DrKnockers05
DrKnockers05
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I actually think Jolt needs that more than Eruption.
I love both perks equally but the one thing that bugs me about Jolt is the fact that survivors can very easily and very quickly regain the 8% lost if the killer (naturally) spends time hooking the downed survivor.
At the very least, it should make them stop repairing the gen for a few seconds, considering it just exploded while their hands were inside it...
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Honestly I'm okay with it being M1 only.
Would I complain if it included M2 downs? Hell no, I love this perk to bits so any improvements at this point would be like finding a diamond at the bottom of a tub of good ice cream.
But it's still a viable perk for nearly all killers, and especially strong (and satisfying) on those who rely on a M1 for the lethal attack.
Combine it with the likes of Eruption, Pain Res, Surveillance, STBFL, you can monitor and melt gens like mad now that cooldown's been removed.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3160180#Comment_3160180
There's no world in which Nurse/Blight should not be a build up killer but Nemesis should be a build up killer. That's exactly my point. If Nemesis got downs with 2 whips when in Tier 3 then sure keep the buildup as it is right now.
Just like with Michael - if you keep him terrible in T1, then give him a 5% speed boost in T2 and T3. With the tombstone it would level out so he would be the same speed as normal, but without it he would be horrifying with instant downs.
Honestly I find him to be pretty decent once you get to level 2. Definitely not on the same level as Nurse or Blight, and Huntress can do what he does at pallets and vaults but without any buildup.
But these days he seems like a killer that's not only fun to play as (and against), but one that can get results with very little difficulty. Maybe that's how I personally interpret balance on a killer, so in my eyes he's damn near perfect.
His add-ons still suck, though ๐
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3157894#Comment_3157894
-"Nemesis is damn near perfect in his current form"
Hard disagree as a result of the required build up mechanic. It might seem counterintuitive but "build up" killers that start weaker and become stronger just end up being weaker then those that always have their power. Imagine if we changed Nurse and Blight so that they didn't have 100% of their power suite until they got multiple downs/hits with their power. Say for example Nurse only gets 1 blink until you get 4 hits. That would make her a lot more balanced. Say Blight only gets 3 bounces and doesn't get the full speed until he gets 4 hits with his power. Both of those killers would be better balanced with such a rework. They start weaker and end stronger.
Likewise you remove "T1" from Michael and then he would be a much better option to play as killer. If you insist on making him keep 3 tiers then give him 5% move speed in T2 "to balance out the slowness in T1". Nemesis for example could start the game at survivor speed and then when he gets T3 get full speed while the tentacle is out with no slowdown. He could start the game being able to break pallets at T1 as a reflection that no killer should be weak at the start. Things would be different if he got to 2 hit down survivors with T3 whip.
If someone is hosting a Million Dollar DBD tournament the answer shouldn't be Killer #1 or Killer #2 as the only viable options because they are head and shoulders above every other killer in the game.
Credit where it's due, you're not wrong. Infection level 1 Nemi is rough to play as.
Fortunately, it only takes a couple of tentacle smacks to get you into level 2 which is where the 'damn near perfect' part comes into play. Sure, if they're good enough, they can avoid the whips and make your job harder. But you can more often than not get to level 2 by the time a gen's been completed, at least in my experience.
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@RonMan32 said:
https://forum.deadbydaylight.com/en/discussion/comment/3157914#Comment_3157914
I'd be a tad worried this would encourage new weird strats akin to baiting a DS by going into a locker unsafely by having people go get the killer's attention to ensure they're the first hook to get that use out of it. But maybe that'd work. Personally like my idea better just because it'd give the perk a wider window of utility.
Possibly but like DS, you just ignore them or slug them for a bit if you suspect they're trying to bait the Deliverance. That way they're wasting their time not doing gens, you're applying pressure to the others, etc.
Now we have perks like Reassurance and Kinship, having Deliverance guarantee an unhook in second phase renders those perks redundant and in the hands of sweat squads, could be devastating to go against. With a bit of brainstorming, there's maybe a version of a second phase Deliverance that could work. But most ideas I can think of make it either too strong (especially with SWF groups) or too reliant on chance.
