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yermom

yermom

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  • I wanted to agree with the negative sentiments here, at first, but after thinking more about it I decided the rank is misleading information. Why? In my case, I can get fixated on trying new builds. During that time, I tend to be lower rank. But, when I find a good build and keep playing, my rank tends to rise quickly.

    When judging other players, I tend to feel bad when I dominate as killer and see that everyone is yellow ranks, but then see that everyone has various teachable perks at tier 3. I wonder, how can they be low rank, but have leveled teachable perks? To me, it seems that they aren't newbs or bad at the game, they just haven't played in a while, maybe.

    Not to go off the deepend, here. But, most societies indoctrinate everyone to appreciate the hierarchy of profession and government, it's only natural to use ranking information to determine the value of a win or loss. But, those systems we tend to trust are more fleshed out than the ranking system in dead by daylight. In a way, it's a bit of an incomplete mess, and I think the devs are doing the right thing. Even if I do enjoy drawing conclusions from other players' rank.

  • I felt this way until I got good enough with killer to be able to hit red ranks with no perks. Now I don't know.

    Survivors are definitely the stronger role, and it's completely broken when they're a premade SWF. But killer has the power of complete denial. Survivors do too, it's just around pallets, which is a resource that is waning over time throughout the match. This is true with generators too.

    As killer, if I just play really randomly and keep survivors injured and off gens, I tend to keep them disoriented. Chasing for too long is where killers really lose the trial. Unfortunately, to be truly effective, it's important to know choke points and bottle necks in survivor progress, and a lot of that lies in managing the gens. It's important to learn how to manage them effectively, once you do, ruin won't be needed.

  • It took me 42 matches to complete the challenge that required me to unhook someone during EGC. In that same match I unhook 3 survivors due to all of us being overtly altruistic, which fit the lore for claudette, who is overly altruistic. 42 matches seems extreme, but it fits for claudettes character, and the lore being described. Most of the missed opportunities for me had to do with other people bailing during EGC, pansies. Basically though, I learned that the conditions that allow you to rescue two people during EGC is just as likely as your chance to rescue one person. It all requires existing survivors to be overtly altruistic.

    I still think the challenges are too easy, but I also think they don't reward enough, either.

    None of the killer challenges took me more than 2-3 trials, except for the interrupt ones. Those ones are obnoxious - on your screen you can grab a survivor but for some reason the game 'corrects itself' and the survivor escapes. Followed by them running from one safe loop to another.

  • I imagine most killers are tired of dealing with spaces and loops that are "safe" for survivors, I know I am. I barely ever play killer anymore, even though I'm better with killer than survivor. However, survivors are already overpowered, their behavior determines the outcome of a match. It probably helps a bit that I have so much experience as playing killer, but I was able to loop red rank killers within 3-4 weeks of "tome I" being released. The game is too easy as a survivor, and there's no penalty for taking the ewasy way out. So people play survivor, dropping killer populations. Why stress out over killer for the same BP survivors can earn for cleansing a totem and repairing a generator?

  • I personally think that the trials are too easy for survivors, and things are too predictably placed, like totems and whatnot. Combine that with the fact that there are 4 survivors running around, it's really hard to get a 4k if you don't identify the weakest links and keep them injured or hooked. As I've gotten better at killer I've realized how important it is to sometimes just injure someone, instead of committing to downing them. With self-care it takes 32 seconds to heal, which is 32 seconds not being worked on a gen.

    But, I do agree they're done too fast.

  • @Talmeer Per the game, the lore says the entity is allowing you to kill instead of it. But you must hook once, before it will allow you to. But, I think it just prevents the game from ending quickly.

    As for Keys, there is absolutely no counter play to them unless you camp the hatch. They really only annoy me because survivors seem to get them from chests when the odds are in my favor when I'm playing killer. Like when I get a three gen setup by accident. But whatever.

  • @Hex_Stalk said:

    https://forum.deadbydaylight.com/en/discussion/comment/947166#Comment_947166

    Lol seriously? If I wanted to learn a glitch to abuse I sure as hell wouldn't be asking here. Calm down.

