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tofurkey_jerky

tofurkey_jerky

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tofurkey_jerky
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  • @malloymk said:

    I would think if they're going to keep this plan they should

    A) get rid of the 50k prestige tax (actually insulting, bhvr. ######### Jesus)

    B) keep the bloodwebs at the level 50+ bloodwebs that exist. Don't drop it down back to the level 1 BS webs

    C) Make it so you can't depip, so it's easier (and more fair) to get to a higher rank rewarding you for playing the game in the first place

    And I say all this by being one of the few people benefiting from this change as I already have everyone p3'd and most with all perks. The ones I don't have all perks I have all universal perks (besides dredge/haddie who are close)

    Another swing and miss by behavior. I have a sinking suspicion this patch may really ruin the game for many players. I get that some major changes were well overdue, but way too many head scratching decisions for this patch.

    Good thing my grind is mostly done!

    I would love the no depip change! I already basically do this myself by playing a meta Nurse build when I'm at 3 pips, but I would prefer to be able to meme around with Meyers or Clown whenever I want to instead of only playing low tier killers when I've just ranked up or when I'm already iri 1.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045644#Comment_3045644

    Lightborn has so much more use than just flashlight saves though. It nullifies blinds while you’re vaulting or breaking pallets, for example. And even better yet, you can look away from the beam to trick survivors into thinking they almost got the save and to keep trying.

    And it really isn’t the same as saying “just do x instead of using y”, because in your example, you brought up Spies. The perk serves its purpose and is pretty strong on stealth killers. Thrilling tremors doesn’t even work the way you want it to, so the comparison doesn’t make sense.

    If survivors are circling around a pallet for a save, then they’re not doing gens and there’s opportunity for you to down more of them, that’s what I’m telling you. Not every single down you get is on a pallet so there’s no way you’re wasting at least 30 seconds per game looking for pallet savers.

    Why isn't the spies comparison good? A perk that you might get no value out of depending on how the survivors and you play vs another perk that might get no value depending on how the survivors and you play. That's the comparison I was making. You can come up with a comparison that fits that bill if you want.

    As for the 30 seconds, that was arbitrary. How much time would one or two pallet stuns next to a good structure cost you? Replace the number with that. I still think the perk would be good to pick against a suspected bully squad. Same as Lightborn. I also think it would give killers who are bad at avoiding pallet stuns some peace of mind, just like Lightborn.

    Sometimes it's pretty clear that you're in a bully squad lobby, and I would like to have an anti pallet stun perk available to me for an anti-bully build.

  • They said somewhere it would take an hour of play per day to unlock all the perks on every killer before the next killer comes out as opposed to 4 hours currently, I think that's where the 75% grind reduction they're talking about comes from. But how long does it take to unlock all the perks on the existing killers for a new player? How long should it take, and is the new system better than just removing perk tiers for a player new to the game?

    Removing perk tiers would result in not only a 66% grind reduction, but in the same 3 bloodwebs it takes to tier-3 a single perk you would have unlocked 2 extra perks compared to now. This means the grind would not only be reduced by 66%, but the chances of you getting a good perk for the killer you are currently leveling would also be boosted by 66%. That's stonks, baby! I say remove the tiers, there's no need for them.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045606#Comment_3045606

    Still seems like putting too many effects on one perk. Like you said, Thrilling is a info perk, and a slowdown perk, it doesn't need to also be a pallet blocking perk.

    True, but I would actually like a perk that blocks pallets for a couple seconds while picking up a survivor, or a perk that just nullifies pallet saves silently like Lightborn.

  • @[Deleted User] said:

    You can counter the pallet save by simply looking around corners before picking up. If a team is that dedicated, then just down the others who are around.

    That's like saying there's no use for Spies because I can just look around for crows, or there's no use for Lightborn because I can look around before I pick up, if you don't want the guarantee don't run the perk.

    If there's a perk to nullify flashlight saves why not have a perk that nullifies pallet saves? Furthermore, the couple seconds the killer saves by not having to worry about saves is very valuable to the killer. If you get 12 hooks+12 downs, and you look around for five seconds after six of the downs, you've burned 30 seconds on looking for savers that you could have spent getting into chases. I've lost plenty of games by less than 30 seconds, in those games Lightborn + buffed Thrilling Tremors could have been a very powerful combo. Also, that 30 seconds is assuming that none of the saves are actually succesful, the time savings you would get from stopping a successful save would make the combo even more valuble than just the 30 seconds saved looking around.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3044829#Comment_3044829

    Because its not a bad change, if you notice this thread is only disputing the "75%" number that was thrown out, but even the math admits that it reduced the grind quite a bit. And that's even with OP cherry picking numbers.