I take it your idea for it still requires them to safely unhook another survivor, right? Survivors shouldn't just get a free unhook by simply equipping a perk, regardless of what hook stage they're in.
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I'm not sure Deliverance necessarily needs anything for the second hook phase. I do like your idea of it, but chances are most people would use it on the first hook provided you're not the first person to be hooked.
That right there is what I believe is its biggest problem: it's completely useless if you're the first person to be hooked.
Obviously this doesn't mean you should get an easy self-unhook if you're the first survivor to be hooked, perks shouldn't reward you for being caught before anyone else. But it would be nice to actually get some usage out of the perk regardless.
So how about this: if you're caught first but the other survivors manage to complete a gen while you're hooked, the perk activates. You know have a 100% chance to unhook yourself but instead of staying Broken for just 60 secs, it lasts indefinitely until you safely unhook someone else, complete a gen, or get hooked again.
True, it would be completely reliant on the other survivors being useful and completing a gen, but at least there would actually be a chance to use it if you're hooked first compared to its current form.
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I honestly think Nemesis is damn near perfect in his current form. Not ridiculously strong but certainly not someone (something?) to underestimate.
The two areas he needs improvement on in my personal opinion are his add-ons and, to a lesser extent, the zombies.
The problem with his add-ons is there are too many of them that influence the zombies (his secondary 'power') and not his tentacle (his primary), and the ones that do influence his tentacle are pretty underwhelming, outside of Marvin's Blood.
As for the zombies themselves, so long as you treat them as solely a secondary rather than the main power of Nemi, they're honestly fine. They provide a little map and gen pressure, help you locate survivors, even cause a little damage in the right circumstances. I just wish they were a bit consistent in their behaviour, rather than getting stuck at random trees and rock formations or reaching out to a survivor that's long since Sprint Bursted to the other side of the map. This is more so on a technical level considering it involves AI, so it's hardly a quick fix. But it would be nice to have your undead buddies actually be constantly on the move and causing panic rather than having them standing in the corner or seeing one dry humping a random boulder 100m away from any survivors.
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@kaskader said:
I love the addon pass idea!
Thanks very much! They're not perfect of course, but I like to think they're a bit more varied and exciting compared to his current set which are a big bag of YEESH
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@TeabaggingGhostface said:
I like this, though id like to see insta ads come back, as he feels clunky without it, the cooldown after exiting ads is fine though
I actually don't mind what they did with his ADS but I do agree it makes an already slow killer feel even slower.
Maybe one of the add-ons could restore it at the cost of lowered spear range range perhaps?
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Still got my fingers crossed BHVR will buff the lesser used gen regression perks like Jolt/Surge, Oppression, Eruption etc. in their upcoming perk changes. They might not be as strong as the likes of Ruin, Pop, or Pain Resonance, but I find I'm far more drawn to the effects of the 'lesser' perks.
The Incapacitated status effect/difficult skill check features on Eruption and Oppression respectively are welcome additions which Jolt could really do with having. Otherwise, all it needs is just one of its limits to be improved to make it a solid B-tier perk: increase the amount of insta-regression, increase the radius (or make it a set amount of gens nearest to the down), or decrease (or even remove) the cooldown.
Oppression NEEDS to have its 80 SECOND cooldown decreased, there's no question about that. The speed of normal gen regression isn't good enough to warrant a cooldown that ridiculously long, so drastically reduce that and maybe even increase the speed of which the two other gens regress for good measure. The difficult skill check is an appreciated effort but these days, most survivors nail skill checks for breakfast so that could use some tweaking too, maybe a Merciless Storm kind of effect instead.
Eruption is genuinely a really solid perk as is. The problem is kicking gens is not something you ought to be doing as killer unless you have a specific perk build for damaging gens (Pop, Brutal Strength, Call of Brine, etc.). Like I said with Oppression, the base regression speed just isn't worth it. I'd suggest bumping up the amount of insta-regression and perhaps making the Incapacitated effect last longer too.