    I don';t care that you're asking about it, or if you used it, but If it wasn't intended by the devs, its a glitch/bug. Even though the old unhook then 'phase' through bug was harmless, it wasn't a part of the game as it allowed you to bypass collision. So, they fixed it, but theres a newer version which is obviously a glitch/bug.

    As for the window juke, I think the collision is stopping you? Last I remember you have collision until you're injured, in which case you could hide 'under' the killer(?).

  • @LordRegal said:

    I think when people complain about swf, they’re complaining about swf that are playing as if they were a professional team. In that case, there’s not a lot the killer can do to mindgame since they’ll be telling each other everything the killer’s doing, and it winds up just not being a fun experience for the killer.

    The average swf group, like my wife and I when we queue together, don’t do that. They’re there to have fun, not be a team of tryhards who want to be optimal. Sure the comms help, but they don’t play as though they’ll die in RL if they lose and that’s very noticable when you’re killing.

    The first group are the bane of the game in my opinion. The second are 100% ok and I enjoy giving them a good game when I’m killing.

    I recently saw this youtube video, and I feel like I came to the exact same conclusion you're describing here. This kind of stuff is simply ruining the game.

    https://youtu.be/PZ8ntmZ8WtQ


  • Playing as killer has been a miserable experience for the longest time. At red ranks it feels like being given too much work for the amount of time you're given making it so that the only time you win is when survivors screw up.

    Personally, I find safe/god loops monotonous and too predictable. I've been playing almost daily for more than a year, and I find it so boring to chase someone around an object for 20-30 seconds, get a hit or break a pallet, then follow them to the next one to repeat the same process. It's great that they reduced the number of infinites, and made the running vault change, but I still think survivors having endless stamina for running vaults to be part of my problem.

  • Oni isn't that good.

    I honestly don't know how survivors can complain about anything. I don't play much survivor, but I have had to for the rift, and just in the few weeks I've been required to do that I've gotten good enough to loop red rank killers, and obviously get to red ranks. It kinda bothers me that killer can be so hard to play, and survivor be so easy it almost disgusts me.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/894914#Comment_894914

    That isn't DC'ing out of rage. I rarely get angry. It was DCing on principle. I will not let a killer and a survivor benefit from cheating. It was obvious they were just going to hang me again and get their points. If they are going to cheat I have no problem DCing.

    I write their names down, and keep an eye out! haha. I know It's an unhealthy practice to let negative emotions determine one's own behavior, but it's better than DCing. Like it or not, DCing is breaking the rules, too, which means you're contradicting yourself by pointing the finger at them. I know it's not convenient for what your complaint is, as it is griefing to some extent, but there are better ways to handle it than by DCing.

    I've had similar experiences, too. I don't often hide, but one time right after rank reset I was in a trial with a bunch of altruistic potatoes. There were two of us left, and after visiting all the generators I noticed I as the only one visiting them to repair. I had enough, so I hid in a corner for a few minute but got bored, so i started looking for alternative objectives and eventually the other survivor finds me, with the killer right behind them. The surv points at me a bunch and the killer hits me, while the survivor tries to body block me. A chase ensues until I am downed and the survivor tbags me a bunch, before I am sacrificed. I watch the rest of the match and the killer lets this survivor farm them for a while.

    It was hard to not take this personally, but these things are going to happen, and it's good to learn this sooner than later. People can be messed up, and there's some weird aggression directed at people who hide, even if for only a moment.

  • I had problems with him, too. But, if you strafe with left stick, and turn in opposite direction with right stick, you can get a pretty decent angle. Honestly, i've just been relying on ending my demon dash with an m1. Oni runs so fast in demon dash that it's really difficult for survivors to recover from a mistake when they go to juke and you properly predict their movement. Don't get me wrong, though. There are plenty of times where I just look like a newb with Oni.

