sasnayahdrezka
sasnayahdrezka
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Comments
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@MikaelaWantsYourBoon said:
Tunnelling is popular strategy from day one.
It was understandable when maps was so survivorside.
It was tolerable when DS was strong.
Now maps nerfed and DS is garbage.
So why BHVR is not doing anything for this unhealthy strategy. It's very hated by survivors but yet BHVR is just ignoring all complains.
Imagine you are paying for this game but then one player just does not allow you to play.
Before someone is coming with "USE OTR" let me say this. OtR is the worst anti-tunnel perk ever. It has very easy counter, early hit. DS was so much better.
Plus DS was unexpected, killer did not know you have it or not. But it's so easy to figure if you have OTR.
i smell skill diff tbh
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492680#Comment_3492680
Yes, it always costume piece. Not full costume.
But now they added full costume (Purple costume in game) into dlc and they are selling it as Pack. And ofcourse price is more expensive.
If you don't want to buy this costume, only dlc you have no option.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492684#Comment_3492684
I want to buy DLC on STEAM, not in game.
They removed to option buying DLC. If i want to get STEAM version, i have to pay more. They are forcing you to buy costume.
ii...... idk how to comment on this i have no words..
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430578#Comment_3430578
Shadow drop of anniversary stream announcement, just one/two days before the stream actually happening.
usually company’s announce stuff like way ahead to hype stuff up and so the community including content creators can prepare etc
it was planned to be next tuesday but was moved cuz of leaks
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what shadow drop? stuff got leaked by mistake
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its been like this for 6 years
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@drsoontm said:
The tunneling didn't start with 6.7.0
The destruction of the other tactics (e.g. regression) has made tunneling the one remaining option for a killer who wants to win.
The change in DH only made the game more difficult for survivors who cannot play without it. And most will adapt in a few days.
pain res pop corrupt dead lock no way out are still very very good slowdowns. there is no need to hardcore tunnel whatsoever. i win 7/10 out of my games with mad grit build or whatever. if u lose just move on and win the next one. when it comes to survivor i started getting really good teammates idk i am very lucky recently. also head on blood rush shenanigans help a lot its really satisfying and fun
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6.7.0 CoH < 6.6.0 CoH and its obvious
with new CoH 2+people need to group up and place a boon and then heal which means 2+ people are not on gens in the mean time. old CoH required only one person to get in the boon and heal for 6 seconds longer than a usual heal
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ive played with spine chill+resilience 80% of my time for 3 years since 2019 and it was really really comfortable i got dedicated very rarely so if it comes back with this boon i wouldnt mind. better this than what we have now
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@Blaze8901 said:
every time I get hocked as a survivor i have to spam the spacebar on pc and can not find the option to swatch to the skill check on hock
i play on pc
have no idea how this happened its every game
thats a cool one i want to get bugged
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if killer gets 25888 out of 4 envelopes its possible
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@CookieBaws said:
Hex: Ruin: Tied to a totem, Weak effect and gets disables on suvivor's death. OK
Any other other more efficient gen related perk: No totem, somewhat to very strong, No penalty on deaths/downs. Oooook?
I feels like devs just racist towards Ruin for some reason.
they wanted to move on from ruin and pop. from iron will and self care
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@Clockwork_Enigma said:
Current Incapacitation
- Prevents Survivors from performing actions in repairing, interacting with other survivors, sabotaging, using items and cleansing totems.
Incapacitation after 15 minutes in the Oven
- Reduces the speed at which Survivors repair Generators, sabotage Hooks and Cleanse or Bless totems by 25%.
- While repairing Generators or healing other Survivors, skill checks are 20% more frequent, 40% smaller and have a 50% chance of not spawning with Great Skill Check zones.
Instead of being an effect that locks players out of all of their actions, it should be something that nerfs their capabilities. It'd be a lot better for the game and would keep everyone happy instead of the current "oops, I'm locked out from playing for almost 30 seconds".
my favourite part about eruption is that when i play twins people would hold Victor for 5 minutes easily but when its eruption then its nah nah nah nerf it
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@StarLost said:
Either the one you want at P100, or the one you have at P100.
For me...Ghostface isn't a bad idea, as he has one great iri, some good purps and is also really fun despite his constantly boiling jank.