I think with some changes like those, we could see those kinds of perks go up a level, maybe even 2!
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Man, I put weeks into these ideas, all for two comments? Damn, feelsbadman
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I think they should just revert Mettle of Man back to its original conditions of protection hits AND safe unhooks but increase the amount needed from 3 to possibly 6? That's two saves on every survivor, or several saves with a few protection hits thrown in.
As for killer perks, Jolt/Surge is a perk that really needs some attention. Considering we have other perks that do similar effects but are superior in almost every way, Jolt feels unnecessarily neutered in its current state. Even just one of these changes would make it better: its cooldown removed, increased range, or increase the insta-regression by at least 10%. What it truly needs though is something to hinder survivors that are working on a gen affected by it, maybe they scream or they face a difficult skill check or something. Right now, all that happens is the gen gets affected, the survivor loses 7% progress but can still maintain repairing it the entire time before fairly quickly regaining that 7% if the killer chooses to hook the recently downed other survivor.
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Definitely here for a TWD survivor pack chapter. Get Rick and Michonne in, legendary skins in the form of Daryl and Carol, maybe Negan in there somewhere.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2914902#Comment_2914902
Trickster and Huntress have a Lullaby because their ranged attacks have infinite range, along with more than 1 projectile.
Caled has only 1 in the chamber, aswell as a maximum range.
If you wanted to give Deathslinger a Lullaby, you could give him a 24 Meter one so he can't reduce his TR to be smaller than his gun range
Good point, to be fair. Don't play as Huntress or Trickster nearly enough to know their ins and outs, but they do have the advantage of throwing multiple projectiles with unlimited range so makes sense.
I think the only time his gun range should be shorter than his TR range is with combined add-ons and perks, like one exclusively niche build dedicated solely to maximum stealth. But yeah otherwise the intention was to make it so survivors still have some inclination to his presence whilst still maintaining some surprise factor for Slinger. I'd argue he's too loud to be sneaky but based on his lore, he had to track down bounties and that would require some degree of stealth, so I really don't see why a 24m TR is a bad thing for him.
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If we're talking quick and easy fixes, I'd say simply revert him back to how he was and keep the stun duration as is at 3 seconds. He wasn't perfect but I'd say he was in a far better position than he is now.
That being said, he still needs something to help inflict map pressure outside of 1v1 chases (Bounty Poster system?), not to mention another add-on pass because I don't know why the devs thought his current add-ons were acceptable the last time they checked...
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@ThatOneDemoPlayer said:
Good changes but a 40m Lullaby? That's worse than the 32 Meter Terror Radius be currently has
Thanks, man. But I picked 40m because Huntress' and Trickster's lullabies are around the same distance. Clanking spurs is only one idea for his 'lullaby' but at least it would be something to indicate he's nearby without completely giving away where he is.
But hey, if you reckon he doesn't even need a lullaby, I'm happy to get the 24m TR back!
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You rock. Thanks for the heads :)
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This one's not so much a crazy idea but I was always a little disappointed we didn't get Deadite skins for the original four survivors when Ash was added into the game.
A bit like the bloody clothes when you Prestige, but with more black bile, ripped clothes, white eyes, sharpened teeth, that kind of thing.
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Thrilling Tremors and Surge are super underrated killer perks, in my opinion. TT helps with snowballing, great synergy with the likes of Pop and BBQ, and helps stall the game. Surge is a really neat and efficient perk in its current form, but I've made no secret that I think it deserves a buff of some kind. Decrease or, better yet, remove its cooldown, increase the affected range, bump up the Insta-regress percentage. Just one of those changes could potentially put it on-par with Pop, I reckon.
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@Deadeye said:
Another thread about it, and the same answer from me:
It is designed around 2h/day because that is the average of how much their players play. For me it fits, I needed 138h to finish this rift and had 6 tiers of rewards left in the 4th level.
Another design thing: the challenges are roughly designed to get finished within the 140h they expect you to play. Some get through it faster, some are slower, that's pure normal deviation.
