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yermom

yermom

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yermom
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  • What's worse is when a killer is face camping you, and you're watching the auras of all of your teammates slowly crouching around in the distance as far from the hook as possible. Well, that's actually kinda funny.

  • @Mtom912 said:

    Im pretty sure if survivors are getting more bloodpoints than you, it’s likely because you’re getting bodied by them, and I don’t know why you’d expect a lot of bloodpoints if you’re playing poorly, tbh imo it’s really not hard to get a lot of bloodpoints as killer each game

    I don't have a hard time earning bloodpoints. I average about 25k a game, but there are times where I don't score that much, like as the doctor, the hag, or some other base movement speed killer.

    I don't have a problem with survivors earning more BPs than they used to, I just find it discouraging when killer is a lot harder, but the game doesn't seem to reward you as such. It's apparent that survivors earn BPs at a rate faster than killer, and for less work. I just wanted to talk about why that is discouraging, I guess.

  • @asergioam said:

    Weird, when I want bloodpoints, I equip BBQ and play as killer. What do you mean bbq will change?

    I said, "Well, one incentive to playing killer is that it's easier to get stacks for BBQ than it is WGLF, but that will change with 3.4.0."

    I'm trying to imply that it will no longer be easier to get stacks for BBQ than WGLF, it should be about equal. Which isn't a bad thing, necessarily.

    Basically, after 3.4.0 hits, it should be easier to get more BPs as survivor than killer. Mostly because you don't have to stay in the match the whole time.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/868950#Comment_868950

    I have some sympathy for him. It is difficult to have fun playing when you get stomped and meme'd on a few games in a row.

    Low hanging fruit. Good job.

  • I don't know if it's time to quit; don't listen to the people that encourage you to quit, they're not smart.

    I think I share your sentiments, but I think a lot of the killer changes that have happened, needed to happen. The issue in my mind is that survivors are always kept a smidge more powerful than the killer to serve as a handicap for newer survivors. There aren't any handicaps for killers really.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/864395#Comment_864395

    bops getting fixed and nemesis is gonna be niche because not everyones gonna use it because other killers have better ways of downing people legion youd have to level oni (or get it in the shrine) to make him niche at best.

    Wait, they're changing it? It was helpful before, but basically only good for farming BPs. With undetectable it functions as a counter to borrowed time and a couple of other things.

    I don't see what's wrong with it; the killer has to gamble a bit to keep bloodlust up because bloodlust is so easily broken. If he hits someone, breaks a pallet or loses sight for 5 seconds, it ends, and takes another 15 seconds to get it back.

    On the other hand, borrowed time has no cooldowns and can be used multiple times on the same survivors. Usually, if everyone has borrowed time, and no one has been hooked yet, competent survivors can easily escape by alternating who gets hooked, and slowly migrating toward hooks closer to the exit, until they finally exit.

  • Wait, I don't understand, would people rather not have challenges to do? I love the rift / tomes and don't want them to be any easier.

    Some people might not like that the challenges cause players to deviate from playing the game normally, but if people were a little more introspective, they would learn from their mistakes. Assuming this is what frustrates people about challenges.

  • After losing sight of a survivor I'm chasing, correctly predicting where they will go, and cutting them off. When it works out, they're usually looking behind themselves and they run right into me.

  • I imagine if they decide to do cross-progress, they will also do cross-play... aaaand I don't want cross-play until they can give consoles a camera sensitivity that's comparable to PCs.

  • Apply directly to forehead

    Apply directly to forehead

    Apply directly to forehead

  • Why is your conclusion that they're editing the files? There's no evidence of that, all you know is that the red stains appear bigger in one image and smaller in another. AFAIK this can be altered by the graphics settings.

    But messing with ini files and the like should be a bannable offense. It would be strange if it weren't.

  • OP, this is a lollable post; 'I'm tired of having to try.'.

    Get in a locker?

  • I agree with this somewhat, because I just leveled up nurse to P3 50 and I'm like 10 bloodwebs in and still no BBQ. It's dumb, but I refuse to play a killer until they have BBQ, lol.

    But anyways, even if they were to implement this idea, you would still encounter this issue when new killers are released, after you have learned other teachables.