  • @goat10em said:

    https://forum.deadbydaylight.com/en/discussion/comment/888849#Comment_888849

    "QA testing anymore?" I've been playing this game for a little while now and with every single update there are new bugs. Literally every single update. Like it literally makes no sense how they put out a patch for one thing and immediately something completely unrelated pops up. Really there is only one logical answer to this. BHVR either has never had a QA department or they do this on purpose just for shits and giggles. I'm leaning towards the second one because I for one actually get excited when I log on and see there is an update. I can't wait to see what kind of nonsensical bugs they have added lol.

    It's not my intention to defend BHVR here, but bugs are inevitable. You can have errors in code like typos, or errors in your programming that make sense to the computer, but aren't what you intended. Say a user's input results in two values, which are then added and the resulting sum tells the application how to respond to that user's input. If that resulting value is the correct type, say an integer, the computer will accept it even if it's not the quantity the developer intended to be created. So, the application will run, but not as intended. These are some of the hardest bugs to find, too, because there is no debugging (that I know of) to find them; and with a video game there are likely hundreds of thousands, if not more, lines of code to sift through. Often times, these bugs only emerge after release because even with testing, the QA team can only run their 'test suite' of tests, which doesn't compare to the combined random behavior of all the different people that play the game.

    On top of this, they've been migrating their code to C++ which requires them to manage memory manually, which is notoriously difficult. Most programming languages automate such things, but many of those languages don't easily port between platforms.

    My point here is that no one is out to get you, me or anyone else. Do developers screw with people that annoy them? Yes, it's been documented in some cases, but they wouldn't ever do something that would compromise their product. I think programming is just hard. The game has a lot of bugs, but it's really common for them to be present when new content is added. They get fixed in time, and we move on.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/889009#Comment_889009

    I have a major thread over on Feedback about Legion changes.... 2 of them. This makes all of that feel pointless, cause it shows they will never listen.

    Maybe I'm wrong, but I think that any action taken to improve the character is a good indication that they want y'all legion players to enjoy yourselves.

    I mean, it may have been the worst idea ever to give a killer the same power as survivors. Not because it's 'just a bad idea' but because their ability to balance around that is probably hyper-sensitive, so they have to be super careful about what they change to make sure they don't break him again.

    Granted, people who play legion didn't do anything bad by choosing legion as a killer and it seems like you guys feel like you're being punished by these nerfs, which is tough. Legion players are kinda in the position of freddy players before the freddy rework (maybe not that bad), but just like that rework, I think in time legion will be strong again.

  • Sorry to hear that, I've been there and it sucks. Waiting for patches feels like forever, and playing other killers is no fun most of the time. Besides, you've probably been waiting a long time to enjoy your character again since the first nerf. Also, iirc too, you've put a bunch of effort into contributing to the conversation regarding legions changes, so seeing minor changes here and there is probably frustrating.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/888933#Comment_888933

    and being handed maggots to eat and then being expected to be happy cause "At least It's something." it about the same thing.

    I'm not saying at least it's something, because I don't think the changes are going to end with the ones made this patch. It's going to be an ongoing process. I'm also not saying people should be happy about the changes, just that it's moving forward, rather than being neglected or moving backward. I mean, it's hardly akin to being fed maggots.

  • @FearedbytheGods said:

    Seems more like nerfs to try and keep the killers happy because they getting alot of nerfs recently. Historically its usually survivors that get nerfed and this community hasn't taken the change in focus well.

    At this stage I don't think the devs really know how to return enjoyability to survivor without making killers unhappy.

    So they do something like this which is more akin to 'virtual signaling' then anything particularly incisive.

    I don't know how you came to this conclusion when the BL changes should be seen as a fix as it was being abused. I mean, you simply couldn't catch survivors in some instances.

    Out of all the patches, I felt this one was the most fairly minded where pretty much all of the changes were moving forward in some way. The changes to BL were good for the game, but maybe not for the survivors that relied on it to keep them safe.