    What data did you think was cherry-picked? I'm worried about how much bp it will take to get high rarity addons, there is already only 2-4 purple, and 1-2 iri addons in a level 45-50 bloodweb, and now the bloodwebs will be reset to tiny bloodwebs after prestiging.

    I would have preferred a 66% grind reduction from just removing perk tiers to this rework if it means I'm going to have to deal with an addon drought from tiny bloodwebs. If the 50% grind reduction number is closer to the truth I would have really preferred the 66% grind reduction, especially since I would still get the level 50 bloodwebs.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3044408#Comment_3044408

    i said that the community will ask for rebalance once voice chat was an in-game feature.

    I don't know how you expected me to get that out of

    Balancing around it will never work because of language barrier and technical limitations as well as people just not wanting to talk to randoms

    that as a direct response to you stating that the game should already be balanced around voice comms??? Context and me literally quoting your statement should have made that obvious. Maybe next time don’t directly jump to statements like ‚You need to think a little harder about what you're saying‘.

    but well. Another good reason against voice comms: miscommunications leading to abuse and possibly in-game trolling etc.

    You pointed me to the official DBD discord that has a whole section dedicated to helping people team up into 4-man swfs with full comms. The devs already think the game is almost as balanced for full comms as it is for solo queues, and killers already complain about it being unfair to go up against 4-man squads with full comms.

    Balancing around it will never work because of language barrier and technical limitations as well as people just not wanting to talk to randoms. Also, Voice Chat wouldn’t magically bring soloq to swf Level, there will still be selfish and trolling people etc. Actually it’s very likely soloq would become even worse

    According to your argument nothing should change if voip is dropped in. Solo queue wouldn't magically improve, so the kill rates and survival rates should remain constant. If the kill rates go way down then clearly you would be wrong about survivors getting better simply by having voip and the game would need to be rebalanced. I never said anything about arbitrarily rebalancing the game because the community asks for a rebalance.

    I think that mixup stems from you misunderstanding my "should" as a verb instead of reading it imperatively. Sorry for not being clearer, but in my defense I think the second sentence of that paragraph you were responding to should (haha) have added enough context to made it clear how I was using "should".

    but well. Another good reason against voice comms: miscommunications leading to abuse and possibly in-game trolling etc.

    If you don't want voip because people might miscommunicate or not be nice enough you might as well start arguing for the forum, Reddit, and Discord to be removed. In my opinion they're still worth having around even if some people might be annoyed by my word choice.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3044370#Comment_3044370

    It is pretty strange of you to argue that the game would need to be rebalanced for the presence of voice chat in one sentence

    never said that though, don’t put words into my mouth.

    i said that the community will ask for rebalance once voice chat was an in-game feature.

    voice chat on it’s own isn’t giving a direct advantage - many casual swfs use it but aren’t really benefiting from it. Coordination is giving an advantage - and that is needed for soloq. For example in the form of that system the devs have talked about in the January update. Something actually accessible for everyone playing the game.

    just think about how the end-game chat is already abused (and how bad it was before the chat filter). Voice chat would make this even worse.

    i wouldn’t be against it as an actual optional feature that is on default deactivated btw. But there still isn’t a really good reason to add it.

    i said that the community will ask for rebalance once voice chat was an in-game feature.

    I don't know how you expected me to get that out of

    Balancing around it will never work because of language barrier and technical limitations as well as people just not wanting to talk to randoms

    But setting that miscommunication aside, the playerbase is constantly asking for things to be rebalanced, and their asking for things to be rebalanced for a different reason isn't an issue for the team to overcome, or a good reason to not add voip.

    If you don't have a problem with voip as an optional feature than you don't really have any meaningful opposition to it as a feature. Voice chat is always going to have the potential to be toxic, and it is always optional. If people don't want to use it that's fine, but I still want to have it in the game as it's much more reasonable to have the playerbase not use a feature they don't like than to expect the playerbase jump through hoops to get an approximation of a feature that's unimplemented.