Sadako is a few tweaks away from being that too.
If Hag had more universally good iris, ditto Artist, they'd be shoe-ins.
Currently though - Dredge. Him and Wesker are just fantastic killers. But everyone's going to say Wesker.
So probably Dredge, but if she got a few buffs (Otz made perfect suggestions) and some tweaks to her obnoxious Condemn build, Sadako would definitely ne in the running.
Wesker. damn even his VA for dbd is such a cool dude idk wesker somehow turned out to be so perfect even more than that. i wish infection after unhooks was tied to conspicuous action and thats it.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328260#Comment_3328260
Red Forest is...mostly still okay though. Badham desperately needs a rework, the map is just butt ugly and awful for most killers and still has unhookable areas.
Swamp...yeah, I wouldn't be sad if it was that either because dammit can those log tiles be horrible to face.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328254#Comment_3328254
Yeah, I may be wrong, but if I had to bet I'd put it on Badham.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328255#Comment_3328255
Ah, that makes sense. Doesn't really bother me, but it would make Spinechill entirely pointless (and also probably work out at a fairly hefty buff to survivors overall). Will be interesting to see it play out.
pog log can be forced 3 times in 10 seconds tho
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they keep mentioning it helps catching hackers but why dont they do it 10 mil bps then.
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@SuzuKR said:
Pain Begets Wealth
Very Rare Perk
Survivors cannot attempt to unhook themselves. Missing or ignoring skillchecks during the Struggle Phase will no longer affect the remaining time. Instead, failing the skillcheck will subtract 500 Bloodpoints from the Survivor, down to a minimum of 0 points earned. Hitting the skillcheck will award the Survivor 500 Bloodpoints instead, up to the maximum earnable 40,000 points pre-Trial.
(For reference, standard Struggle is 15 Bloodpoints/second for standard 900.)
* With the exception of Luck or Deliverance builds. (And immature players.)
gigabrain idea i like it. its not getting added 100% but cool.
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@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/3189965#Comment_3189965
No.
You can compare him with almost any killer. Even with, arguably, the best killer in the game, Nurse.
She blinks and goes to fatigue, THAT'S IT.
Could you Imagine if nurse had either a slow down mechanic (like a virus or infection),
Or a passive way to locate survivors,
Or if she misses a blink she could be right on your tail for the next blink (like when whesker misses a dash to a window he'd automatically vault and be right behind you).
Or a larger TR, so "Starstruck Nurse" would be an even worse issue.
Or insta downs under certain conditions (like fully infected survivors can be insta grabbed with a dash).
Or if she could hit two survivors at once,
Or if she could stop you from leaving at the exit gates...
Any of those, any.
My point is that Wesker has a full pack of small things that make him already unbalanced and way strong, and when "Wesker mains" start popping up in the next months, believe me, you'd beg for a match against a Starstruck Nurse on Midwich instead of playing against any of them. And I didn't even mention his addons.
WESKER WAY STRONG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! HE CAN DOWN SURVIVORS????? i am sorry but hes not hard to loop if u played against blight at least once
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@SailedSavage said:
https://forum.deadbydaylight.com/en/discussion/comment/3185356#Comment_3185356
Clearly you don't know what perk I'm talking about. Educate yourself before posting on something when you don't understand how it works.
oh yeah i dont know what lucky break is.
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kicking in to say that it makes yeeting 10000% better
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@sasnayahdrezka said:
we don't need to buff Lucky Break.
basically if u get found first u get chased a bit then u get hit and u vanish. killer loses 2-3 gens chases other survivors cant ever find you ur team ded u escape alone or 2 survivors. its already good for first chase if anything this perk needs a nerf IMO
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we don't need to buff Lucky Break.
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@JacobiusWick said:
Title. For both survivor and killer. Post your thoughts below.
I'm currently undecided but leaning towards no..
sacrifice category needs to be addressed. and brutality for Wesker
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@Chocolate_Cosmos said:
What are your first thoughts about him? From both sides feedback is always welcome.