  • The changes make it a trade off, survivors vault quickly but stagger when the land, and killers vault slowly, but don't stagger when they land. The perk provides it's bonus by allowing you to not stagger just like the killer and get a speed boost to boot. All the changes have done is prevented it from being abused.

  • I don't know if legion will ever be like pre-nerf, but I think it's a good thing the devs are taking strides to improve legion. I mean, leatherface was my main for a long time, and all of his addons are great for hillbilly, because they are hillbilly's addons. Not to discount the crappiness of the legion, just trying to point out that it was worse, and now it's a little better, which could and probably does mean things will get better over time.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/888852#Comment_888852

    Possibly, I still say all of those are pretty weak to mediocre perks though.

    Eh, to each his own, but if it's true that a large portion of killer success is dependent on survivors making mistakes, then perks that cause survivors to make them should be pretty good. I mean, I'll admit I only started using it for the bloodpoints because I thought it was crap, but then I realized it allows the killer to be completely random.

    But, I'd encourage you to play enough games with Beast of Prey to learn how to use it to your advantage. Maybe you won't like the results, but I've seen pros turn into average joes when my red stain disappears. Potentially countering borrowed time is mostly an added bonus.

    Granted, none of this really helps with the whole legion thing, and for that we should all be sorry, hah. Hopefulyl in the future they will make further changes :/

  • The changes to Beast of Prey, Tinkerer, Dark Devotion, and the addition of Nemesis all have the potential to help the killer disorient a survivor, allowing them to get closer, and get a hit.

  • @UlvenDagoth said:

    TO be fair, if a survivor did that then that was a stupid play on there part in the first place.

    https://forum.deadbydaylight.com/en/discussion/comment/888792#Comment_888792

    Yeah, it's unfortunate that a lot of our success as killer depend on survivors making mistakes. Although, BHVR has been giving us more tools to apply greater pressure and cause those mistakes to happen more often.

  • In my experience, once Furtive Chase changes the obsession, Nemesis will only change the obsession after a pallet/locker stun or blind, but will not show the aura or apply oblivious. I also assume that because Nemesis breaks, the tokens from Furtive Chase likely stop functioning normally too.

    I hope they change it soon, because the snowball potential of Furtive Chase + Make Your Choice + Nemesis could be pretty great.

  • Yeah, it's not ideal, and makes it highly situational for preventing Borrowed Time. But, my point is that a counter does exist. Granted, it's not available on command because it would be too powerful. Undetectable on command is basically a killer power.

    As an example: You see someone going to unhook, you chase, they loop you, you gain bloodlust just as another survivor runs up to unhook while you're distracted. If you want, you can turn straight to the freshly unhooked survivor and down them.

    I haven't used it since the update, but even before the update I used Beast of Prey a lot. It's an extremely underrated perk, and the recent changes made it a decent amount stronger in chases.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/888696#Comment_888696

    Except DW isn't affected by Terror Radius anyomre. So Beast of Prey does nothing for BT or Legion.

    For borrowed time to fire the unhooking survivor has to be within the terror radius of the killer, meaning that anyone with undetectable can prevent borrowed time from going off, and therefore prevent the deep wound timer from ever beginning.

  • Legion is officially the worst killer in the game

    BHVR buffed Leatherface!

  • @Vetrathene said:

    Yep, they couldn't just nerf the addons, they had to nerf legion and buff BT, one of the strongest survivor meta perks there is. Now it has no counterplay at all!

    I haven't tried it yet, but even though Beast of Prey is not a counter to the deep wound timer, it is a situational counter to borrowed time.

  • @Broosmeister said:

    I'm ok with some forms of slugging, but purely a slug build is not how this game was meant to be played. Even though the devs come with stupid perks like infectious fright ( what the hell devs ) when you hook no one untill they are all down. You don't pip, you don't get much bp ( same for survivors ) and it's absolutely boring & unfun to play survivor vs a slugging killer. It takes 0 skill and is just meant to be toxic.