    I think it's more fun to joke, laugh, and mald with other gamers than it is unpleasant to mute and block a few jerks. I'm sure your interactions in post game chats have been fun sometimes, if those fun moments don't outweigh the bad moments of gamers being jerks there's no reason not to turn off chat, but I still wish I could get back all the laughs I missed out on while I was playing solo queue with people I could have become friends with if I had the chance.

  • Remove the BP limits so I can play a BP farming build with the BP farming meme addons and the meme bp farming perks and just have fun grinding fast. Is that so much to ask?

  • @Slowpeach said:

    Abuse is a good reason frankly. The lack of comms is one of the reasons I play Dbd and not other games. I’m sick to death of people pinging repeatedly in anger, yelling or typing abuse at me in chat that I’m playing the game the wrong way in their opinion, which often vary wildly and even in the same game between two people can be outright contradictory. Yes you can mute people but I’d rather not have to constantly filter nonsense if you are asking for my honest opinion.

    Other games have it and don’t care about the abuse but this really is a case of ignorance is bliss. They can just suicide themselves on hook and go next like the toxic jerks they are until they find the perfect team that doesn’t drag them down (spoiler alert: this never happens). Lack of comms outside of people you want to make the effort for is bliss.

    I guess if it wasn’t the default setting I’d tolerate it so if people want to hurl abuse at each other they can but honestly I’d like if more games actually did what dbd did in this regard. Still watch people fume about not having the voice chat on so they can yell abuse at you.

    It's not a good reason, most games let you just turn off voice chat, and dbd already lets you permanently minimize the chat window. You might prefer it not be added for that reason, but it isn't a good reason to leave it out of the game.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3044342#Comment_3044342

    The game should already be balanced around communication if it's as easy as you say it is to communicate already.

    no. That’s the kind of problematic attitude from this.

    Balancing around it will never work because of language barrier and technical limitations as well as people just not wanting to talk to randoms

    also, Voice Chat wouldn’t magically bring soloq to swf Level, there will still be selfish and trolling people etc. Actually it’s very likely soloq would become even worse

    if you want to talk to your teammates, there is the official discord server for example where you can meet up with ‚randoms‘.

    You need to think a little harder about what you're saying. If I can already use voice chat in swfs, and BHVR thinks it isn't an unfair advantage to use third party communication against the killer, why would adding voice chat to the game change anything about the balance? Either the presence of voice chat is so meaningful that being unable to communicate with your team will put you at a disadvantage, or it makes no difference to the balance and there's no reason not to add it.

    If voice chat meaningfully changes the balance then swfs should have some type of rebalancing, or some mmr offset to make the presence of coordinated gameplay fair for killers.

    If voice chat has no effect on balance than there should be no problem with adding it, people who don't want to use it can just turn it off, and it shouldn't make any balance difference for people who end up on a team they can't communicate with.

    It is pretty strange of you to argue that the game would need to be rebalanced for the presence of voice chat in one sentence, and then point me to a discord where I can use voice chat against a killer in the next. Why rebalance a game that's already balanced, what would need to change to make communication balanced?

    Balancing around it will never work because of language barrier and technical limitations as well as people just not wanting to talk to randoms

    I want to talk to randoms, and I don't care if I can't talk to French or Spanish team mates. Why withhold voip? Who cares if it isn't perfect or some of the team is silent? Why does this get repeated as an argument against a feature that's optional? I want it, I know for a fact that lots of other people want it, and it's a plugin for Unreal Engine that shouldn't be too hard to implement.

    Why would it be so unbalanced if swfs are currently communicating at a level that would be considered a perfect example of the voip system working as intended? If communication between swfs isn't overtuned compared to solo queue there should be no problem just dropping voip in.

  • @Wampirita said:

    https://us.v-cdn.net/6030815/uploads/3PRKL92UPB1R/image.png

    just look up for similar topics and you might find an answer

    Does this really seem like a good response to you? Europeans play Counter Strike, even with language differences and they still have fun and do well.

    If having no communication makes such a difference why is it possible to SWF? If not having voice communication puts survivors at a disadvantage against a killer, wouldn't the presence of voice communication put the killer at a disadvantage against a squad of survivors who can communicate?