10/10 the skill ceiling is the best thing but the fact that everyone is complaining about this makes me anxious that they'll change that(
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@Mandy said:
I'm checking on this now to see if there's a delay of some sort.
they're live)
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@OniWantsUrLocation said:
I can imagine I'm alone on this subject, since on paper he only got buffs. And yet, I think PTB Wesker was a lot more fun than the current Wesker. I would honestly give up every single buff to get his PTB version back. His hitbox was generous, but I felt he needed that for his power to work properly. Now it feels like it has the same hitbox as the Deathslinger's shots.
I guees an argument for the change could be that his M2 now relies on more skill. Since I was looking forward to a killer for the first time in years, the disappointment is unfortunately high.
To all the people who can still have a lot of fun with him: Congratulations.
i just dont understand how people want everything for free after playing blight/nurse/dem dem
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@Friendly_Blendette said:
Personally I think a Swamp rework and Trickster improvements or maybe the Solo Q improvements they talked about before. However if it was the solo Q improvements I feel some mention mightve happened before now.
As far as Im aware there is no info of what is in this midchapter yet so what do yall expect/hope to see.
onryo. moris.
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@NoOneKnowsNova said:
Probably never.
Haven't spent money since the nft incident and I don't plan on changing that any time soon.
brave. i dont really remember but i think bhvr didnt know a thing about nft stuff until it happened but i can be wrong
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basically moving ur head to the right and to the left while crouching was super laggy. they fixed that and accidentally removed nodding(
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@Mondhirsch said:
I know it's a long time since Crouching+Nodding at the same time isn't possible anymore. But we don't know if it's intended or a Bug considering that Behaviour never made a statement about it.
Did they remove it because some players pretended to BJ the Killer?
I hope crouch-nodding will be possible in the Future again because
- strategy wise it's good to give a Teammate feedback while staying hidden/crouched (Solo Q)
- it looks so cute especially with Bunny Feng
- since you also can Crouch-Flashlightsave (what moves the Head and Hand while beeing crouched) you can't avoid BJ-ing the Killer anyway.
for a year
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i am pretty sure they will address bp gains as well soon. so we have to wait to say if its band-aid or not.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3155409#Comment_3155409
It's a good change,but it is a band-aid.
how is it a band-aid tho? i think this decision is great considering incentives are coming back
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@kizuati said:
Hi. This is an open letter to BHVR. We need to increase BP gains as in the new progression system,it's pretty painful to start out,compared to the old one and there are still a lot of issues with the progression system.
This thread combines many,many ideas brought to you by the community and yours truly. They're split up into short term and long-term changes. If you implement at least half of these changes,the new player experience with the grind will significantly improve.
NEWEST DEV UPDATE ADDRESSED AT THE BOTTOM OF THE POST.
THE IMPORTANT CHANGES THAT NEED TO COME SOON
These are the changes that the devs should really try to bring out sooner than later,if they care about the progression system,especially the new player experience.
- Increase most,if not all scoring events by 25%. The new caps are neat,but we don't get to them a lot of the time.
- Killer point scores are extremely inconsistent and about half of the killer roster has terrible Devious or Brutality gains. Some killers naturally have a lot less Hunter gains,such as Nurse,Blight & Wraith as they chase either indirectly or while cloaked. We need to bring them in line and buff those killers who don't gain BPs in certain categories because they use their power.
- Survivors when they get focused out of the game do not gain any BPs besides Boldness. This can be solved by uncapping select categories,but still capping the overall gains at 40K or giving the chased survivor 25% of other Survivors' BP gains.
- Most of the current BP offerings are quite literally not worth their Bloodweb prices. We need to remove all of the yellow and brown per-category offerings and bring the green ones to 150% bonus BPs.
- Sealed Envelopes & Hollow Shells should be removed and replaced with a new version of the Bound Envelope which is available to both Killers & Survivors. It will now bring a 33% increase to everyone's BP gains. It's rarity will be reduced to Uncommon.
- Incentivize the Fun Factor with a BP earning modifier. When survivors take more than 1 protection hits or get teammate saves or when a Killer hooks all 4 survivors before a survivor is dead,give them a 50% bonus applied on top of all their in-match BP gains + offering BP gains.
THE LONG-TERM CHANGES
The following changes are something BHVR should consider for a longer term development,they're not exactly required,but would be a lot of really good stuff for the game's progression and BP gains overall.
