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APoipleTurtle

APoipleTurtle

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  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058124#Comment_3058124

    like others have said, getting nothing for it is the big issue.

    Exactly, the devs attempted to "negotiate" with the ridiculous starting value of 50k, so 20k looks great in comparison, but players still get nothing in return for those Bloodpoints.

    A real negotiation that might actually make people happy would be:

    1. For the first 9 prestige levels, leave it as is with the 20k "tax," since the player is indeed unlocking something.
    2. From prestige 10 on, remove the tax, start the Bloodweb at level 10 instead of level 1 so that players get a bunch of level 50 Bloodwebs before the next prestige. That surely increases the amount spent per prestige level by more than 20k, and let's be honest most of what players get will still be worthless junk they'll never use, but at least they'll be getting something in return for the Bloodpoints.

    Alternatively, they could just remove the tax entirely and increase the size of low-level post-prestige bloodwebs (costing slightly more to complete while offering more stuff).

    IMO that'd be a lot more satisfying, especially with their planned tweaks to node rarity at earlier levels.

  • I could maybe see it if they limited what could be in this 5th slot. An actual no-holds-barred 5th perk slot for killer (or anyone really) would be pretty awful for balancing though.

    One possibility could be to introduce "Perk Offerings" that would allow the killer to bring a 5th perk at the cost of their offering slot (for a perk that would be inherently weaker than standard perks). Then you could take a reduced version of the effects from relatively low-value perks like Unrelenting or Bloodhound and turn these into offerings (while not letting things like Ruin or NOED turn into perk offerings).

    They could even allow perk offerings for some more impactful effects like PWYF's movement speed bonus or BBQ's aura reading to be available with a limited number of uses per trial (based on a timer or tokens).

  • I feel like we'd be slightly better off if they would at least go in and shrink some of the larger maps (Mother's Dwelling, Shelter Woods, Azarov's Resting Place, etc). Honestly they could probably just disable Shelter Woods and Azarov's for the time being without much fuss, I don't know many people who actually enjoy those outdated maps.

    I'm loosely of the opinion that Ironworks of Misery is about the largest that any map should ever get, provided that it doesn't also have an extremely wide spread of generators a la Ormond, a bunch of non-mindgameable tiles like The Game, or almost exclusively unsafe tiles like Hawkins did.

    Keeping maps loosely between 8,000 and 10,000 meters squared (roughly between Coal Tower and Ironworks) would probably be a pretty good size benchmark for map design.

  • I'd drop Dredge to the bottom of B. Its power really isn't as impactful as it originally seemed like it would be and some maps have such poor locker placements that you get stuck playing without a power for most of the match (especially rough when it happens on a big map). Huntress and Trickster obviously can also get screwed by poor locker placement, but have the opportunity to spread out downs/injuries a lot faster than Dredge can with their ranged attacks.

    I'd slide Pinhead below Demo. His power seems to become a lot less effective against survivors who know how it works (kinda like Dredge honestly). Meanwhile Demo can control its map mobility, gather info, and zone survivors with its power. Heck, if Tier 3 Nemesis wasn't such a threat, I'd even say Demo was better than him.

    I'd probably bump Trickster up to low-B if I played on PC. But I'm on console and his knife-throw recoil is a pain to deal with, so he's fine where he is.

    I'd flip Wraith and Ghost Face. I'm of the opinion that Ghost Face's potential for insta-downs and to crouch out of sight is slightly more powerful than Wraith's mobility, even if I still don't like the Reveal mechanic very much. Incoming healing buffs are probably about to hurt Wraith a whole lot too.

  • Honestly, they probably should have removed the "teachable" restriction in addition to implementing the new system.

    All teachable perks (including for characters not owned/unlocked) could just be in the perk pool off the bat. Then every character you prestige reduces this perk pool (due to immediately sharing their perks with everyone else), making it easier to unlock a wider variety of perks.

