do enjoy doing it. No punishment will stop some who want to do it. If someone hits a place where their skill level isn't where they are in rank nothing will atop it from seeming the most viable choice.
Even pips or points don't matter as some have what they want and don't see not ranking up as a punishment. It's why finding a way to make it not as viable is the best solution and right now that's is currently in the survivors hands.
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You never punish a player for using a strat in the game. It has always been part of DBD and its encouraged in certain situations.
You reward them more for not doing the act by making not camping worthwhile. This is what they have started to do. Unfortunately if someone just wants you dead then no reward will ever stop them doing it. It's just how it is.
If someone camps always remember survivors have the upper hand. Do the gens and get out instantly. Don't worry about points or emblems just show them its a non viable strat.
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@luvcraft said:
I was hoping dedicated servers would help with matchmaking, but here it is 4 in the afternoon on a Saturday, and I still have to wait upwards of 5 minutes for a match as a killer and then end up with a match full of survivors 5 ranks higher than me.
bleh.
The matchmaking is working in your case.
If you are waiting a long time it generally means there is an imbalance in your region between survivor and killer players.
The longer you wait the more the search widens which should go no further than six ranks from your own.
It's done this way so you get a game quicker rather than wait even longer.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/805370#Comment_805370
Encouraging somebody to play only 50% of the game is not the same as not requiring somebody to play 100% of the game.
Also if everybody would play both roles equally, this game would be dead due to super long queue times. The survivor:killer ratio needs people to play one role more often than the other one.
It is just an encouragement thought as the whole participation is a choice itself.
You don't have to participate in the rift or challenges whatsoever it's not forced upon anyone. It's just an optional extra. You can also unlock the entife rift without doing the challenges (maybe not it all unless you play 10 hours a day every day but you will get at least half way through it with the challenges you can do)
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@Hudson said:
@twistedmonkey Yes, you are right, I think.
But that's why I started this poll. Because the player base actually tends to shout out loud, if they have to complain about something. But just few write here, if they enjoyed something the devs did.
And I would like to state, despite all the critisism, that I liked the special objective events all very much and want to see, if there are not some more players out there, who like them.
I actually think, if there are many more players who like the special objective events, the devs should not remove them just due to the few who complain. (And ofcourse vice versa, it more dislike it.)
But about your points: You didn't just pay for the "usual game". Some of us also paid for the nice events, which I always enjoy more than the usual sweaty and salty matches. At least for the few weeks they last.
The forums are actually a tiny minority of the playerbase they are more likely to take the survey feedback, look at who played normally compared to in these event along with the impact it had on games overall.
While I also liked the extra objectives there is no denying how some abused it as like I said once they were completed they didn't feel the need to finish the game and got themselves killed.
Actually people did just pay to play the game. Events are never guaranteed and they could dissapear at anytime. Much like any in game changes anything is possible.
All the original events were about gens and hooks only two have had extra objectives pustuals and lune4 vessels were the only ones with an extra objective so to change them after that tends to say something wants going as planned which was first done with the event prior to this was also just special gens and hooks for the third anniversary with a dbp which should have been an insight into what this would be.
What we like isn't always whats in the best interest for the game or everyone playing it's just personal preference.
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Imo perks should be granted upon accepting the challenge which are needed for it on all characters at tier 3 and removed once it's done.
It's an extra uneeded grind in the game.
With that being said remember you don't have to do any challenges they are optional and not forced. I myself have a couple I won't bother with as I won't go out of my way to play in a way which affects anothers experience.
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@Deadeye said:
@twistedmonkey but I think if you don't care about events, you don't need to do the extra objectives. So that should go in line with that
There by lies the problem as those players who don't care just want to play the normal game which they payed for.
This extra objectives means it in turn affects their enjoyment of the game as the ones who do like it are less likely to do the actual game objectives which leaves them over all disadvantaged.
Even killers as instead of having a challenge they have survivors running around doing the extra part and some even killed themselves on the hook once it was completed to move on quicker.
It had quite a ripple effect.
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While nice for astethics it does tend to change the game too much for those that don't care about events.
I don't care either way as I enjoyed the extra objectives but at the same time I don't mind the old event which were hooks and gens.
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The second objective like the pustals and lanterns while fun detracted from the game too much and people complained.