- Killer Meme addons should give you a flat 100% bonus to all your BPs earned post match.
- Give us an option to automatically go through as many bloodweb levels or a bloodweb level. Spending BPs post rank reset feels like a slog.
- An introduction of a Shrine Of Blood mechanic could be a neat idea. The Shrine of Blood could allow you to burn offerings and addons/items you dont care for a return of 50% of the orignal node cost. It would also allow you to purchase the addons you're looking for at double the cost. This could be integrated with the new Loadout System. Whenever you lack an offering or addon,you'll have the option to auto-complete your loadout,which will come at a higher,more hefty BP cost,but will be a good convenience for players with lots of BP.
- Speaking of the Shrines. The current Shrine gives you a miserably low amount of 150K BPs for 2000 Iri Shards. I believe this should be brought straight up to one million BPs. For investing a currency you earn through a lot of playtime (since you already got both the shards and those perks unlocked at T3) and a currency that can buy cosmetics and characters,you should get much,much more bloodpoints.
- Finally,I suggest an overhaul to the BP offerings as a concept. As they're a big part of the progression system,I think it's only fair we give them a more special role. BP Offerings will now a secondary offering slot on your Killer or Survivor's loadout,with the offerings shared across all Survivors and Killers. This will speed up the grind as you dont have to compromise between grind/game-changing offerings and not waste all the BP offerings on Killers/Survivors you dont play.
FINAL CHANGE TO CONSIDER - PERK TIERS
While I understand that you've already worked on a full blown Prestige Rework that's kind of tied to the tier aspect of the perks,I believe it's really silly to keep the perk tiers for much longer.
Here would be a few reasons why:
- This affects newer players a lot more. Their Tier 1 version of perks are often hilariously worse than their Tier 3 counterparts and can worsen their experience with a perk by a long margin.
- Perk Tiers limit your design opportunities. Myself and others while pondering about perk reworks and such have often found ourselves thinking "damn this would be a cool perk but I dont even know how make tiered versions of it". Removing the tiers would solve this issue.
- It will PERMANENTLY reduce the grind by 33% and make getting any new general perks or general perks in general on all of your characters much smoother.
I believe the changes outlined above will make the progression system feel better and incentivize more fun gameplay. The new BP offerings will also more often give Bonus BPs to everyone in the match. All the long-term changes will completely change the way the progression feels and allow people to focus a lot more on the gameplay of their matches.
If you disagree or have any suggestions,please tell me in the comments. I hope this thread spawns more discussion in the community and brings these (in my humble opinion) great changes to the game.
DEVELOPER UPDATE AUGUST 23rd
So instead of addressing the BP gain issues BHVR now did a band-aid fix to lower the bloodweb node costs.
This is the laziest change you could have done and does not do much,at all for the new player experience. We need more BP gains,not an ever-so-slight reduction in BP spending.
This does not incentivize fun matches and the reasoning of "archives and dailies are better now" is weak,as they're a secondary to the game. Dailies can be for the role you dont play,same for archives. A lot of people simply don't do them. These changes also do not incentivize the fun factor or feel rewarding. Cheap and bad.
the lower prices are not a lazy change its actually good cuz it makes archives, dailies much better.
sure thing they need to increase Sacrifice category gains cuz its impossible to hit 10k rn. just improve ingame bp gains and its great.
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@fixdeadhard said:
There has been a clear noticable shift in queue times because of the past update. It was 15 minutes wait times playing as SWF (at peak hours) for the past 2 YEARS, which are now INSTANT queues. On the forum more and more threads of killers complaining about long queue times (notice how the past year, before the update, there were almost 0 threads from killers complaining about queue times).
It still baffles me that after 5 years the killrate was finally getting close to 50% killrate instead of 60%, and then the devs stated that they wanted to increase the killrate as they are not happy with the current BALANCED 50%...... (plz some1 help me understand this part, this is confusing for me and i still havent found a logic explanation).
