EqMonkVeeshan
EqMonkVeeshan
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- EqMonkVeeshan
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interesting so his win % as killer with no perks and add-ons was 14% higher then his survivor team had with out items. his killer most common result was 4k to the survivors 2 escape. sounds like killers are really much stronger then we expected. how ever I do find it kind of disturbing that he failed to put his win % as killer with perks and add-ons. but was sure to point out that his survivor team with items had a 14% higher win% then his killer with out perks and add-ons. almost as if he is trying to stir the conversation in a desired direction.
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as a survivor main i hope they remove the Boons all they do is make more and more survivors just ignore totems, when the newness of these perks wear off and more and more people realize how insignificant they are the damage will be done. survivors will be even more less inclined in the long run to do bones or to even pay attention to them, on account some one else might have a boon and they can deal with them. surprise type hex's just got the biggest buff via survivor perks...
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@Lochnload_exe said:
Boons are not OP at all. If the devs introduced a killer perk that would randomly just make survivors not work on gens for 16 seconds, the outcry would be insane. Doing it on a hex? 24 seconds. How are fellow killer mains not seeing the value. It is because Boons are strong effects that newer and more casual players struggle with, stuff like micromanaging and tracking.
I've never been the most affected by iron will or lucky break because I usually just hear the loud footsteps and can still chase and mindgame really effectively. Shadowstep just does the same thing as lucky break, but it takes 16 seconds to activate it in a specific area. It also has anti aura reading which hurts BBQ, but I only use it for BP and using game sense I can usually figure out where people will be anyways, plus now whispers is more useful lmao.
Circle of Healing is actually pretty good for survivors. While it still takes 16 seconds to activate, or 24, you can now heal teammates faster in that area, or heal yourself there for normal time, faster time with a medkit. This is good, but it is still that normal medkit time to heal, on top of the 16 seconds to proc it. Now over time there is definitely time saved, but even playing normally you can just walk and disable it super fast, and if an entire team is running it, that is 4 survivors each wasting a minimum of 16 seconds. That is still a really great slow down.
They really are not op in the slightest. If I were to change anything, I would make Circle of Healing not boost medkits, and I would make Shadowstep not hide auras. I really do not think anything else super needs to be done, but the reason for that is because I have experience.
I have been playing for a lot of years, and I know how to play fairly efficiently. I am no comp or pro player, I don't even have as many hours as some people, but I do know how to play at a great level, not as a flex or anything it just happens if you play something for this long. From the complaints I've seen from other killers is that "shadowstep makes chases impossible" or "finding boons take too long" and it is a fair argument. But in the end, they really are not as insanely strong as people say. Circle of Healing can be good, and might actually be a new good thing to bring, but it does have counterplay, unlike some other top meta perks that are complained about.
TL;DR - Boons aren't very strong, they just affect things like tracking and micromanaging that very casual and newer players (I am casual, I just have played for 4 years and I have experience) already struggle with. They affect the fun portion of the games, while they also help with gen speeds, but you don't notice that if you focus on the 1v1.
the thing that really bothers me by boon totems as some one who plays more survivor then killer, boon totems literally have made it already so in matches less survivors are looking for and clensing totems, even when no one has a boon. in many ways boons have made it so killers Hexs are more likely to not be touched going forward so surprise type hex are so much stronger now., because hey one of these survivors might have the boon let them deal with them. as a survivor i want to see boons disappear in their current form. please remove the boons.
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@Roadrunner said:
Pls delete Boons. Its absolutly no fun to go against them and they feel like you cant counter them
there is a counter to them do the bones.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2575216#Comment_2575216
https://forum.deadbydaylight.com/en/discussion/comment/2574783#Comment_2574783
are you high? i'm pretty sure even the op wants to BUFF items by cutting out superfluous items/addons eating up most of your bloodweb space, and the only nerfs i want are to medkit (self)heal times (but a major buff to healing others) and toolbox genrushing
I just want them to go over them and either adjust there raritys and look at the add-ons that are not used often and maybe adjust them slightly. i dont care if they buff items or not i just feel there is to much garbage in some areas and bare bones in others and then we got keys with 4 very rare add ons and the keys really are not that great for anything except trying to exit the hatch.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2574834#Comment_2574834
But it's still bad, survivors know where that NOED is, so you will get one down from it at best. It would be actually better for you to destroy it, so you have chance it will spawn on totem, that survivors didn't find yet.
you don't get what I am saying in most my matches I take out as many totems as I can find. in fact today the thing I am talking about actually happened all totems was clensed except the single totem with the boon on that totem. killer literally kicked the totem and two seconds later the last gen popped and NOED. I want the killer to break the totem when he kicks a boon so this don't happen. I as a survivor want to be able to clense the boon totems as well.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2574816#Comment_2574816
I think killers should be able to destroy totem, so survivors have to find new and make some efforts to make this perk work. It would be just like Inner Strength, but with better effect, because you can heal with it multiple times and it is shared for everyone. So it would be still really good perk.