    BHVR doesn't want to add voip, and their staff are defending the decision of the company. It doesn't really matter what BHVR employees actually say in the threads themselves, it would be incredibly unprofessional to side with a forum poster against the company. However, if the fanbase wants voip enough the devs might just add it, they did the same thing with grind reduction, they said it was fine then people wanted change enough and they took grind reduction more seriously.

  • @Mooks said:

    still haven’t found an actual tangible reason for voice chat existing

    if you want to talk to your crossplay friends or on ps, there is still easy third party solutions on mobile for example. It’s even working between mobile and pc etc.

    There is no need for it to exist in DbD, especially since it will require MUCH work to function well, would need moderation and the community would cry out because they would expect the game to be balanced around it since it’s an in-game feature.

    I don't want to talk to my friends, I want to talk to my solo queue teammates.

    It doesn't take that much work to implement voip, I think it's an Unreal Engine plugin. The moderation it needs is minimal, games have voice chat all the time and they don't need massive moderation apparatuses to ban people being mean.

    The game should already be balanced around communication if it's as easy as you say it is to communicate already. If adding voice chat leads to survivors dominating every match a full rebalance around voip and the addition of a callout system like Warthunder's should result in matchmaking being better for everyone and a more fun game.

  • @Beatricks said:

    Language difference, abuse, technical aspects to a game which has so thin spaghetti code that if you change a pixel on Nurse's character you'll freeze in position if you drop a pallet with Adam on Gideon etc.

    Language difference and possible abuse are not good reasons, every game with voice chat has that. Furthermore you can just turn off voice chat if you don't want people being mean to you but you can't realistically organize voice chat as solo queue.

    The spaghetti code is very possibly why it hasn't been added, but it's still not a good reason.

  • Because killer mains either like Nurse and defend her, or they don't care and don't bother responding. Survivor mains do the same thing with SWFs, if they play with their friends they defend SWFs and if they don't they just scroll by because they don't care.

  • All these arguments miss the mark, just because you can't play the game without malding over "lost" bloodpoints doesn't mean I can't. I lost an option to get more bp when I wanted to grind faster while gaining nothing, you get to play more builds because an artificial restraint you imposed on yourself has been removed.

    I have lots of builds that don't have bbq in them, and I never run WGLF on survivor. If anything is robbery it's removing the bp bonus from the perks, if I want to get more bp to grind faster I could run bbq, if I wanted a full meta build I wouldn't. Now everybody who mains one side or another might get some extra bp, or might not, it's totally out of their control, and I don't like it when things in games are arbitrary and out of my control.

  • I wish there was a concede option, it would make playing as a jerk have actual consequences for the killers and survivors.

    It makes no sense that I have to sit in a corner for ten minutes just waiting until a sweaty swf that's way too good for me decides they're going to let me go by finishing the last generator, and I don't want to play hide and seek with the last two survivors on rpd for 10 minutes either. it isn't fun and there's no reason for me to just be trapped in unfun games.

    It's good for survivor play too, if a killer decides to be a jerk and just slug me for the entire match there's nothing a survivor can do about it, but with a concede option if I'm getting slugged for my entire health bar at 5 gens I can just go, why does the game make me subject myself to ######### for no reason?

    The mmr is a bullshit it's a fake forced competitive mode that isn't even competitive. Competitive games are supposed to have balanced matches. Basekit Legion going up against a stacked meta 4-man isn't how a competitive matchmaking system should function, and neither is a random 4 survivor solo lobby going up against a sweaty Nurse or Blight with the best perks and addons. If the game isn't competitive there shouldn't be a consequence for a disconnect.

    Maybe something would be done about Blights and Nurses if every game they tried to play ended in an immediate disconnect, and maybe stacked sweat squads would tone it down if the killers they went up against could do something other than just mald in the cuck corner after the fifth flashlight save with no hooks on one gen.

  • I don't see why I need to get hooked twice in a row at 4 or 5 gens, and then sit around slugged while the killer goes on another chase. I'm malding on the floor, just let me leave.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018215#Comment_3018215

    The situation with David in not the same as the situation with Dumbledore, as explained earlier in this thread.

    Is there anything substantively wrong with what I said, assuming I referred to the situation as "the David gambit" instead of "the Dumbledore gambit", or is it just my phrasing you have a problem with?

  • I actually can't believe COH was totally untouched. Is it literally just because it's picked less than self care? Good teams use COH to much better effect than self care, and it's so annoying to deal with if the boon is somewhere hidden up stairs.