    The old system screwed brand new players by making virtually no perks available at the start, and the new system really won't fix this at all. It still puts pressure on these players to level up characters in the "correct" order so they have strong and/or fun perks available sooner on whoever they actually want to play. Hence why a lot of people have been complaining that the change won't actually do a whole lot for newer players while instead heavily benefiting veteran players who didn't need the help as much.

    Meanwhile removing teachable restrictions would mean that new players could level up characters in whatever order they feel like and still have the chance to get interesting perks in the process (without accidentally "wasting" time by leveling characters with underwhelming teachables first, like Jane or Wraith). Then they could choose when to invest in other characters to reduce their future grind as they see fit.

  • TBH I think Legion is actually a pretty fun killer to play as in most scenarios. Especially following the rework where they're faster and several of their add-ons got buffed (plus that dope new chase music and terror radius).

    The only time that I think Legion is extremely un-fun is when you're saddled with playing on some giant map (like Mother's Dwelling) and its borderline impossible to traverse the map at a decent rate, let alone chain frenzy hits together. But that's more of a problem with map design; almost no killer is fun to play on those massive maps.

    I don't think Legion really has enough depth to their power to be a killer that anyone truly "mains" (whether they claim so or not), but makes for a great killer to use when taking a break from the characters you're more serious about playing. Kinda like Bubba.

  • I sincerely hope we get Hunk as a survivor in some form.

  • You shouldn't lose anything.

    When the prestige changes arrive, your Meg should keep every perk (and item, and add-on) that she has, but she'll also gain perks from any other characters you happen to have prestiged.

  • I'd probably say Clown, or maybe Doctor.

    Honestly, any of the killers that feel plausibly realistic, like something like them could or does exist in the real world are just that little bit more creepy.

    For survivors, my personal favorites have always been Felix and David. However, I think Dwight is the quintessential example of good survivor design with his relatively normal and unkempt appearance combined with anxious body language.

  • When Map Offerings aren't in play, I usually see a ton of Swamp and Farm Maps. Sometimes a little Badham sprinkled in here or there.

    ...Which is quite frustrating because I despise those realms.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970391#Comment_2970391

    Having all that character's perks unlocked on Tier III on all your other characters forever seems worth enough to me.

    Yeah, but you'll be able to do that whenever. No reason to stress about getting everyone to P3 before the change for these unknown "rewards" that have been confirmed to not be cosmetics.

    If anything, it's arguably better to avoid prestiging anyone until the change goes live so as to get the most bang for your buck.

  • I think statistically Midwich had the lowest survivability rate.


    Though personally, I'm always far more irritated as a survivor when I get dumped on Shelter Woods; it's basically just tile rng that determines whether survivors even get a fighting chance on that map.

  • I don't usually pick up full outfits, but I do like to customize my killers. Though I don't spend cells on cosmetics for killers (I haven't actually spent any on survivor cosmetics either, but I was real tempted when James was added as a legendary skin).

    It's been quite a while since I last picked up anything from the store though. Seems I can usually just get a recolored version of most of the things I want from some Rift or another.

  • @TheArbiter said:

    Believe me im glad bots are being added but I was a little disappointed when they said "winter" for a release date

    Considering this has been at the absolute bottom of their priority list for a very long time (and something they've also previously said they had no plans to do), I'm just glad that it's even on the table at this point.

    Though I'm skeptical we'll actually be seeing KYF Bots this year with all the other things they're talking about implementing.

  • Since they did masks for one original killer/survivor from each year, Kate lost her spot to Jane for Year 3.

    Believe me, I was bummed that the same thing happened to Felix (who lost to Elodie).


    Though IMO, the mask really shoulda gone to Jeff.

  • The removal of Stranger Things always struck me as a weird choice on Netflix's part (I'm assuming it was most likely some action from them that ultimately resulted in the licensing agreement ending). Having the characters in DbD provided them an extra avenue for marketing and generating a little extra revenue, so I don't know why they'd want to cut that off.