I think the main issue with the event is doing the event objective ie gens and hooks with offerings used to grant you tokens in past ones to earn the event rewards which isn't the case here.
Tying the rewards to the rift seems way out of place for an event so in essense its justs the offerings for extra bp which were reduced from 4.5k no to 3k bp so there really isn't much use for them right now. While the 3k bp is nice when a dpb event is on also your better off using a streamer, cake or other BP offering to maximise the points so not many are participating.
The challenges also give more points than doing the event so a lot of players doing certain ones are better off ignoring those offering in favour of something else to help them like a coin for the chests.
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To be honest it seems the inclusion of auric cells is what made these challenges what they are.
The don't want to give the rift away free each time and would rather most players spend at least some real to get the next one which makes sense from a business standpoint.
My wish then is they drop the full auric cells carrot and stick idea and give say 50-70% instead and then make the challenges more obtainable for all and aling them more with playing the game instead of detracting from it.
I beleive the more people that can earn the rewards they pay for without having to farm in games or having the stars align would mean the worth of the pass is greater so they would be happy to pay a little bit each time for it.
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No they don't it's just done on a percentage due to the p2p naturen of the game whick makes it difficult to perma ban someone which they can't tell the exact reason for so its an automatic process. They dont actively follow people around twitch and ban someone who they see do it on purpose that's ludacris to think so.
If they endorsed it they wouldn't be working on a new system with scaling time outs which actually affect every swf member if one dc's.
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@Alphaphalt said:
So you're telling me it's impossible to get hooks without chase? As I was saying you gigabrain, chasing is the method to help you complete your objective the same way sabo helps you save survivors to help complete their objective of escaping.
Actually the game has many objectives including ranking up. You can die and still rank up ad a survivor for example.
hunting, chasing, hitting and hooking are all examples of in game objectives. Sacrificing is the overall objective which they all lead up too.
Evading, doing gens, totems are all examples of survivor in game objectives while escaping is their overall objective.
There is more than just one objective in the game.
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I think they should up the amount you get for challenges but not the overall rift progression as it's meant to take time.
I do think they should lower the serum requirement needed in the rift for the skins as normally these could be done with a few days of event time and it felt rewarding for taking part. Now to get all the event serum you have to hit lvl 47 which is around 67% of the rifts progress and in reality is around 60-88h of play time. It should be lvl 20-25 imo. As 30-40h is more inline with past events.
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@Desolate_Sands said:
It's actually 6k every time you do one cause of double BP. Then if you are running BBQ / WGLF it's actually 9k.
9k for a hook or gen is pretty good.....
The offerings are always just 3k they aren't affected by dbp.
In response to the OP they aren't really worth going out of your way to get over other BP offerings and using offering to help with challenges gains more bloodpoints overall most of the time.
The reason so many were used in the past was each one was a way to get 4.5k bloodpoints but also to help get the event skins.
The skins are not event ones this time imo as they are tied to the the rift for 70 day the duration of it. They are rift skins.
The event is a few pumpkins on gens and hooks with mediocre BP gains. They could have just had a dbp week instead.
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Survivor is fine for me playing solo in the same region no more than 2 mins but killer can take a lot longer.
There was an issue last night I beleive so that may be affecting some people.
Queue times always are a pain when a dbp event is on and with the challenges more will be playing a bit of each side instead of being a main to finish them.
Mains may also have to grind to lvl up the side they play less for the perks needed to complete the challenges.
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The hatch is there for a few of reasons.
Firstly to end the game quicker. If there was not hatch it could become a stale mate and take a long time to end since a survivor could just hide trying to do gens.
You don't know who you are matched with and could play extremely well and still be killed due to the others not being that good. The hatch makes this less frustrating.
It gives hope at that point which in the lore the entity feeds off so it makes sense.
Balance. A 4k should difficult for a killer to get. Removal of the hatch and more 4k's would make killers seem stronger with the stats and probably lead to nerfs.
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@marvelmovie said:
https://forum.deadbydaylight.com/en/discussion/comment/804508#Comment_804508
I wasn't being toxic I'm just think I was but it was a speculation discussion.
You weren't as you dont have the bars on your pic 😉.
Doesn't matter the discussion topic if some others constantly break the rules.
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If a thread was against the rules or got derailed by toxic behaviour it most likely got deleted.
If they thought you were being overly toxic you would currently have bars over your pic as a warning.