Plaything nor Noed can't over-write boon, so there is not really point in keeping that totem for the killer. Unless you are lucky and get it before blessing, but at that point survivors know where it is anyway...
yea but lets say 1 gen left killer kicks a boon totem. totem remains and gen fires two seconds later and NOED is there. id much rather see killers break the totems. when they destroy boons.
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any other suggestions or thoughts to these?
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@gamejunkie25th said:
Maybe its only because the patch just dropped but the amount of boon spam I'm getting hit with is insane, ill kick a totem chase a survivor only to hear a thunderclap and the totem is relit.
Kicking a totem either needs to break it or you shouldn't be able to re-bless a totem.
as some one who considered themselves more of a survivor main I agree with you the totem should be destroyed if the killer breaks it. but my reasoning is I do not want to see a killer kicking a totem it not break then noed pop up in that location when the last gen pops. I also feel that boon totems should be able to be cleansed by survivors, because well I need to cleanse totems for task. that should be part of the risk of running boon perks like it is for killers running Hex perks.
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@UkilledLegion said:
Dear devs u really thing that killers will play after this 21.5 uptade?Heal without medkit and heal 100% speed and survivor can change hex to boon totem (change and brake hex together).How do u think how will use survivors this this things with SWF and voice?How will use with detective Tapp perk? Are u serious?Sometimes I think u hate people who play killers. It is big mistake add this in game.
ur thought?
honestly I personally would never use the boons and I personally as a survivor will cleanse all totems I see weather boon dull or hex totem. i am not going to allow NOED to become even more prevalent in my matches. and unless they make it so killer destroys the totem when he takes out a boon iam not going to risk it.
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if i get into a match and see the people who i get randomly teamed with being idiots or just not good at all. if i feel that match is unwinnable my focus shifts i will avoid detection and pray for escape or last alive. welcome to the new MMR. generally i have enough time to scout both door locations and see what location i feel might give me the best chance at escape after the killer closes the hatch.
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@Kalinikta said:
Do some gens, before they hit the next stage arrive with full health, maybe with BT and unhook them, have them body block the second hit and make it to the next loop. If you go down, have your team work on gens, before you hit the next stage, have one of the healthy survivors come and do the trade just as you did or have 2 people come and do it...
People forget this is a team vs 1 game... don't ignore the gens, use the time on the hook and play smart. Wraith does not have an instant down, you can literally tank the hit, unhook and DH out, have a BT body block, etc. Stop trying to 1v1 the killer, you are in a 4 man team!
hate to say it but its only a team vs the killer if your in SWF other wise its all individual Behavior stated such with there remarks on the SBMM system.
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honestly the flashlight things not totally bad they could just do an add on pass on flashlights and make different add ons do different things to the killer/survivor. how about a flashlight add on that don't save on blinds but instead grants a health state to the carried survivor the next time they land on the ground. or maybe if blinded the killers movement speed is reduced by a certian amount till that survivor is no longer being carried.
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@Bran said:
These perks are something not gonna lie. Now time for some criticism.
Clumsy - not gonna lie, that'd be really annoying and should have a activation trigger.
Did I do that: I mean...if it activates after the unhook and doesn't affect the unhook notification it might work?
Inspired: just no honestly.
Not today: if the killer can still attack on the initial vault. Okay. And if the survivor cannot vault back over it as well. Then yes.
Killer perks: the first one seems okay, but the rest are just not okay honestly, but should probably be focused on that killers power rather than a perk.
well I figured clumsy would just be always active just like predator is. Did I do that, would only be effective as a anti tunnel type perk so it would only delay unhooking visual and audio notifications. unhooking the first would just activate the perk the second save delay it by 3 seconds third save be 5 seconds and 4rth save be 7 seconds any save after that would also be 7 seconds. not today would block the vault location for both survivor and killer after the initial vault. as for how it would block any attack thru it that be up to behavior on how they wanted to handle that but the idea behind it is to cull out some of them animation lock type hits that just feel so cheap.