At release of patch 6.0 a big part of survivors didnt see what effect all the changes would have on the game, didnt understand the synergy of the killer buffs, didnt understand the effect of increased gen times and shorter chase times on how fun the game feels to play. These survivors had to experience it before making a conclusion on how bad the game now feels as survivor. As expected, it seems like these survivors are starting to realize this looking at the steamgraph of the past 2 weeks with a clear dropout of players, slowly but consistently. Looking at how the game feels now as survivor i think that these are permanent dropouts and not just the typical break dropouts.
Like every new killer release, the killer queue times increase by a HUGE amount the first week(s)
- -Lots of killers come back to the game to try the new killer --> increased queue times.
- -Some survivor players want to test the killer, not does this only increase killer players amount but it also drops the survivor player amount --> increased queue times.
- -Almost every game is going to be against the new killer which becomes stale very fast for survivors players (so they take a break) --> increased queue times.
- -The new killer is not even fun to play against as survivor --> increased queue times.
i guesse there is 1 positive effect on queue times which is that some killers that consistently 4k'd before the patch are leaving now because it became too easy/boring for them.
I 100% bet that the devs think that if they inscrease BP's to play as survivor when there is a shortage is going to fix this problem. From their view BP's = more people play the game. (which is a logic conclusion if you look at the effects on playercount when there are BP'events). What they somehow seem to overlook is that the fun factor drastically dropped, extra BP's isnt going to change this.
It just saddens me to see that this game is being destroyed. I feel like they waited too long to adjust some of the changes so dropout players arent even bothered to come back again, even if the devs make changes to address the current problems.
enjoy your future queue times ;)
we'll see in 3 days if u're right. i know that first 3 hours when update releases are tough for killers but we'll see
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second blink should be 2-5 metres max
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well.. seems like no killswitch happening
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@AnchorTea said:
You want to be fully immersed and kill all survivors every match? Play dirty.
If you say there's no difference in results then you're wrong. Just plain wrong.
9 hooks and 3 escapes makes me feel better than tunneling or securing stages i am sorry! dont forget u HAVE TO TUNNEL!! u have to have to obligated by law
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@KayTwoAyy said:
No, they need to fix the solo survivor experience before I'll give them any more money.
ok
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@Chocolate_Cosmos said:
Title.
i hope outfits slay
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@himheart said:
Much love to the people who create the rift! You are awesome!
Thank you for super creative challenges like "Cleanse 20 totems" or "Commune with 15 glyphs", they are so entertaining to do! Please don't stop and next rift do it "50 totems", it would be much more fun! And let them be in a single trial!
Thank you for the Suffer or Slaughter challenge, which is super easy to do as a survivor and never forces me to play as a killer, because it's so easy nowadays to escape from the trial in solo q. I'm doing this challenge for the whole evening not because killers 4k every match, but because it's so fun that I DC every time so I can do this challenge over and over again!
https://us.v-cdn.net/6030815/uploads/UW8AUD6ECDWY/image.png
And send best wishes to your colleagues, who developed MMR system, it works so well that despite the fact that I escaped 0 times from the trials today, it keeps giving me killers that 4k again and again, so I can actually git gud!
Thank you DBD team!
i did this with no mither by not dying in a chase in 2 seconds
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@BottomPolice said:
BHVR should definitely add an rank mode and an quick play/unranked mode. It feels like every match of dbd is kinda sweaty, and I think that’s why a lot of ppl miss the old ranking system. I feel like this would encourage survivors and killers to use different builds instead of meta perks. And for killers and survivors who are more competitive or want a challenge could use the rank mode. This would definitely be healthy for survivors and killers because the game has been a little dry. I’m open to listening to everyone’s opinion so please give me your thoughts.
and then u go quick mode against sweat squads !
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@Coder said:
This is not a survivor main bait or whatever, even though I play both sides I always think of myself as a "killer player", it's the role I enjoy the most. And I rarely complain about stuff. So imagine me, a killer player, complaining about the most killer sided patch in a long time.
However, nerfing DS was a huge mistake, the patch was not healthy for the game as a whole and some things must be tweaked, since 6.1 came out it was a tunnel fest, it's not uncommon to be left on a 3v1 at 4 gens now, or a killer tunneling 3 hooks straight for one person.