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@Nekoo said:
https://forum.deadbydaylight.com/en/discussion/comment/804047#Comment_804047
I literally live in Ontario, Canada and red rank on both side.
Aren't we on the same region?
Yes we are.
It is 1.18am though so if its happening now that may explain it as less people will be on. I was playing at around 6pm earlier .
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Most of the recent threads about queues have been the opposite of your experience. I myself have over 10m for killer and 2 for survivor in east NA.
It all depends on region, platform, time of day etc and of course now challenges as people wanting to do them will have to change roles.
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@hiC said:
https://forum.deadbydaylight.com/en/discussion/comment/803713#Comment_803713
I wonder is something like requiring at least 10k BP in order to progress your challenges would help?
Some would complain too much I'd say as its two challenges then and I can imagine the complaints if they did the challenge in game and got 9k as they were camped to death.
I just wish the challenges would enhance the normal game and take a certain degree of knowledge instead of skill instead of detracting from it like half them do.
Survivor examples
Opening doors, losing the killer, gens, totems, chests, healing, saving, distracting the killer, getting chased, escaping etc. Even mix them up with a couple or a few of each needing done in a game.
Both sides could have some needing done with specific characters instead of just one of each side for a whole rift no perks needed.
Just something where what they have to do doesn't interfere with someone else's experience.
I guess it's quite clear I'm not a fan of them at all 😂🤣.
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@hiC said:
https://forum.deadbydaylight.com/en/discussion/comment/803654#Comment_803654
I’m actually super frustrated with the people grinding out totems and box searches right now instead of playing normal games and letting it happen naturally. They’ll soon be complaining that there’s not enough content in the archives.
I see the same and shows why they devs are releasing them in tiers but at the same time part of me kinda wishes they could just open them all up and let those who wish too farm all of the challenges for a week or two so the normal game can be played again after it. I suppose that would make the harder ones too easy though as they would just happen eventually.
I just hope it doesn't turn the game into a challenge farming simulator after each tier is released for the whole duration.
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I am enjoying the dbp but apart from that it doesn't feel like an event.
The gens and hooks don't warrant the price you pay for the pustuals and I don't see many being played. 1 out of 20 matches had full offerings and most had just 1 (mainly myself as I had no other blood point offerings). It's a Kinda take it or leave it.
Thinking about taking a break after the dbp is over till it's finished tbh. Mainly as I am hoping most will have done the challenges so I can get some normal games again. Seriously thinking about doing this each time a new tier is released as it's just not the fun dbd game I love with too many not actually playing and just seem to be grinding challenges out instead ☹.
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Id actually prefer they lowered the auric cells they are offering as it seems to be the main cause of why the challenges are what they are.
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I don't think it would be a good change.
Most survivors would just pick the hardest one to see and follow.
Killer would do would just pick the easiest on to see and follow.
It's human nature to use what gives you the best advantage.
It's nice in theory but it makes it even harder to balance unless they were all worse than the default ones but then why would anyone really want to use them?
The only colour options I think should be available are for those that are actually colour blind.
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The thing I dislike about these challenges are they are not representative of skill and more about luck.
Most of them mean relying on others to either play well or do nothing. Also for killer it means survivors playing into strats we have all been advising should not be rewarded.
Once the egc starts if NOED is active at least one survivor normally leaves the game. Swf is what you will need for that challenge to get done and expect them not to have someone trying to destroy the totem and to also not kill anyone before the egc for the best chance. Insidious eill help but there is the fact as a solo player if I am hooked and see the killer is staying close in that scenario I will kill myself on the hook if the others are far away so they aren't rewarded with more kills.
That's not even bringing into how many dc.
The seem more frustrating to do than something which challenges you to play better.
I've stated it before with deathgarden. Those challenges were mind numbingly boring and didn't add anything to the game. They never felt challenging just tedious and you were better off not actively playing to get them done faster with most of them which hurt the others you were matched with.
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Depends on the situation.
I normally always try and save but I won't if the killer is camping or tunnelling all game. I wont reward certain strats.
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The pustuals removed people from playing and some tended to kill themselves once it was full.
It would be a terrible idea to do this along with the archive challenges as it would be two ways to detract from playing.