Last point: If you play the average amount of time, you get all your auric cells back. You once invest an amount of money you would also pay for a single outfit, and have the chance to get them all back + a bunch of full cosmetics on top. Even if you don't, you get much more cosmetics than oyu would get in store for the same money. And the best: you can look at the cosmetics before, and decide on last day of the rift, if you progressed enough and if it is worth it to buy the premium path.
In fairness, yes. I should've waited until now to see how far I'd get before I unlocked the premium track. I admit I was tempted by the cosmetics in this one, plus I had some spare PS Credit so decided to unlock it early.
I'm not expecting it to be the easiest thing in the world, and it shouldn't be because where's the fun in that? I do however believe it veers a little too much into the 'too punishing' side of things. Not by much, but just enough to be a nuisance. My personal opinion, though.
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@DCash said:
https://forum.deadbydaylight.com/en/discussion/196332/all-rift-challenges-completed-only-tier-60
I get your frustrations. But just because you don't have enough time doesn't mean the devs have some nefarious plan. I finished the rift weeks ago. Completing it is meant to be a challenge, not something you just get handed to you for being there. If it's easy for everyone to get then what is the point?
I don't expect it to be the easiest thing in the world, but I do think it could do with a slight improvement. I'm all for a good grind but it's a little too punishing in its current form, in my opinion.
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@Orion said:
Done. Here you go:
https://forum.deadbydaylight.com/en/discussion/196542/rift-challenges-and-rift-fragments
I like the ideas but I wouldn't expect the Rift challenges to get me all the way to 70.
If it got us to around 63-65, that's still a solid 50-70 Fragments to grind, which is roughly 55-75 games. I think that's a solid set of numbers. Not too easy but just enough to make it worthwhile.
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It should start using hours instead of days once it gets below one day remaining. Never usually finishes at 00:01am where I am if that helps :)
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@Tactless_Ninja said:
They probably figured people were still using cakes after the anniversary. I still have 50+ and I get a point and a half after every game.
Correct me if I'm wrong, but I always thought the amount of XP you got for Shards was based mostly on the length of the match, not BP gain?
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@Pawcelot said:
Oh, no! What a shocker. You better buy some tier levels for some AC so you don't miss out!
My sarcasm sense is tingling...
But in case you're serious, I'd rather not pay for tiers. Pretty sure that's why the frag gain is so low outside of challenges, but if I have to make do without a cool Wraith weapon and a bubbling Tiki cup charm, I'll make do. Just be nice if the grind was just a little less extreme in future :)
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@xenofon13 said:
Don't sweat to complete the challenges. Make more games out of them or take a break and play swf.
That's exactly what I did, my dude. Finished the last challenge this morning :(
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@KaarelK said:
Tier 60 is so high, like for real. Fragments will give you almost 31 (308 frags) tiers total. Rest of the tiers come from playing the game.
I don't get it why would you even buy the pass if you dont have the time or skill to play :D I was done before they released IV, used aurics that i got from the rift to unlock levels also because i thought i'll never make it to the tier 70, oh was i wrong
I rather liked the cosmetics in the premium pass, and I decided to treat myself seeing as I had some PS credit on my account.
Sure, 60 is high, no doubt. But now I've got no challenges left, all I can do without paying again is grind 100 single frags in two days. I don't mind a good grind but not to that extent.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1663225#Comment_1663225
Or bring back an old, abandoned concept: Community challenges. Last used for the year 1 anniversary.
One big challenge for survivors, one for killer. Progress is tracked globally for all players. If the community finishes a challenge, everyone gets X additional progress.
That's a damn good idea! Loved the community events so to bring them back with shards as rewards would be spicy.
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@gibblywibblywoo said:
I actually got level 70 before even getting pas tmy second chapter 4 challenge this time so its nice to have a break before the new one. I do think daily rituals should give 3 or 4 rift fragments each. Heck, only one a day would be great for players with less free time in the long run.