Now THAT wouldn't be a problem on itself, but this adds to the increased gen times and the buffs to almost all regression perks. So basically if you stack 3-4 regression perks and tunnel the first guy out of the game, it's almost a guaranteed win. Even if you're left with 2-3 gens, the regression is so much that 3 survivors won't be able to keep up. You'll win 9/10 games.
As usual, SWFs are probably unaffected and solo Q is getting destroyed (I play almost exclusively solo Q when I play survivor and I can clearly see the problem).
I don't know, I have a bad feeling about this.
who doesnt love getting tunneled? ( playing the game)
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@BBTschak said:
If given the option would you turn of Auto-Aim on Killer or not? What would be your reason?
i would love to see people turning off auto aim and then complain about getting spun
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and spirit xd
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is the one who plays for money! or the killer ure playing against for the 12th time in a row
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@kizuati said:
Hi. This is an open letter to BHVR. We need to increase BP gains as in the new progression system,it's pretty painful to start out,compared to the old one and there are still a lot of issues with the progression system.
This thread combines many,many ideas brought to you by the community and yours truly. They're split up for short term and long-term changes. If you implement at least half of these changes,the new player experience with the grind will significantly improve.
THE IMPORTANT CHANGES THAT NEED TO COME SOON
These are the changes that the devs should really try to bring out sooner than later,if they care about the progression system,especially the new player experience.
- Increase most,if not all scoring events by 25%. The new caps are neat,but we don't get to them a lot of the time.
- Killer point scores are extremely inconsistent and about half of the killer roster has terrible Devious or Brutality gains. Some killers naturally have a lot less Hunter gains,such as Nurse,Blight & Wraith as they chase either indirectly or while cloaked.
- Survivors when they get focused out of the game do not gain any BPs besides Boldness. This can be solved by uncapping select categories,but still capping the overall gains at 40K or giving the chased survivor 25% of other Survivors' BP gains.
- Most of the current BP offerings are quite literally not worth their Bloodweb prices. We need to remove all of the yellow and brown per-category offerings and bring the green ones to 150% bonus BPs.
- Sealed Envelopes & Hollow Shells should be removed and replaced with a new version of the Bound Envelope which is available to both Killers & Survivors. It will now bring a 33% increase to everyone's BP gains. It's rarity will be reduced to Uncommon.
- Incentivize the Fun Factor with a BP earning modifier. When survivors take more than 1 protection hits or get teammate saves or when a Killer hooks all 4 survivors before a survivor is dead,give them a 50% bonus applied on top of all their in-match BP gains + offering BP gains.
THE LONG-TERM CHANGES
The following changes are something BHVR should consider for a longer term development,they're not exactly required,but would be a lot of really good stuff for the game's progression and BP gains overall.
- Killer Meme addons should give you a flat 100% bonus to all your BPs earned post match.
- Give us an option to automatically go through as many bloodweb levels or a bloodweb level. Spending BPs post rank reset feels like a slog.
- An introduction of a Shrine Of Blood mechanic could be a neat idea. The Shrine of Blood could allow you to burn offerings and addons/items you dont care for a return of 50% of the orignal node cost. It would also allow you to purchase the addons you're looking for at double the cost. This could be integrated with the new Loadout System. Whenever you lack an offering or addon,you'll have the option to auto-complete your loadout,which will come at a higher,more hefty BP cost,but will be a good convenience for players with lots of BP.
- Speaking of the Shrines. The current Shrine gives you a miserably low amount of 150K BPs for 2000 Iri Shards. I believe this should be brought straight up to one million BPs. For investing a currency you earn through a lot of playtime (since you already got both the shards and those perks unlocked at T3) and a currency that can buy cosmetics and characters,you should get much,much more bloodpoints.
- Finally,I suggest an overhaul to the BP offerings as a concept. As they're a big part of the progression system,I think it's only fair we give them a more special role. BP Offerings will now a secondary offering slot on your Killer or Survivor's loadout,with the offerings shared across all Survivors and Killers. This will speed up the grind as you dont have to compromise between grind/game-changing offerings and not waste all the BP offerings on Killers/Survivors you dont play.
FINAL CHANGE TO CONSIDER - PERK TIERS
While I understand that you've already worked on a full blown Prestige Rework that's kind of tied to the tier aspect of the perks,I believe it's really silly to keep the perk tiers for much longer.