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@Seraphor said:
Balance between solo play and SWF is a hugely contentious issue. You can't legitimately 'nerf SWF', because SWF isn't a guaranteed buff in itself. (I play with friends and do far, far worse than I do solo, because we suck at communication and tend to distract each other more than help each other win. But it's more fun, because it's with friends.)
SWF isn't an instant benefit, or a guaranteed win, it's literally just friends playing together, as the game was designed. SWF can improve your communication capabilities, which can give your team a edge over the killer, but that's only a possibility, not a certainty.
So no distinct 'nerfs' can ever work, nothing that changes anything numerically, by increasing gen times, or inflating your combined MMR, or anything like that, can work.
What needs to be done, is the introduction of Quality of Life improvements that benefit solo survivors, but are superfluous to SWF. Things like:
- Being able to see each others perk/add-on loadouts in the lobby. SWF can tell each other what they're bringing, or learn what perks their teammates use. If you know that Claudette has Deliverance, then you can leave them to get themselves off the hook, if you know Jake has DS, then you can risk an unsafe hook rescue, etc.
- A Ping system in game, that allows you to roughly track where other survivors are. Perhaps a button you can hold down while you're not interacting with anything else, that shows you where other survivors are via a Killer Instinct style heartbeat, giving you a direction, but not an exact location or an aura. SWF can tell each other what area of the map they're in, but solo's never know where their team mates are unless they can see their aura.
- A quick-chat function, using a couple of preset messages that you can flag up next to your portrait. "Help me!" "Leave me!" "Killer is nearby!" and "Coast is clear!" perhaps. Maybe Meg is on the hook and you're going in for a rescue, because you can't see Ghost Face anywhere nearby, but then next to Meg's portrait you see "Killer is nearby!" flash up for 5 seconds before it goes on cooldown for 30s.
- Some choice perk enhancements, such as:
- Head On - when ready, displays the aura of your locker in yellow to any survivors within 16m.
- Unbreakable/Soul Guard - when ready, in the dying state, displays your aura in white to survivors.
- Deliverance - when ready, on first hook, displays your aura in white to other survivors.
- Object of Obsession - when the obsession, when you and the killers auras are revealed to each other for 3s every 30s, your aura is also revealed to other survivors in white. (other survivors will know that the killer can see you, can choose to avoid you)
- Red Herring - when a generator is active and displaying a yellow aura to you, it's aura is revealed to other survivors in white.
(these particular aura colours were chosen for the following reasons; white is the aura colour for survivors to avoid that objective, blocked generators, survivors who don't need your help, while yellow is the aura colour for survivors to investigate or aid in the objective)
These quality of life additions could award solo survivors similar advantages to some SWF parties, meanwhile none of these improvements would aid SWFs, as they would be able to communicate them more easily via comms.
Once Solos are on a closer level to SWFs, then Killer buffs to compensate can be considered. This is how you implement a net nerf to SWF while still remaining fair to lesser skilled or lesser coordinated SWF groups.
I love the suggestion, but i think instead of a ping system they should just make bond basekit for survivors. the only ones who would gain would be solo Q survivors. as SWF already has that kind of information flowing thru voice comms in most cases.
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yea I agree there is three rooms that literally cause my game to crash if I go in them. I send the crash reports but allas when I get back into the game I have a penalty timer. so I no longer bother I see the map I dc and wait out the timer I am inevitably going to get if I try to participate in the match. I will try the map after I see in patch notes that issues with it has been resolved. and see if its going to happen still. its funny because the one area is the outside area on the right side normally see a generator there then game crash. top left hall from main room area and then another area just off the lower floor office on the right side facing away from the main exit gate.
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@xEmoGirlxAlexisx said:
The Maps are way to Big an has way to many save Spots whit Save Pallets
Every Match against high Rank Survivor is the same. Match Starts Survivor are already working on 2 Gen, u are walking to a Gen both Gen are done to 70% in the First 15 sec of the Game.
Then u chase a Survivor if he doesnt make any fault u Run in circle destroy a Pallet , the Survivor running to the next Window or Pallet u destroy the Pallet and this repeat everytime. If u are Lucky ans get the Survivor 2 - 3 Gens are done
Plz fix the Maps and make them smaller or less save Spots so a Killer who doesnt have mobility has a Chance against good Survivor
The awful Map Design, Insane Gen Speed and Perks like Sprintboost , Death Hard, Prove thyself make it even harder to do something against good Survivor and are the reason why the Game is very Survivor Sided
There is a reason why Killer like Nurse, Hag, Spirit or Blight are the only Killers who get played in high Rank its because of the Map Design
Im Watching alot Pro Streamers and all of then are struggeling when they are playing M1 Killer or a Killer who doesnt have good Mobility its very rare they get a 4k or even a 2k. And When they are playing Survivor they always escape if the Killer isnt a Nurse or Spirit
Even Otzdarva 1 of the best DbD Player say that Killer are weak and the Game is Survivor sided
while I do agree map size is a large part of the problem, the sad part is far to many would complain at all the nerfs that would have to happen to a lot of the killers to shift to smaller map sizes. not nerfing the high mobility killers and going to small maps would even further leave out the weaker killers because it be a "GG EZ" with any of them high mobility killers on a much small map.