I'd be OK with that. How long is an average Tome open for? About 2 months, right?
So that's 60+ days, same amount of rituals, which would be the same amount of single bonus Frags in theory. That comes to about 6 tiers worth.
6 tiers would certainly help! Hell, if that's too much, just tie the bonus frag to rarer challenges like Mori'ing a survivor or escaping without being hooked.
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@BDS22 said:
Charms are the main issue for me about the rift. They're hard to see on survivors for one, secondly there are so many reskin charms in the rift it's annoying, they clearly just add some charms just to make the rift more of a grind.
Charms are definitely there for filler. I like a few of them but at best, they're unremarkable.
At worst, they're actually a hindrance. Many a survivor has experienced a hooking based solely on their glowing charm standing out amongst their otherwise-camouflaged bodies ๐
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/196332/all-rift-challenges-completed-only-tier-60
You're lucky I finished the complete tome and i only got to tier 55. the tomes are NOT supposed to give you the whole rift what so ever, and never have. You will still have to put in some extra work and games to get to 70 and always have. tome 4 though has lost many rift fragments for what ever reason (It felt short to me before I started looking at it) in reference to tomes 2 and 3. Like I said, you're lucky! I have had to slog through 6 tiers to get to where you are myself. Just realize nothing is given for free. I don't normally buy the pass till I know I'm close to getting 70 so I don't have to buy tiers but a few things have happened this tome and i've not played as much as before. Ah well.
I am tired of people thinking that some where it was said that the TOME would give you the whole rift. What is being misconstrued is a combination of the fact the TOMES offer rift fragments to help you complete the Rift and if you buy the pass for the extra, you will get your 1000 Auric Cells back if you complete the rift. no WHERE has anyone said from Behavior that the TOME will complete the RIFT and honestly they've EVEN said it won't!
But there's my point. You had to slog through 6 tiers to get to tier 60 after the challenges, and that's still ten tiers left of either MORE slogging or paying for them.
OK, fair enough. The Tome SHOULDN'T do the whole thing for free, and I'm glad it doesn't because then it's too easy. The problem is there isn't enough outside of the challenges to get you even close to 70. Just now hit 61 which means I need 90 Frags total to finish, and that's likely 100 games I'd need to play in two days. It's just far too much.
And yes, I too would normally wait until around now to consider paying for it like you did, but I liked a lot of the cosmetics up for grabs in this Tome so I unlocked it pretty early on.
One weekend to alleviate the slog by 50%. Not major enough for them to lose money, but just enough to make the grind a little quicker. There's plenty of other good suggestions in this thread alone, let alone elsewhere, but a simple weekend would be good enough for me.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1663127#Comment_1663127
Another option: Make a paid premium-premium version (with a better name than this) that costs more than the premium version, but does not expire. Then add an option to set one tome as active, for only the bought premium-premium passes or the latest release if it is still open to everyone, and let players finish them in their own time.
Switching between tomes also allows selling bundles to new players / players who didn't finish the old tomes / didn't care about the tomes at the time. "Now in the store for a limited time: Tome 1-5 bundle" or something like that.
This suggestion isn't new however, here is a thread in "Feedback and Suggestions" from last year with more details and pros and cons:
I'd be open to something like that! Would obviously need a lot of work to get right but I don't see it being too big of a loss for either side!
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@Mister_xD said:
yep, this rift was way too grindy.
i finished mine two days ago and am currently on a break from the game, because i feel burned out from all the grinding i did in order to get it done.
but the last thing ive heard the devs say about this was that the rift was supposed to be that way, so yeah... i dont really have my hopes up that they will do something about it.
EDIT:
a simple first step would be to rework the system that grants rift fragments and, instead of being EXP reliant, just give you one for every game you played.
That's a damn good shout: how tiring it is.
Devs gotta make their money, I get it. But even if it wasn't about money, it's so much of a grind finishing it, you feel like you need a good long break after. That's less people playing the game, which means less income.
And yeah, sometimes you don't even get the fragment in the match. In fairness, that likely means you'll get two in the next, so long as you so decently in it.