    I'm sure some killer mains will turn this around to complain about survivors like they always do, but please someone, give me 1 good argument why only slugging untill everyone is down should be in the game.

    Well, they needed a third Health State for survivors. I'm not sure, but what's the alternative to allowing slugging, other than to force killers to immediately pick up a survivor after downing them? If that's the way it was, it wouldn't be fair because sometimes hooking isn't the best thing to be doing, even after downing someone.

    On top of this, without the dying state as it currently is, you would lose a lot of the variety of experiences in matches. COnsider how hard it would be to flashlight/pallet save a downed teammate? A survivor would have to be there at all times for that to work out. You also wouldn't be able to crawl away to the hatch.

    On the other hand, they could limit the slugging to 3 people, but what does that mean for the fourth survivor? Maybe the killer downs 3 people who were recently unhooked and he doesn't want to pick anyone up because of Decisive Strike? Does the killer just have to let the 4th survivor run around completing objectives?

    The dying state is beneficial for survivors and killers alike.

  • @Nobsyde said:

    It got delayed. It will be released with Tome 4.

    (this post may or may not be a joke)

    You've done a pretty good job so far.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/885032#Comment_885032

    Repairing 2 generators solo is one way to get an Iridescent Lightbringer emblem, yes. I would say that Lightbringer is probably the second-easiest survivor category to do well in, surpassed only by Benevolence, in which you can get an Iridescent emblem just by unhooking two survivors safely and healing one of them.

    That's another option! I avoided that, though. So much competition for unhooks due to challenges. Well, that and getting the killer on your buns... I feel like the killer always goes after me. XD

  • That's why I'm completing my rituals right now. I hate that "Claim All" button.

    Sucks when you think you're claiming one completed ritual, but then it claims all three, and to boot you realize you already had 1 mil BP. I did this earlier in the week. Derp.

  • Everytime I repair 2 generators, I get 1 iridescent emblem even if I die. So, do that, then try to get others by healing/chasing/surviving? No worries if you die :)

    Or use legion like others have said.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/884862#Comment_884862

    Why does it look like he is crouching a little bit?

    He's walking, so his right leg is bent, and gown is trailing behind...? I think?

  • It's been a problem since 3.0.0, or maybe earlier. I don't remember experiencing it before then, but 3.0.0 is when they supposedly addressed killer lunge animations. All that happened after that is killers started hitting walls in hallways, and doing the animation people have described, where the survivor is taking up 3/4 of your screen and you swing, but you just whiff the air and they're unscathed.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/879619#Comment_879619

    Just sounds like we’re admitting that we aren’t perfect.

    Can you elaborate on that?

  • Iuno, it's too easy to abuse in end game scenarios. I think it needs a cooldown, or it needs to apply exhaustion. Especially if they base it on distance alone.

    It would be fair as is if all the pallets in the game were as safe as the badham rework pallets, but they aren't and won't be for a while.

  • @dbizzle said:

    too often these days are the killers friendly . its not cool , its not funny , its bad and ruining the game, friendly killers should be banned permanently .

    I wanna say being a friendly killer is part of the growth process for killers XD

    First you're face camping everyone, but you get lots of hate and you realize it's not very effective. So you start using NOED all the time, and you win a bit more. But, then you get tons of hate for winning, you get shamed a bunch. So, you recoil and stop using NOED, and you seek survivor approval, taking people to the hatch and whatnot. But, after experiencing red ranks, you stop caring and friendly killer only comes out in rare moments. You avoid cheap perks and only tunnel toxic players. Otherwise it's hooks for everyone, because you find at some point, survivors won't do you any favors.

  • @Science_Guy said:

    I usually stop playing after an enjoyable game rather than an annoying one.

    This for sure.

    If I leave the game on a negative note I'll end up on the forums, complaining. But, oddly enough, writing gets rid of the frustration.

    When I think about it, it makes me realize how hard of a game this must be to manage for anyone involved.