    That said, I think DbD would be better served by releasing an original killer who uses the same power as Demogorgon so that newer players (or anyone who missed out on Demo) could still enjoy its gameplay experience. IMO Demo could pretty easily be translated into being the "werewolf" character that people have been wanting for a while now.

  • Seems really excessive and unnecessary. If a survivor has decided they want out of the match, they are no longer any value to their team (because they'll most likely just DC, go AFK, or potentially even start sandbagging their team for revenge after getting rescued). I think this would just make the experience more miserable for all survivors without addressing the issue in a meaningful way.

    A better way to reduce the amount of self-sacrifice going on would be to add more incentives for survivors to stay in the match so that they don't want to self-sacrifice. One example could be to reward the hooked survivor with points for being rescued, so that they want the help to squeeze out a little extra BP.

  • I used to play her more, as getting long-range hits with birds is fun.

    However, she is very much not designed to be good at doing that. Playing her in what seems to be her more intended anti-loop role is really boring.

    Overall I've mostly stopped playing Artist in favor of getting back into playing more Huntress/Pyramid Head.

  • I outright disabled messages on my console for a while because of how often I'd get nasty messages from random players after matches. Even now, I have things set to friends-only so that I don't have to deal with it anymore.

    I've played a lot of games where hate-mail was a relatively common occurrence (R6: Siege, GTA Online, World of Tanks, etc), but DbD took the cake for sheer frequency. DbD hate-mail was usually a lot more aggressive too.

  • I don't personally have an issue with DS's skillcheck. I guess they could make it easier to hit, but I don't think it's really all that tough to hit as it currently is.

    The only thing I would change about it would be to not have a missed skill check perma-deactivate the perk. I see no reason why an inexperienced player shouldn't get a second crack at using DS if they messed up their first attempt AND were picked up while it was (or would've been) active twice.

  • I don't really see how the answer could be anyone but Ace.

    Open Handed is arguably his best perk and it has to be run with something else to personally make use of its effect. IMO it's still super mediocre even then; most aura reading perks already have a great base range (or infinite range like Aftercare, Alert, OoO, etc). I'm struggling to think of perks beyond Bond and Kindred that it's really worth pairing with.

    Ace in the Hole is okay, but not really worth running unless you're trying to keep add-ons that you already brought in on an item. There aren't many survivor add-ons that are worth preserving in this fashion anyway (since most are cheap and plentiful while rarer ones tend to either consume themselves or the item they're attached to).

    Up the Ante plays into the under-tuned Luck mechanic, which pretty much automatically makes it bad. Other perks exist which can do what this perk would do better than it can (like Deliverance or Plunderer's Instinct).


    Even when you compare him to Ash, who seems to be the popular counterpick, Ash has:

    Flip Flop, which is fine on its own and has great synergy with lots of other perks. It also almost single-handedly allows perks like Power Struggle to even function.

    Mettle of Man, which is ultra-situational and overly hard to use, but offers arguably one of the strongest survivor perk effects in the game. It basically allows survivors to bring their own side quest into each trial.

    Buckle Up, which is pretty worthless.

  • I mean, if you look at the images for her body cosmetics, you can see the ink dangling down from that arm which forms her right hand. I'd imagine it would be really hard to hold a weapon or pick up survivors when you canonically have no hands.

    The stabby bit is supposed to be a warped version of a palette knife.

  • TBH I still want to know what happened to Benedict Baker.

    Man left us all these nice notes and journal entries and then dipped.

  • Tome challenges, once released, can be completed and collected for BP at any time. Old Tomes and their challenges can be found in the Compendium of the Archives.

    They will no longer award Rift Fragments once their relevant Rift has ended though.

    It's a popular strategy to complete lots of challenges without cashing them in so as to save their BP for when its most wanted (like when a new character comes out).

  • Just depends on how they're implemented.