  • The Dumbledore gambit worked out well for them on David, I wouldn't be surprised to see them run it into the ground. It's not like they lose anything by doing it, and it makes people who don't mind lazy world design happy.

  • I wouldn't be salty if her blink attack didn't count for insta-downs. She'd still be fun and very strong. Blight is S-tier and his rush attack works that way so I don't even think that nerf on Nurse would drop her down to A-tier, Blight might edge her out on the tier-list though.

    I don't agree with people who argue that good killers should be nerfed just because their good, in fact I think a lot of killers should be buffed to be able to counter SWFs, and I think solo queue survivors should be buffed to have similar info as a SWF.

  • I think that it would give Oni too much early game pressure considering how his whole game loop is centered around building up enough blood orbs on the map to give himself perpetual power uptime. The second you have 2-3 power activations worth of blood orbs lying around you can pretty much slug everyone out and have a guaranteed win. This endgame condition is offset by the time it takes to start getting downs and hits in the early game, and your ability to pressure survivors and keep them from being healed by healthy survivors.

    Just putting Oni next to the survivors so he could start chasing right off the bat would be op in my opinion, and giving Oni his power is letting him get in chase instantly at best, and giving him multiple downs instantly at worst.

  • I hate going on hot streaks where I win a bunch of games in a row. I don't want to let everyone survive because it's more fun to 4k, but I also know that I'm going to have to either start letting everybody go, or there will be very unfun games against survivors way better than me coming soon.

  • Nobody knows, all we know is that the reward won't be a cosmetic. I really hope the reward won't be too good, I don't even have the builds I want on every killer, never mind p3.

  • I think it's easier to remember "second meg from the top, black hoodie" if you want to tunnel out a survivor, it is much harder to remember who has one hook and who has 3 when you're at 8 hooks. It's much easier to tunnel without a hook counter than it is to 12 hook without a hook counter. I hope a hook counter is added.

  • Just make up a reason. It literally doesn't matter. Here's three:

    1. DBD is his favorite game, but he gets motion sickness from running around so he camps while his nausea subsides.
    2. He could only play one more match and needed to kill 2 survivors to finish off his "kill 4 survivors" rift. He decided to camp because you can reasonably expect to kill 2 survivors if you camp them down. It was nothing personal, but he didn't manage to get all his kills after a whole day of playing normally! So he was pretty desperate to finally be done with the challenge.
    3. He is a literal 12 year old and he and his friends die laughing on voice chat knowing they're annoying survivors.

    Who cares? Just make a story up that takes the salt away and lets you sympathize, or dismiss the camper, t-bagger, or whatever. it's fun if you try to make up a preposterous story (the motion sick guy), (usually) a good thing to assume the best in people (poor guy just trying to do a rift), and a useful habit to just dismiss petty slights from people who don't matter to you (just a dumb, rude kid).

    Also Bubba has some sick anti-loop if you play well, there's no need to camp a hook at 5 gens as Bubba either. If you don't believe me check out Mathiiis' Advanced Bubba guide, or Seth DBD on YouTube. You won't regret it. People are sleeping on Bubba.

  • I think the effect builds have on killer lethality is a big problem too. Can you buff Clown to be an effective killer basekit? Yes. But along with that every addon/perk combo needs to be reevaluated to make sure Clown isn't too strong.

    Likewise if you have 25 Pinkie Fingers and Gin Bottles saved up for Clown and you decide to just have some fun burning those addons with some strong perks your MMR will soar, and you will have a very rough time trying to play a fun/meme build once you finish with the strong stuff.

    Unless MMR is somehow offset from the base skill of the killer/survivor with confounding factors like build strength/playstyle/SWF you will always have messed up matchmaking.

  • Why is Nurse the only killer with a higher skill cap than survivor?

  • I would like to see more + bolder PTB experiments. There is no reason why they can't put out a beta branch where they just experiment with a few ideas for a week. They could do a whole week where they just experiment with different ways to balance Dead Hard, or spend a week fiddling with percentages on over/under performing perks/addons, or let people vote for percentage changes on a perk/addon and trying the most popular suggestions out for a day each on a PTB.

    If there is a problem that prevents more experimental PTBs I would like an announcement that they're fixing that problem and will settle for an announcement about more PTBs once the problem is solved.