Here would be a few reasons why:
- This affects newer players a lot more. Their Tier 1 version of perks are often hilariously worse than their Tier 3 counterparts and can worsen their experience with a perk by a long margin.
- Perk Tiers limit your design opportunities. Myself and others while pondering about perk reworks and such have often found ourselves thinking "damn this would be a cool perk but I dont even know how make tiered versions of it". Removing the tiers would solve this issue.
- It will PERMANENTLY reduce the grind by 33% and make getting any new general perks or general perks in general on all of your characters much smoother.
I believe the changes outlined above will make the progression system feel better and incentivize more fun gameplay. The new BP offerings will also more often give Bonus BPs to everyone in the match. All the long-term changes will completely change the way the progression feels and allow people to focus a lot more on the gameplay of their matches.
If you disagree or have any suggestions,please tell me in the comments. I hope this thread spawns more discussion in the community and brings these (in my humble opinion) great changes to the game.
incentives double total amount of bps you get in a match. if 5 flans used you can get almost 500k bp in one match. if only 1 you can get up to 160k bps. i think score events should be changed + meme add-ons you mentioned i agree. brown-yellow offerings too. bloodweb prices could be cut off by 1k bloodpoints and it would be nearly perfect
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@MikaelaWantsYourBoon said:
First, OTR needed nerf and i am happy for all endurance nerfs, they should not be stackable. This is good change!
But seriously no change for camping and tunnelling? You are seriously believing base-kit BT will help against campers and tunnellers? You buffed generators time, so this strategies are stronger now. But nothing to help survivors?
Not even buff for DS (make it 5 seconds again)? Seriously just "nothing" for survivors?
Good luck if you can find anyone to play solo after this update.
wait for next midchapter they'll probably introduce in game pings. i mean i am doing a gen im rescuing iam doing a totem etc
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@TruEternity said:
I do not understand why botany knowledge got nerfed so hard, when it was barely even used in most games. First they took away the efficiency, but at least it got a speed boost to healing in compensation. Now it eats med kits faster, and got nothing in return. If the healing speed was a problem, reduce it, but don’t add a crippling downside to it. It’s calm spirit all over again, add a minor buff, and a huge nerf because hey it’s a wacky meta shake up! For goodness shake remove the downside and slow the healing, or just revert the changes altogether.
i am sure they will revisit botany when they get rid of medkits i mean balance medkits
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@Trickstom said:
After playing a lot with Sadako these last few days, I started to realize that her chase power (flickering during manifastation) has potential to be a really nice anti-loop power for her, if it wasn't a "Passive one".
We all now that for Sadako be able to use this ability, she first need to be Demanifested and then Manifest so that flickering happen.
So to use that in the most efficient way in a chase, she needs to chase someone Demanifested until survivors go to a loop. On most cases that hurts her more than helps, not only she needs to chase someone knowing that she can't attack, the moment that survivors mess up on a loop she needs to Manifest before attack, wich can make survivors be able to drop a pallet or jump to a window.
With that in mind, I just got a ideia that maybe could help her in these situations, a Token System for her power (Manifestation only).
https://us.v-cdn.net/6030815/uploads/01D0SNF94HZY/onryo.png
Instead of getting a flickering after manifest, she just need to press the 'Secondary Power Button' (CTRL) while MANIFESTED to go invisible for 1.25 seconds and consumes a token in the process (She CAN'T use all of them once), she will be able to do that 'x' (maybe 3 times, total of 3.75seconds) times, of course for each token used it will have a cooldown.
With this system, she will no longer need to Demanifest and then Manifest during a chase to use her phase ability and will have some skill involving this mechanic.
What do you think? To OP or still bad?
Old newspaper add-on needs to become base kit+ something needs to be done for god pallets but there is already many good suggestions about this. when u spawn on rpd u just lose cuz if u play against 10k hours gods which is each match thanks to sbmm in an asymmetrical game they predrop 2-3 RPD pallets or The Game pallets u lose 3 gens
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for example if u escape a chase u get 200 points in boldness category so i suggest switching this score event to survival category. if OTHER suvivor heals u u get 300 points just like u wouldve gotten with self heal. mending works just like that right now but not healing