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itsmyghost

itsmyghost

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itsmyghost
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  • Autohaven didn't need more pallets in my opinion. The only problems it ever had was that there was a sizable chance for bad deadzones to spawn, but the addition of maybe 1-2 pallets and some shuffling around the map of the others would have fixed all of that.

  • Ormond feels much better. It could have multiple bad deadzones which are now abolished. Definitely much better balanced and fair for both sides.

  • The Yamaoka maps felt ok before, but they could use some minor tweaks and they mostly got that. Maybe a bit much, but I've not felt powerless as killer on either Sanctum of Wrath or Family Residence. Overall, I think pretty good changes.

  • Coldwind Farm definitely needed the help with the massive and multiple deadzones it could have and I'm happy it got good help. The maps now feel fair for both sides.

  • This realm is perfect. Definitely needed a lot of help and has gotten it, which finally makes the map fair. I have seen one or two strong setups but not busted so it's very manageable and fair for both sides.

  • This is the first realm I think has been overdone in favor of survivor, and it's by a decent margin. Most of the variations that can spawn are significantly strong. While something was needed to combat some of the really bad deadzones that could spawn (mostly on Asylum), it didn't have to be this much.

  • Haddonfield is perfect as is right now, no further feedback needed in my opinion.

  • The Backwater Swamp realm feels perfect. Maybe one or two variations that are bad and need to be removed as possibilities, but for the most part the maps are a lot more fair. I haven't seen any bad cases myself, but I did see some ridiculous possibilities in other comments and I agree some of those are a bit much.

  • There's a couple variations that can spawn and are too survivor-sided, but for the most part the changes are good. Survivors feels better to play while killer is only a tad bit more difficult, but killer has felt somewhat easy in recent months so this isn't an unwarranted change.

    The worst killers are still the worst killers and these changes even hurt those killers with some of the possible variations; on the other hand, the strong killers are kept in check a bit more which I see as a purely positive development. This is a fundamental issue caused by the immense disparity between the absolute best killers and absolute worst killers. There is no reason to have a killer as weak as Trapper or Skull Merchant in the same game where Blight or Ghoul roam free. Killers should absolutely be treated differently very much in the same way that we were going to see smaller bonuses given out to the "S tier" killers with the proposed Anti-Tunnelling/Slugging changes; your weaker killers could be given base kit access to faster pallet/gen kicks, faster vaults even, maybe some out-of-chase movement speed after a hook.

    As these changes stand right now, the weaker killers are in a bad spot… but not because the changes are bad, but because the killers themselves needed help to begin with.

  • I'd love to help, but not sure if I qualify: I "only" experienced this error 3-5 times in the last 2 months.

  • I did not think of restarting my game. Few hours passed since I tried to read the lore and it didn't show the proper entries. Now, a few hours down the line, having restarted everything, the correct lore entries are shown in the Compendium.

  • I had no problems with that challenge. In the end, I was actually surprised it counted a pallet drop as I felt I wasn't in chase, but it counted all pallets properly and I know that because I got the challenge completed in a single game where I also know I only dropped 4 pallets.

  • Did you already have the perk unlocked as teachable? If you didn't, by buying it from the shrine, you unlocked it as teachable so you don't get the 150k BP too.

  • In the second half of the vault animation you're still very close to the window and that is always a hit. You can try this in a kyf and you'll notice that, even after vaulting, if u stick next to the window, you get hit.

  • I'm not one to ping a mod so sorry about this, @Peanits . I would love to know whether you think my suggestion is viable for the dev team or not

  • @inferjus said:

    Did you guys even read what I wrote? I am talking about ENDGAME. That changes everything.

    No, it doesn't. Endgame is a small part of an actual match, therefore changing something just because it slightly inconveniences a side in endgame should be out of the question.

    If you are that worried about getting DSed in endgame just camp the hook / slug the saved person.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205570#Comment_1205570

    Yeah i know. I'm just showing an example of a perk that does similiar thing and is also "rare" to work.

    Also what of it that it's obsession perk?

    By being obsession you are under more risk (I already mentioned high risk / high reward). True, some (killer) obsession perks (Save the Best for Last, Play with Your Food etc) encourage the killer to not actively hunt you down so being obsession wouldn't be so bad at such times. However, other (killer) obsession perks (Rancor, Remember Me etc) put you at great risk.

    With that said, DS is indeed a survivor perk so why would I bring killer perks into it? Well, the obsession perks are good and killers tend to run at least one obsession perk. Personally, I like running Rancor and I've seen it used a bunch of times (when I played survivor) so you can see why being obsession would be risky at such times. This is already high risk, right? Well, in my opinion, there's more to the risk factor: the fact that, more often than not, you'll not get to use it, therefore wasting a perk slot.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204623#Comment_1204623

    Well, most survivor perks are supposed to be like that. See Unbreakable for example. It's also a perk that can shut down even slightly killers pressure.

    But those perks are just an insurance IF that thing happenned.

    We weren't talking about Unbreakable here, which, unlike DS, isn't an Obsession perk.

    I agree that DS has an extremely high reward when it works, but the fact that it works so rare makes the reward go way down to the point where it's barely noticeable.

  • I'm sorry, but I really disagree with "DS is too powerful". I play both roles.

    As survivor, I find myself rarely using DS because it's window is quite short to the point where, unless the killer is a heavy tunneler, I don't get to use it at all. Well, I do sometimes use it in EGC because, at that point, any killer would "tunnel". However, 8/10 matches I don't get to use it so I simply stopped running it.

    As killer, I often see people run DS but I almost never get stunned by it and not because they miss it, but because I always go for the unhooker. Even in endgame. Sometimes, I look at the perks and think back on the match and how DS was useless for the survivor(s), but Adrenaline would have helped them or Borrowed or, simply, another perk.