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@twistedmonkey said:
The rift is a problem in itself.
First you get all the auric cells back and get it for free if completed. This means it has the potential to make no many so of course it has to have some sort of grind aspect to it so only die hard can complete it without paying anything else.
The whole idea of any of these systems is to make money. Without it bringing in revenue it's not worth paying staff to make it.
So how do they fix this?
There are only two options then. Keep it the way it is or they no longer reward all the auric cells for completion and make it easier for all so you have to spend something for each rift.
The best way to look at the rift imo is to see if what you can achieve is worth the money you are spending. Afterall even making it to say LVL 40 gives more skins that the money paid.
I do like that you get the Auric Cells back. But unfortunately, it's very unlikely you actually get them all by just playing the game.
Uusing COD as comparison is maybe a little unfair, but I'm pretty sure the Modern Warfare 'battle pass' gives you your COD points back with additional points to boot? Not to mention an XP boost in the premium track, COD points in the free track, etc.
Yes, Activision have a shed load more revenue than Behaviour so free Auric Cells is asking too much. But one simple double shards weekend in the whole Tome (ha. Rhymes are funny) surely wouldn't be too big a loss? If you play during it, more tiers. If you don't play during it, bad luck.
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Honestly, I just want them to improve his add-ons more than anything. Apart from reload speed, they're genuinely some of the most underwhelming (and boring) add-ons for any one killer in the game.
Even Clown has better ones. And he's the Clown!
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1638482#Comment_1638482
I'm not. I do not find grinding to be anything other than a tedious way to keep me playing a game that I should want to play because I find it fun. I do not find it challenging, because most of the time it's just time consuming. The few challenges that actually provide a challenge are basically "lower your odds of winning running this meme build," which is fine, I guess, although everything sure gets repeated a lot each tome.
You're not wrong there, especially with the meme challenges. Really hope the devs are looking at improving the Tome experience soon. It was exciting when it was first launched but now we've had four Tomes that are near identical and equally as grindy, I think it's time for some Quality of Life fixes, newer challenges, maybe even mix the Rift loot up a bit.
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@Xbob42 said:
Only video games could introduce the utterly ridiculous concept of paying for something and then having to grind like a madman to actually get what you paid for.
Imagine if you had to do this nonsense for every cosmetic in the shop. Pay $25 for your legendary Oni skin but hurry! You've only got 20 days to grind 150 shards or you don't get it! CLOCK'S TICKIN' ######### GET TO WORK ON THIS VIDEO GAME YOU PLAY FOR FUN!
Hey, I'm happy to grind a little bit. Relish a bit of challenge. But it's pretty extreme in DbD in its current form. Lots of really good ideas in this thread alone they could incorporate to make it just a little bit easier and even a tad bit more fun. There's a simple double XP/Fragments weekend, an XP boost if you purchase the paid track, reducing the XP needed for a shard, removing or replacing the charms with Iridescent Shards.
Hell, with that new Redeem Code feature, they could offer Fragments in that. Even just one of those suggestions would make a positive difference.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1637878#Comment_1637878
well I'm getting a new ps4 pro and I try to pre order ps5 I couldn't bots keep picking them up to price gouge later like switch.
every site been saying out of stock.
Yeah, it's been crazy with the preorders. Give it time though, you'll snag one eventually!
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@NekoGamerX said:
it hard for me I can't play my ps4 overheat because of this game I'm gettingg a new ps4 and if it overheat then there something wrong with this game.
Oh, damn. That sounds rough, dude. The game does heat up my PS4 but rarely crashes it. Might be worth holding on until the PS5 comes out, seeing as they'll be releasing DbD for it. But totally understandable if you didn't want to wait that long. All the best with it.
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@Mister_xD said:
id love them to make sthg like this for the last 7 days of the rift, so that players who are close dont have to grind as much to get it / to give people who cant play as often the ability to get some bonus tiers.
they could call it the "Rift collapse" or sthg, say that it started getting instable (allowing for the double rift progress) and would be closing soon.