    I don't have many issues with bots taking over for DC'd players, if simply to keep the match going a little longer. Though I do understand that it might be frustrating if killers can take advantage of dumb bot survivors to get more value from their perks.

    More importantly, having a dedicated "Bot Mode" in Custom Games would be wonderful for screwing around, exploring maps, and just practicing things with various killers, perks, tactics, etc.

  • As others have pointed out, RPD was fantastic when it was created for the remakes of RE2 and RE3. It was a great environment for RE2's gameplay (and was perfectly serviceable for the time RE3 spent there too).

    But DbD is not RE and the map doesn't work well here with DbD's gameplay loop. IMO, it fundamentally fails at being a good map for DbD by taking a lot of the worst elements of other problem maps and combining them into one.

    It's too large, cramped, and convoluted to be a good fit for DbD.

  • Hawkins was probably the best of the licensed indoor maps (not like that's a high achievement), but I'm still glad it's gone.


    Though I'll admit I'm surprised they didn't just adjust it's aesthetic to remove the Stranger Things references and return it as an additional map in the Lerys realm.

  • Flip Flop is fun in conjunction with other perks like Unbreakable, Tenacity, Power Struggle, etc as some sort of anti-slugging build.

    IMO it's not really worth running on its own.


    But it could be worth it to pick it up now if you don't want to buy Ash; his other two perks are of questionable value (MoM is fun, but hard to use, Buckle Up is basically worthless).

  • I'd really like to see them add on to single-map realms. Especially the non-licensed ones like Ormond and Forsaken Boneyard.

  • I'm also not a fan of Backwater Swamp...

    ...but my god, Shelter Woods and Rotten Fields are hilariously outdated map designs. I can't believe they were basically left as-is when the map reworks were happening.

    I-Shaped Maps (Suffo Pit, Azarov's, Sanctum) and Licensed Indoor Maps (RPD, Midwich, The Game) are also terrible, but at least they aren't massive empty fields full of trees/corn.

  • To date, this is the ONLY game where the verbal backwash from various people in it's community was enough to convince me to disable non-friend messaging outright on my platform. It got so disheartening to deal with nasty comments on such a frequent basis regardless of how I was playing. Plenty of other games were rough in this way (R6: Siege, World of Tanks, CoD), but none of them made you deal with it as often as DbD.

    The best advice that I or anyone else here can really offer you is that you should take preemptive measures to insulate yourself from the awful messages. Restricting or disabling messages will drastically cut back on the amount of crap you can get from people like that. If in-game interactions are frustrating you, then it would probably be best just to take a break from DbD as a whole and enjoy something else for a while.

    ...Or you could grab some friends and enjoy the game for it's original intended design as a party game. If you don't have enough friends-list folks wiling to play DbD with you, then I'm sure there's also plenty of people on this forum alone who would play matches with you if you asked them to.

  • It's nice when perks exist to actually make kicking gens a worthwhile endeavor.

    Though I'm still a little miffed that perks are even necessary to make kicking gens worthwhile.

  • I enjoy using it on just about anyone who's capable of preserving stacks. Demo, Deathslinger, and Nemesis are obvious picks.

    Pig, Trapper, Pyramid Head, and Artist can also get some decent value out of it.

    And it's a wildcard on Bubba and Billy.

  • Just to mix it up, I'm going to say either a weaker form of Call of Brine (faster base regression speed from specifically kicking gens).

    and Overcharge (to more effectively challenge survivors who gen-tap to stop regression).

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863919#Comment_2863919

    Most people arent quitting due to power cuts etc. They're physically quitting due to going down fast or versing a killer they dont like, both are stupid reasons and not ones the devs need to fix.

    People need to accept they will verse certain killers and they can be outplayed

    And those aren't reasons that can be fixed. Some people are petty and will quit for those reasons regardless of what penalties are in place.

    In which case increasing the penalties would likely do very little beyond more harshly punishing the other players who don't really deserve it (and also empowering cheaters who take matches hostage).