  • It is possible to challenge players on their tenacity, to stick with something longer than they're accustomed to; these players want changes because they don't see how they could possibly work through that challenge. Rather than having people encourage themselves to overcome whatever odds are required by the challenge, they instead complain to the devs.

    Some people complain that things are too reliant on luck, but i'd guess that challenges are formulated from existing data that tells the devs how often a given circumstance arises and how likely any player is to encounter that circumstance. If it occurs often enough, it could be the basis for a challenge so long as it's difficulty is in line with the difficulty of other challenges. Meaning that the devs calculate this stuff using information they have. Saying it's luck based only serves to take accountability of oneself and throw it onto someone else, claiming it's an insurmountable problem that should be fixed because it's 'unfair.'

    Some challenges do require specific circumstances, and maybe people aren't aware how often they actually occur. So, assuming that the circumstance is rare, some people think that they have to force those circumstances to occur but they're met with resistance; in the same way someone who would try to advance time more quickly by counting the hours on a clock throughout the day - it'd drive anyone mad. But, what if trying to force those circumstances is exactly what's preventing them from happening? That might be hard to accept! It's no longer a circumstance outside of their control, now they have to tolerate the pain of considering that their own actions could be at fault. That's tough. But, what do they do? Try something else, a different approach, right? Instead they say "nope not possible! Gonna tell the devs it's luck based or something. What even is luck? who cares, it's not fun and it should be fun." So, the devs look at the data and say "well crap, the behavior of everyone that's trying to complete this challenge is different from the behavior we saw in the data we originally used to balance the challenge." so ...? they change it - which would be the reasonable thing to do to avoid alienating the [casual] community.

    I'm mostly talking out of my ass because I can't substantiate that this is the way devs do things, but the complaints from the community match the way things have been changed in other games, and the devs response match as well. In other games that go down this path it starts with changing the game repeatedly for a portion of the community, typically making things easier and easier. First, out goes the difficulty, and over time, out with the difficulty goes the value of achievement; and with the value of achievement goes the substance; and with the substance goes the hardcore fanbase, which is the foundation of the community. You lose the hardcore base... If anyone read this far... I'm not saying that by making the tome easier is going to result in the collapse of the community. It's more of a big picture idea, and the changes that seemingly lead to similar conclusions.

  • One of my favorite things to do with GF is get three PWYF stacks, then crouch around and interrupt survivors on gens. It doesn't work well on every stage, but in stages like Lery's it can be hilarious. I personally can't wait to try this perk combo out with GF.

  • I actively avoid tunneling survivors because I know it's not fun for them. But every time I get to about rank 5-6, I get people baiting me after being unhooked, even if I'm not around when they're unhooked. It seems like they just want to use DS, and it's annoying. Because of this, I let them use it, then I tunnel them until they're dead. It's like DS is the new form of tbagging.

  • I'm not a mod, but I like the legion. These suggested changes are interesting.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/877167#Comment_877167

    You arent getting it. I post in my thread and it stays on page 4. It doesn't get back to page 4 in ONE SECOND! I'd understand if it moved at all. But when i can see threads with no recent activity ABOVE IT, then I have issues.

    So, in the forum rules it has these conditions:

    Please avoid posting the following:

    • Things that do not contribute to the discussion (e.g. baits, etc.)
    • Bumping threads


    Because these two things are not allowed, your post might only be bumped to the top when someone else replies to it, or when you reply to it, so long as you aren't the last person to have replied to it.

    As a matter of fact, I will go and respond to your post to test it out.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/876889#Comment_876889

    If they release it now, they'll get bashed again for releasing a broken, simple update to challenges.

    There's no winning with the community sometimes, so might as well lose with a fixed patch.

    You're not going to mitigate the community's frustration by implying they're being irrational for getting upset at BHVR for missing their self-imposed deadline. The way to mitigate is acknowledge the misstep then take action to correct it because BHVR is, afterall, in the wrong for promising the wrong time frame, which is totally avoidable. Ultimately meaning, the community didn't create this negative space, BHVR did.