    Sure, different people, different playstyles. My point is that, as an obsession perk, it's not a great perk. Obsessions perks, in my opinion, are high risk / high reward. To me, DS is a different kind of high risk to what most would think, I guess: it's a Russian roulette of "will I get to use it in this match OR will I have wasted a perk slot?". More often that not I feel like I wasted a perk slot.

  • Wrong forum section maybe?

  • @Ghostey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201505#Comment_1201505

    Finally someone with real arguments. Thank you.

    I understand ur point, but please tell me: when did Dead by Daylight became a grind game? I love the archive but the rift is destroying the game in my opinion. If you could complete the rift by doing all challenges, it would be diffrent. (Even though many of the challenges need a lot grind too (Opening hatch with a key)).

    Some may say that leveling up and getting all perks is taking a lot grind too, but its diffrent there since you dont get a timer shoved in ur face every time you start a game.

    Btw. still dont know what I'm doing wrong, but I guess I wont find out anymore.

    Some sentences written from me in this post sound more harsh than I meant them, I'm sorry if they came across this way. But some of you should definetly think more before they post.

    Yeah, you can't get to 70 by doing all challenges. I think it just feels different. To me, the fact that I have a hard time with some challenges is part of the reason for which it doesn't feel like a grind: for example, I needed roughly 10 matches to get the Spirit 4k challenge in the second Tome and even though I wasn't doing the challenge, I was still getting progress on the Rift. It feels different working on a challenge, rather than on the Rift. I take one challenge at a time and even if it does take a while to complete a harder challenge, it's a way smaller step when I think about it (plus, every failed attempt is still a good thing (1 Rift Fragment)). So I'm "grinding" a challenge at a time, rather than opening the game with the mindset of leveling up once or twice in the Rift.

    But I definitely understand why you'd feel otherwise. Like I said, you're probably good enough to do most challenges on the first try so I'm not sure how exactly you could change your mindset. You probably just play and know that you'll get 2-3 challenges done in a session, rather than what I think "I'll probably be able to do that one (harder) challenge today".

    I wouldn't really play when I had no challenges available. I'd only play survivor if friends were on (because I dislike solo queue); my killer game is way to weak and I often get trashed to the point where I just quit the game and play something else. However, I will admit that I'm also helped by the fact that I like achievements and, being newer to the game, I'm still missing 40 as of right now. So, whenever I didn't have a challenge available or friends online, I'd go in with the mindset of working on a certain achievement. Maybe find something you want to work for whenever you run out of challenges? Achievements, you said you have most of them so maybe P3 all-perk some characters? Surely you don't have everyone P3 all-perked after only 1000 hours. Otherwise, I don't know how to help.

  • I don't know how much you play, but I'd like to assume you can and do play 15-20 hours a week....if that is very wrong what I'm about to say will also be wrong.

    • Moving on, assuming I'm right: all challenges & reaching epilogue in all 4 levels reward, in total, enough rift fragments to get one to tier 40-42 in the rift (did the math once, but can't remember the exact level);
    • I'd also like to think you have a higher than average skill level for either role you'd play so you should be able to do every challenge, therefore, obtaining all those ~40 rift levels.
    • You should also be able to complete the challenges within the first few tries, maybe even the first try for most of them so you'd be finished with the challenges relatively soon (I'm barely average, but I do play 4-5 hours a day and it takes me a week, at most for an entire level). I assume a week would be enough for you too (to complete an entire Tome level).
    • (2 & 3) If the second & third points I made are true, you'd have all challenges done & level 40 in the rift in 28 days out of 70 (across the Tome duration). That leaves you with 42 days to get the last 30 tiers and one needs to play 10 matches to gain a level. Depending on queue times, you get 7-12 matches in a 3 hour session (could be less, could be more, depending on how your matches turn out and, again, queue times). Let's say you get 7 matches in every 3 hours you play, that rewards a total of 294 rift fragments, 6 short of 300 (30 rift levels).

    In conclusion, if my initial assumption is right, not trying to be rude, I just think you're doing something wrong.

  • Lately, I have periods of frustration (few bad matches in a row) where I get into a match with the mindset that if I get tunneled again I will let myself die on second hook just to get out of an un-fun match.

    However, I do let myself die sometimes (even for random people and even on first hook) if I want to give the last person a chance at hatch. I only do this if the killer played ugly (slugging etc) because such killers don't deserve 4ks in my opinion.

  • I just don't get it. Killers are overpowered anyway so I am pretty sure anyone could get more bloodpoints when hunting survivors instead of camping. Unless people try to save that one doomed person. Then the killer accidentally gets more bloodpoints.

  • @Mattie_MayhemOG said:

    Camping is a strategy, one that is almost always ineffective.

    But it was this time...and I hate it. Killer got 2 extra kills and they definitely did not deserve it. At this point, I'm considering not trying to help someone doomed again. At least not without Borrowed Time. I hate to say, but I'd rather have the one camped survivor die than risk getting caught and offering the killer extra bloodpoints for free. You want the points, work for them.

  • @chase131119 said:

    The reason that gens went quickly is BECAUSE the killer camped. The killer camping applies no pressure in the slightest, especially if the hooked player has Kindred. If they're complaining about genrush then it is their fault and they should learn how to apply pressure.

    Exactly. I was trying to make a point that the killer was camping long before we did the 4 gens in 2 minutes even though they said they only camped because we did 4 gens quickly. Honestly, have a guess at how we managed to do that. No pressure from you, of course we'll be relaxed.

    PS. I only mentioned I had Kindred because we all knew where the killer was due to that perk (camping, that is where they were)