I just wish the skins were actually tied to the event offerings by the means of getting the serum instead of them being part of the rift. The skins for myself are a huge part of any event and for them to no longer be that way and instead just a rift add-on makes it not feel so eventish but a marketing tool. It's understandable but quite disappointing at the same time.
There isn't any real incentive to play or buy the event offerings since the reward is the same as the price of them. I haven't seen anywhere near as many being played as past events and normally I am lucky to see the one I play. With dbp being on atm its also more beneficial to play a streamer or cake since the event offerings don't get the dbp.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/100386/did-the-math-on-the-rift
You're forgetting the 600 exp you earn from playing killer and survivor every day.
35 tiers = 280000 exp
600 × 70 = 42000 exp
280000 - 42000 = 238000 exp
Assuming 500 exp every match
238000 ÷ 500 = 476 matches
476 ÷ 70 = 6.8 matches a day
Tell me if I'm wrong in my calculations, just wanted to clarify this before misinformation spreads.
Your match breaks it down alot better and it seems more reasonable.
There are a couple of other factors we do have to consider though.
Queue times. Killer right now can be long but that's probably alot to do with the duo's but day it's and average of 5 mins overall wait it adds another 35 mins to the time.
There are perk challenges. Those who don't have the perk have to grind to get it first which adds to the rift for exp but stalls the rift progress for that role. Then if it's a dlc perk they either have to buy it and then grind to get it or grind shards to buy it off the shrine and then grind to get it.
Personally I think perks which are in the challenges should be auto unlocked to use on any character when you activate the challenge. It would remove the problem above.
Atm from what we know at average we are looking at around 1h30m to 2 hours a day which is 50% to 100% more time from what the devs originally sought out to achive and that's not including the challenges which some will take multiple games to complete.
My main concern isn't the grind for challenges tbh but how it will change the way people play ignoring certain things which makes it worse for those just wanting to play the game. It also encourages survivors killing themelves once their challenge is done to move onto another one quicker.
I could also see some using challenges as another toxic means just to screw over others. If someone sees the other side doing one they will go out of their way to make it difficult. I don't think it's a good idea to change the way people play in a pvp game when it affects all the others in the match. These challanges should be done through natural play which encourages playing normally but hard to achieve as they go on.
Instead of just one objective and idea is to make them multiple.
Some examples some for the easy challenges.
Break 1 totem and make 1 safe save.
Finish 2 gens and make 2 safe saves.
Finish 1 gen, break 1 totem and make 1 safe save.
Hook all 2 survivors and damage 2 gens.
Hook all 4 survivors and break 4 pallets.
Hook 2 survivors, break 2 pallets, damage 2 gens.
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It is very lacklustre.
I would say using the rift for the serum the was a wrong choice. I feel its being used more as a marketing tool to get people into it then an actually having an event for the community to feel rewarded for playing in it.
The offerings just add 3k which isn't alot and not really worth a bloodweb purchase as I see very few being used so two offerings may gain you 12k but thats rare from my experience due to the challenges taking some away from doing gens.
I'm quite dissapointed that the inclusion of the rift caused the loss of the usual events which I always enjoyed taking part in.
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Unfortunately I can't disagree with you. I would love to but I can't 😕.
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I can understand why they make some almost impossible due to them wanting people to spend at least money on the passes each time but that's also something which detracts me from buying it at all.
Personally I would rather they lowered the amount of auric cells by 50% as that's what most will probably arent and then make the challenges achievable for all.
Also people doing these challenges are already starting to change the game for the worst. So many players only out to do them instead of playing. It's not great for a PvP game to actively want players to detract from the actual gameplay when it affects everyone else in the match.
I was excited for the rift and challenges and defended it hoping they took the feedback but now I am struggling to start up the game as I know how I play means nothing when others are working on challenges, killing themselves when hooked to move on, ignoring the objective and just making it harder for everyone to enjoy a proper match.
I also fear this will skew the data needed for proper balancing in the future.
Challenges should always be over multiple games so they can be slowly earned. Single game challenges tend to make someone single focused on that alone.
Challenges should be part of the normal gameplay and not detract players from doing it.
Saving, healing, totems, gens, chests, chase times etc are all great for survivors
Save three after the egc starts? That's just not common at all unless you play swf and they let themselves go down and get hooked.
Chases, hooks, using powers, sacrifices, kicking gens etc are all great for killers.