  • I don't see it as forcing people to openn their wallets. I see it as hard work generating value.

    This is how being challenged works, guys. Doing hard things is not comfortable, and sometimes doesn't feel good until after you've overcome it. That's why you do it, that's why you overcome things. Step outside of your comfort zones.

  • The pain isn't from the sound of their screams, it's from the fear that you're next...!

  • Interesting, I've felt the opposite of your sentiments, seeing the tomes as all positives - I'm usually the guy complaining :P Mechanically, the tomes seem to affect balance indirectly by distracting players from their regular objectives, slowing the game down and generating some interesting interactions. The purpose of all of this is substantiated by the lore of the archives. I mean, I'm not sure the intent is to muddy up the progress of survivors in game, but completing challenges does seem to serve as interaction with the guy in the archives, as well as the backstories being focused on.

    Like, for the activities required by survivor challenges, is it possible that they're focused on the 'healer' archetype, because Claudette's backstory is the current survivor focus? I see it as such, and I actually like it that way because it immerses me in the lore and backstory. It's a bit cheesy, but I find myself trying to see things from Claudette's perspective, rather than my own. In my mind that's really good story telling. As a killer main, it's made me look at the role of survivor in a slightly different way; no longer are they tbaggers hanging out at the exit gates.

    But, the tome is definitely altering people's behavior and how they play. Personally, I I see this as a good and healthy thing as I've already had new experiences that I suspect were a result of someone trying to complete a tome challenge. This allows the game to break away from mundane routines, and encourages people to venture out of their comfort zone.

    However, if people are unhappy with the tome, there is the alternative of viewing these challenges as objectives and nothing more. But, I would discourage BHVR from altering tomes for that position's sake, because the changes therein would require removing content, rather than adding it.

    Overall, I'm pretty happy with the tomes, and challenges, and think BHVR is on the rigth track.

  • I'm not a developer, but looking at things from their perspective, it's their job to encourage you to play their content, or at least create content you will play. The content they're creating is very playable, and even though completing some of the challenges are difficult, they're not impossible - you can totally get them done. The challenges are a good way to get people to play both sides, and to encourage people to learn both sides with rewards. The rewards of challenges increase in value throughout the tomes, as do the rewards from the rift, so it only makes sense that they increase the difficulty as well.

    Also, if you're worried about missing out, don't fret... One of the great benefits, and correct me if I'm wrong, is that they've made it so all tomes stay active, forever. The only thing that ever closes is the rift, which is so new content can be ushered in. The cosmetics they remove from the rift will then be added to the store 6 months after, iirc. So, if you're struggling with one challenge, you don't have to do it immediately, you can take your time. Considering that you earn 1 rift shard every 2 trials, you can easily make up for the rewards you're not getting by avoiding a specific trial.

    Personally I enjoy the challenges, even as survivor, which I've have gotten pretty good at just from the survivor challenges alone. Survivor isn't my favorite, but if you're already fairly good at playing killer, you'll be surprised and maybe even grossed out a bit by how easy it is to get good with survivor.

    I also think that some of these challenges with specific requirements could allow the devs to collect data they probably only get very rarely, if any at all. They can create challenges, and see how people go about completing them, you know? In the long run this could improve the game overall.

    As a side note, I don't know if this is the case, but these challenges serve to balance the game a bit, indirectly. It's just a hunch, but I imagine challenges distract people from playing normally, which might slow the game down a bit, and allow for more interesting experiences.

  • I like this, a lot.

    I can't say I know this is the case, but I think the developers have to make use of the money they invest into content, and if Nurse is stronger, and getting more play that Freddy, which they just reworked, then they've invested their time poorly. So, nerf nurse, let Freddy shine.

    Although, this point might be dead in the water when considering the spirit changes; she was really expensive to make. Well, if she has received enough playtime to be considered a worthy investment? I don't know how we could figure that out.

    But, my point is mostly that, I believe there are metrics the devs use to change killers that they don't tell us about, because we wouldn't appreciate them as much as the devs do.

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