    Rather than increasing the current penalties (especially the "initial" ones of 5-15 minutes), I'd instead suggest they add a slower penalty decay for repeat offenders.

    Ie, if someone quits often enough to build up to 30+ minutes penalties on a regular basis (even after letting the system reset back down to the 5-min penalty), then the system will start to wait longer before dropping their penalty increment.

    So if it would take let's say 3 days for the penalties to "reset" back down to 5-min increments (from the 30-min increment), then a repeat offender might have to instead wait a week to get back down to that point. And All the other increment build-up would continue to apply in the meantime, making these players more likely to get long penalties from DC's because of how they overuse the system.

  • I'm not honestly sure they should change the DC penalties at all right now.

    I think the current system does a decent enough job of building up to large penalties for frequent quitters while not overly punishing people who get disconnected (due to a game crash, glitch, power outage, etc) or who have to use the feature (due to a glitch or cheater allowing the game to be held hostage indefinitely).

    It would be a MUCH more effective use of their time to instead focus on addressing more of the issues behind why people DC and trying to implement solutions to those issues. Which I'm pretty sure is the direction they've already been going, albeit slowly. Obviously they can't fix everything, but there's still plenty of things that they could improve to encourage less quitting.

  • Yui and Felix's "blight" outfits.

    I really like the antiquated design of the clothes, but I don't like that they're covered in pustula goo.

    Wish they were more akin to Dwight's "blight" outfit, which has the same vintage vibe but doesn't have the orange stains.

  • Fun is subjective and all...

    ...But I'm still having a hard time believing that anyone could truly find Freddy fun to play against in his current state. He's just so dull.

  • Hex: Powerless would probably have some issues, since it basically just deletes every totem on the map regardless of it the Hex itself was cleansed or not. At that point, there's no real reason for it to even be a Hex.

    This would obviously be annoying to survivors who want to use boons, but there would also be no reason to run it other than to prevent Boons (since otherwise you're letting the survivors efficiently prevent things like NOED, Undying, or Plaything from working just by cleansing/blessing one totem).

    Plus as pointed out, this would basically give the killer an opportunity to immediately go for full Hex: Pentimento value (and killers like Trapper or Hag could aggressively defend relit totems while doing this). I think it'd be highly likely to make that perk hilariously overpowered.


    Carrion Craving is basically just applying idle crows to survivors who may actually still be doing things. IMO, it's way too much passive tracking for one perk. More importantly, it would just further encourage the speed-heal meta that is currently causing so much distress to the hit-n-run playstyle and killers who rely on it (Wraith, Legion, Twins, etc).

    I could imagine it being pretty great for Plague though, since survivors would have a much better motivation to cleanse their sickness.


    Used and Abused would basically be the better version of Overwhelming Presence. I think it's a bit overkill (I'd maybe do a 50% charge reduction tops), but it's a neat concept.

    They probably can't do the rarity-reduction mechanic though. They tried that with Hoarder and it caused problems due to how the item rarity table is set up.

  • More BP is always good.

    However I don't really like how this system gradually begins to reward people who stick with the game less than those just joining in. That feels really counter-intuitive. Could it not just be a global boost to BP for every chapter added instead that doesn't diminish over time? Ie, every new DLC would mean more BP for everyone.

    It's not like BP suffers from inflation, since nodes don't change in value over time unless BHVR manually adjusts them.

    Plus it doesn't really fix the absurd amount of time that one has to spend sifting through all those bloodwebs to actually level up characters, which can get tedious really fast.

  • Right now, Pinhead.

    Placing Gateways and controlling Chains feels very unwieldy on a controller.

    While I've been able to learn and have fun with other traditionally-harder-on-controller killers like Nurse, Huntress, Blight, and even Deathslinger, Pinhead just really hasn't been clicking for me. Hopefully that'll get better as I play him more, but lately he's been frustrating me a lot.