Kill 3 using NOED once the egc starts? The killer doesn't want to play well or challenge you they want the gens completed and that's not to mention if anyone dc's.
It's causing a lot of frustration. Having stipulations that need the stars to align just isnt fun. Players are going out out there way to ignore everything apart from that goal leaving the rest disadvantaged.
Devs please think about this addition and make proper challenges that don't detract from actually playing as its ruining the experience for those who just want to enjoy a good match.
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It was a fear of mine regarding challenges and something I gave feedback about.
Challenges should enhance the gameplay and not detract from it. These have the problem of ruining another person's game experience just for joining a random person who would rather do a challenge and once completed they have no incentive to stay and get themselves killed to move onto the next one. If the hallowed blight 2018 pustuals showed us anything it was detracting from gameplay was a mistake so I don't understand why they removed the pustuals while at the same time making that concept the norm for all games in the future.
It makes me quite sad to see some of these challenges put in the rift. I saw this in deathgarden and it was partly why I stopped playing the game as watching someone run up a cliff over and over or running around shooting crate comoletely ignoring the objective which put the rest of us at a disadvantage and it made playing the match a less fun experience.
While I like the concept of the challenges I personally feel they need to rethink them. Make them all over multiple games. Make them achievable and tied to normal play and remove the time gating on them. No specific chars needed, no kill x at a set time just chases, quick downs, losing the killer, gens, totems, chests, using a power etc. If this happened I beleive they would add to the gameplay instead of detracting from it.
I don't know the direction it's going to go and even this event has me not really wanting to start the game and atm id rather do some other game events as i find it non rewardable or actually fun.
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Personally I would rather the event be just that and event and not something tied to another part if the game.
While I understand the reasoning of allowing more people to continue earning the serum even after the time tying it to the rift seems more like a marketing tool which is kind of disappointing and detracts from it being something special.
I would rather they went back to the old way of gaining tokens for each gen/hook done like the old howling grounds it was simple and felt like you were achieving something from just playing the game.
If they wanted to allow others to still earn them they could leave the offering in for a couple of weeks after it and let it run for longer.
I just don't have the same motivation to do this event and if it wasn't for the double blood points I probably wouldn't. It makes me quite sad.
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@MalEducado said:
https://forum.deadbydaylight.com/en/discussion/comment/797902#Comment_797902
But the killer can see me when he is on undetectable mode, no sense ... I hate genrush, this is a perk for ppl that like to be chase by the killer ... I'm main killer, and trust me, I want 4 object of obsesion when I play as a killer ...
When its a stealth killer with undetectable the perk still lights up. While you can't see their aura you can still see what direction they are.
It was made this way as it removed a stealth killers power completely. Also if one user in an SWF had it they could all know where the killer was so sneaking up became non viable.
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OoO doesn't work with the new killer status of undetectable as it negated stealth killers.
Applies to a Killer's Stealth Mechanics. When a Killer is Undetectable, the following effects are applied:
- The Killer's Terror Radiusis removed.
- The Killer's Red Stain is hidden.
- The Killer will not have their Aura revealed.
- The Killer does not trigger the jump-scare sound effect that plays when starting to move after standing still for a moment.
- The Killer sees the smoky screen visual effect, indicating stealth.
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The hallowed blight was an event I actually enjoyed as it looked great and I enjoyed the sided objective but it seems the feedback on it wasn't so great.
The main problem was it detracted from playing the normal game and some survivors ran around collecting pustuals and then killed themselves to move on and get more.
It also hurt people who wanted to play the game normally as doing the gens became secondary and that lowered their chances of escape.
It's not an easy one to balance to keep everyone happy and even this one will still be complained about due to some that will farm.
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Bonus bloodpoints.
I don't really care for anything else that doesn't actually change the gameplay.
The challenges are nice for the grind also but that will depend on how much of a grind they are themselves.
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Hearing the snap of a trap just as I put someone on the hook as I smile thinking about how they must feel after each failed attempt to get out as my heartbeat is edging closer.
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Just in time for Halloween 😁.
Thank you to the everyone at BHVR who worked hard to get the patch ready so ee can play this amazing event, Peanits for keeping us all informed along the way and chatting with people to try and ease the tension and all the mods who worked extra hard at this time to keep the forums civil.
It must have been a testing for you all and I am glad it's about to be behind you and you can breathe a sigh of relief.
'All good things come to those who wait'