Hey, that could be cool! Fits into the lore AND benefits players!
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@APoipleTurtle said:
A "Double XP/Fragment Weekend" would be nifty and all, but I'd rather have some QoL changes to the overall grind instead.
More than anything, I'd really like for them to ditch most of the charms (especially the "copy/paste charms") and shorten the Rift by about 20 tiers without removing the other cosmetic/auric cell rewards. These easily make up about 30% of the Rift (mostly on the Premium Track) and in my opinion aren't very desirable or valuable. They just increase the grind between me and the rewards I actually want...
Or at least reduce the XP needed per fragment to 600xp (down from 800xp). This would mean you could consistently get about one fragment per match played, instead of needing roughly 1.25 trials per fragment (or 3 fragments per 4 trials). Including the daily role bonuses, you'd then only need to play about 9 matches to tier up once a day instead of 12.
Absolutely agree with everything you said. A double XP/Fragment weekend would be nice, but a full QoL lookover would be brilliant. Plus a reduction to the charms is a big yes. Considering you can only equip 3 max, having dozens and dozens of them, some of which you 100% won't ever equip, is just pointless and simply there to occupy a tier. Iridescent Shards would be better, in my opinion. I'd take 25 of them in a tier than another common charm.
They could even replace them with offerings, specifically older event ones like the Gateaus or the Splinters (obviously have to be unretired for that but still), or even something as simply as BPS or Escape Cakes.
Fact is you're right about them. If this latest pass had zero COMMON charms in them, let alone uncommon+ charms, that's probably about 5 or so tiers we could've avoided.
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@[Deleted User] said:
I agree with OP that the grind is a bit much. For me in the free tier this is pretty irrelevant because I don't really care about cosmetics. For people paying for the battlepass, though, it'd suck to not get enough currency to keep going. If lots of people aren't making it to the end and subsequently aren't buying the next pass, BHVR would have a definite incentive to reduce the grind. Yet another reason not to buy battle passes.
Pretty sure Modern Warfare gives you an XP boost if you purchase the paid track (as well as SEVERAL double XP events per season). Something like the XP boost for those who unlock the paid track would make perfect sense to do. More incentive to unlock it, more chance of making it to the end, more money for devs. Win/Win.
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@Gylfie said:
I wouldn't agree with having this 'double weekend' during this current rift because I just finished tier 70 an hour ago and would feel robbed, but for next time, sure, why not. And yes, I can say that it is a very big grind. I kept an Excel sheet with how many games I played per day and my xp gains in each of those games. I ended up playing 205 games of DbD in 20 days at an average xp gain of 570xp per game. I also completed every single challenge except for one (that I'm working on as we speak).
I had the time to do all of this now, but I don't really feel like playing ~10 games of DbD every day for the next rift, so I'm going to have to seriously reconsider if I ever want to do this again.
Edit: I started my Excel sheet on the 1st of September after making a calculation and coming to the conclusion that I was never going to make it to tier 70 at the rate I was playing in August.
Nah, it would be a little too late to do it now (not that I'D complain if they did but it would be a bit cheeky to do that to players such as yourself), but it's definitely something they should think about doing for future passes.
Nicely done, by the way! And good job with the spreadsheets. Anything that lets the devs see just how grindy it is is a win in my books.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1636753#Comment_1636753
If u know your not gonna have enough time to play the battlepass, why even buy it. I'll admit I wasnt paying attention originally and am not opposed to like a limited 2x event(thought he meant full), but like battlepass r usually grindy in games and that makes completing them more rewarding.
I liked the cosmetics in this one, plus through some nice fortune, I found myself in a good position to buy it this time so I thought I'd treat myself.
Hey, I'm all for a little grinding. You're right, it is a fun challenge working your way through the tiers. But most of the time, people grind because there's usually a decent payoff for all of it. If we grind our butts off only to not make it to the end (and not get all the Auric Cells back you used to pay for the pass), it feels like all the effort you put in wasn't worth it. It's probably intentional so if you want to pay for the next pass, you'll have to buy more Auric Cells which equals more money for them. But I've still got 15+ tiers to get through with very few challenges remaining. Once they go, it'll be one fragment per game.