    I would rather they prioritized important perks, like BBQ and Ruin. They do this for survivors, it seems, as most of my survivors get self-care, decisive strike, and WGLF before hitting 50.

  • @Nhekii said:

    You need to understand that DS is not an anti-tunnel perk. It's a perk designed to grant a survivor 60 seconds of immunity after getting unhooked, not for punishing killers that are tunnelling.

    If that's the case, give them endurance for 60 seconds instead of something that stuns the killer for five seconds for interacting with them. It turns into a ten second stun if they jump into a locker. This doesn't make sense.

    If anything, create an icon letting the killer know when the 60 seconds has expired. I've watched videos after the fact, and I will let a survivor go for longer than 60 seconds. It basically gives the survivor power over the killer which doesn't make any sense.

  • @Skaraok said:

    I completely agree with everything except for the charge animation. Psychological manipulation is part of the core concept of Spirit and I think it'd be nice to keep at least one element of that. Survivors need to be aware of the limitations of her power and get punished for not paying attention while fighting against her. I also think that if these changes went through, I'd like to keep the current lack of a vault animation for the little extra mindgame potential.

    I get the feeling that the only reason they got rid of the mindgame vault animation is because it can negate the killer shack pallet. But, then again, I've gone against survivors who don't fall for the spirits mind games at all. So, knowing this, I have to say that a lot of what makes the spirit powerful with mindgaming is the 'cognitive complexity' or wits of the survivor.

  • As an addition or suggestion, they could be a currency for playing well.

    • Finish a trial with 4k once = yellow mori
    • Finish a trial with 4k, while holding a yellow mori = yellow mori becomes green
    • Finish a trial with 4k, while holding a green mori = green mori becomes pink

    The currency is only used when a mori animation has completed, but it would be accessible at any time in a trial. So if a killer decides in the middle of a match he would like to use it, he can. After the mori has been used up, the currency resets.

    Although, I would want to have all of my bloodpoints refunded that I've spent on Mori's I won't be able to use anymore, unless they would just let us keep those until they're gone.

  • Well, if they go for realism, they'd have to take away that third person perspective...

  • Good call! It's kinda great how these teasers lead us down paths of history while we try to figure out the mystery.

    I was on to something similar. I thought that was a Kabuki theater mask, which lead me to thinking the killer was going to be one of the 47 ronin described in the "Chūshingura" which was, at some point, depicted in Kabuki and Bunraku plays. The 47 ronin were samurais who were thought to be criminals but were really out to avenge their master, and went to great lengths to do so. It's a popular story among the japanese that's still celebrate on the 14th of december at the temple where the 47 ronin were apparently buried.

    It made me think the DLC would release on the 14th of december. But, none of the ronin were demons, or considered evil... and come to think of it the ronin would likely only fit in with some of the more fictional portrayals.

  • I agree with OP. Playing killer is expensive and a change would be nice. I'd even be happy if they just guaranteed a black ward (or two?) in every killer bloodweb after level 49. You could reuse addons a few times before having to spend 50-60k on a whole bloodweb that might not even have the addons you want.

    [rant]

    Not to say, "woe is me, playing the killer is hard," because I like the challenge as well as the reward for the hard work. But now you can get a similar reward, if not more, without working quite as hard. So, why deal with the stress of playing killer and spending BP to remain competitive, when you can play survivor "for free"? The progress is a bit slower, but you only need to stress during chases and you can still reach similar BPs as killer without buying any addons. From my experience, decent survivors are making 20k+ BPs half the time or more with the recent changes, and I've seen it from both sides.

    Also, per the 3.4.0 PTB patch notes, the potential changes to protection hits could make maxing out WGLF stacks easy enough to cap them before the match is over, bringing survivor BPs on par with killer. Just body block a killer carrying a survivor, take a hit, and run away 4x -- survivors already do this without receiving any BP benefit. It has the potential to screw over greedy survivors, but should cap boldness and WGLF quickly (and altruism if survs take turns healing one another). If done quickly enough, people could max these, then suicide to score some quick BPs per hour.

    Overall, it seems to me that playing killer in the future won't have many, if any, incentives over survivor as far as progression goes. Playing killer will be a preference, or for some daily, or tome challenge. Otherwise, if you're being practical, you're just doing things the hard way.

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