    Though as far as killers I actually "hate" for their playstyle, I don't like trap-centric characters (so Trapper, Hag, and Freddy). I can understand how the strategy of maintaining a web of traps could be fun, but I don't really have the patience to enjoy all the setup that they have to do (plus Freddy is just a one-dimensional and boring design overall).

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856205#Comment_2856205

    https://forum.deadbydaylight.com/en/discussion/comment/2856208#Comment_2856208

    At this point, i fully expect a rework in the style of "we heard you and removed the iframe from DH. Instead the survivor will just jump 3 meters foward"

    I mean, that would technically put it in line with all the other Exhaustion perks (besides Head On).

    Highly mobile and ranged killers would potentially be able to react to it while all the basic M1 killers would remain as powerless against it as they are against all the other sprint perks.

    I'm a bit skeptical with what they really can do about DH without nerfing it into the floor. Keeping the I-Frames with validation (allowing dodges on reaction instead of prediction) just lets the perk continue being a third health state. Keeping the distance, while probably the lesser of two evils, would be kinda boring.

  • Legion, unless they're running some of their absolute best add-ons (like Iri Button).

    Otherwise Clown and Pig are generally pretty underwhelming to me.

  • Wraith and Sadako are great at actually building up the stacks (since Cloaking/Demanifesting and looking away from the survivor instantly "ends" the chase and gives you a token). Though they cannot conserve their stacks unless you're using perks to inflict Exposed on survivors.

    Any killer who can down a survivor in one hit gets decent mileage out of this perk. Including Trapper and Plague, since damage inflicted by bear traps/vile purge doesn't consume tokens (Plague's lethal corrupt purge does eat tokens thought).


    I'd recommend combo'ing this with the Nemesis perk to change whoever stuns you into the Obsession. Then just break chase and get a free stack. You can also combo it with other perks that encourage you to avoid harming the Obsession like STBFL or Dying Light (though the latter also buffs the Obsession's healing speed).

  • My least favorite ones are any challenge that is primarily controlled by other players.

    ---Have X survivors escape while you remain in the trial

    ---Perform X seconds/amount of cooperative healing (I have less of an issue with the gen version, as it's significantly easier to complete).

    ---Unhook someone who unhooked you earlier in the trial


    Dishonorable mention for master challenges that lean too heavily on getting unreliable game mechanics to work (like grabbing two survivors off of gens in one match while using Discordance).

  • I think the current version of Ruin is healthier than its predecessor. Mostly because it rewards the killer for applying pressure rather than punishing survivors for not getting great skill checks.

    However, I wouldn't mind seeing an adjusted version of the old Ruin skill checks resurface as part of a different perk (IMO, they'd be a neat buff for something like Unnerving Presence or Overwhelming Presence).

  • @danielmaster87 said:

    How does Blood Pact let you see the killer's aura?

    This is pure speculation, but I'd guess something in OoO's code is mis-interpreting Blood Pact's aura reading and thinks it's from the killer.

    That would then mean whenever you and the Obsession could see each other's auras (so anytime either of you are injured), OoO would proc and "accidentally" reveal the killer's aura to you.

  • It would make more sense from a lore/locale perspective, however I personally prefer Temple staying in the gloomy forest.

    I don't like the daylight maps in general due to how difficult it is for me to see red/yellow auras on them. I don't really want more of them.

    TBH, I'm also hoping the reworks won't change much (if anything) about Temple. It's one of the few maps I actually still enjoy as both roles in spite of its size.

  • Dark Devotion, mostly because it would be hilariously fun on a lot of killers without the basic attack restriction (like Huntress, Oni, or even Trapper).

    Or if it at least would reactivate if you hit the obsession again while it was already active.

  • I'm still mad that I actually accomplished the requirements for Left for Dead several years ago...

    ...but it was on console before we truly got the Left 4 Dead paragraph with Bill and his achievements, so it didn't count.

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