All I'd like is one weekend of something doubled to make the grind feel a little more worthwhile. That's all I'm asking :)
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@malatruse said:
https://forum.deadbydaylight.com/en/discussion/comment/1635431#Comment_1635431
You have to play a whole lot within a limited time frame. If you include tome challenges, you also have to play in unconstructive ways, like bringing Open Handed or looting 5 chests.
I agree that there just aren't enough rift fragments awarded currently, but I don't think the devs will do anything about it, since that's how they make money.
Glad to hear it's not just me who thinks that. Surely a double shard/XP weekend wouldn't be too much to ask for. Wouldn't ever expect more than one weekend, but if other games can offer multiple double XP events for their battle passes, then surely BHVR can do a single one...right?
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@TruffleTurtle said:
Literally all you have to do is play the game to get it. If you don't play often dont expect free rewards
Yeah, missing the point like SpaceCoconut said. For those of us that can't afford to play the game religiously due to job commitments, health issues, life's little obstacles, etc., it makes an already pretty demanding grind even more so.
In fairness, I have ranked up a solid 50 tiers I'm pretty happy. And of course, the devs gotta make their cash somehow! But with barely two weeks remaining, and still 20 tiers left, that's an awful lot of grinding for single shards I'll soon have to go for. Double shards for one weekend wouldn't be a groundbreaker, but it would shave a considerable amount of time off in the long run.
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@SleepyWillo said:
I was expecting a change to the amount of fragments required as it appeared based on the "1 or 2 hours a day" that the devs didn't factor in queue times. I never expected them to make it harder to grind the fragments...
Aye but even excluding queue times, one fragment per match (and that's if it's even a good enough match) when it requires 10 per tier, with an average match around 7-10 minutes, that's a solid hour and a half just for one tier WITHOUT challenges. And for those who work regularly or just don't have enough time in the day, that's pretty rough, man.
Not expecting the devs to make it a cakewalk, but just the odd special event to help make the grind just a tad bit less time-consuming would be hugely appreciated by all, I reckon.
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I think we can go one better with Surge. Instead of simply increasing the regression from 8% to 10%, make it so when you down a survivor within 32m of a gen(s), the affected gen(s) explode as if a survivor failed a skill check on them, regressing them by the standard missed skill check penalty of 10% with an additional 2%/4%/6% regression on top of it per tier, with a flat 30 second cooldown. The 32m range isn't too bad as is, but I sure wouldn't complain if they increased it.
Honestly, out of all the non-meta killer perks in the game right now, Surge is (in my opinion) right on the edge of being a properly good perk. It just needs a little extra love.
As for some others:
- Blood Warden is grand as is, although I think it should be 40/50/60 seconds per tier
- Thrilling Tremors is also fine. Just wish gen regression wasn't paused when they're being blocked by the Entity
- Distressing should be 20%/25%/30%. No particular reason other than I like multiples of 5, haha
- Brutal Strength should get a 5% buff for each tier
- None of the perks should be combined. I get why you think that and yes, they are similar. But not enough to warrant combining them, in my personal opinion.
- Rather like those Mindbreaker and Fire Up suggestions, although I like the idea of Fire Up affecting different actions per gen completed, similar to Devour Hope (e.g. pick up/drop, kicking, and vaulting affected as normal, then killer power affected after 3 gens, basic attacks at 4, and all of the above given a 25% buff if all 5 gens are completed)
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Man, I hope Jake and Deathslinger are the stories for the next Rift. Obviously wouldn't say no to more Trapper and Spirit cosmetics, though ๐
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It would be nice if they did double fragment/XP weekends to help you rank up a bit faster.
Even if they just did one at the start of a new pass, and one at the end, it would help a little bit more. Already got double bloodpoint events so making it so you get two fragments instead of 1 surely wouldn't be too hard to implement :)