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2563909#Comment_2563909
When you can AFK in basement for an entire trial and get double that, plus whatever you did for participating to fill up the other categories, remind me why 5k matters?
yea you cant earn much doing that.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2563885#Comment_2563885
or not. this is a terrible idea and would only make de-pip squads more prevalent.
You can't punish part of the playerbase for reaching a high MMR while simultaneously rewarding others for the same.
they could implement a system that prevents prolonged periods of reduction in the MMR system as well to prevent deranking squads. for example you lose 5 matches in a row your MMR pauses till you get a win etc. they could also make it so it gives them a flag so they could actively punish derankers that are doing it on purpose.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2563869#Comment_2563869
You'd think helping yourself escape would be a big enough incentive. That's 5k BP they're potentially pissing away for no reason.
there is other things they can work on to progress the game and earn points as well. is what I have heard them say when asked why.
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@[Deleted User] said:
By design killers are instructed to sacrifice as many survivors as possible. When there are no generators left to defend, the most reliable strategy is to camp a hooked survivor. This of course is very frustrating for the hooked survivor and leads to toxic behaviour, especially towards the killer. It can also be frustrating for altruistic survivors who try desperately to save the survivor but they just cannot, and end up possibly getting hooked too.
In my opinion, i think they should address 99'ing exit gates, by making the progress regress, because it completely destroys the point of end-game collapse, which is to urge survivors to leave. This way the survivor that gets hooked at the end can die quickly and move on to the next match. Same with the other survivors, they can just accept that survivor is dead and just leave.
I think this is a great idea allow the killer to go to the gate and kick it to make it regress treat it like a generator. they could even make a perk like ruin but for the gates, heck they could even make ruin regress gates right now. other option is go and start the countdown yourself as a killer.
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@[Deleted User] said:
I don't think BHVR is big on scaling anything, because of its vulnerability to abuse via deranking.
well yea there is chance at that but make it so the scaling goes off the highest MMR score for that team. that way you don't have some one always dying for there SWF team to artificially keep there rank low. this way it would require all your teammates to be deranking in MMR in order to skirt the system. it not be worth it.
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@Mr_K said:
Sprint Burst could increase to 800% for 6s.
well in high MMR I would think its haste effect stay the same % but make the cool down 120 seconds instead of 40. after all most killers say high MMR is severely survivor sided so at high MMR survivor perks would have there strength reduced and at the same time killers perks in high MMR would have the strength increased. they could also do something like this for add ons as well. since low MMR killers have it much easier the perks strength be reduced, while low MMR survivors would have the stronger variant of perks.
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yea I have seen this tons people deciding "no more gens because I am maxed out" " no more heals or saves because well I am maxed out on points i get nothing for it."
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2561047#Comment_2561047
Im more concerned with slug perks/abilities regarding Killers, as slugging IS a Killer related mechanic rather than Survivor. Its Killers that use/need slugging to fulfill objectives. Its part of their options.
But yes, further focus on this core mechanic also opens up the potential for interesting Survivor related perks on being slugged.
Overall my purpose in this thread is to raise up into discussion this (core) aspect of the game that has seen remarkably little focus.
Its taken for granted without afterthought, and I think thats a missed opportunity for meta development also. Perhaps even at best, slugging could turn into its own form of more involving mini-game.
See the biggest issue is slugging is probably the most powerful tool in the killers arsenal infact its part of their base kit. it hardly needs more perks focused on that core aspect when it is already so strong as it is. In fact this reminds me of something I read years ago on the steam forums long before you started playing so lets see if this sounds about right?
Killers said ages ago looping was unfun game play they cried and whined and behavior has spent the last 4 years reducing survivors abilities to loop killers, exhaustion changes, reduced the amount of safe loops and has really made an attempt to rid the maps of infinites this game right now is nothing like it was three years ago and nothing like it was 5 years ago. they have focused the new killers designs on killers that are anti loop as well. and most these changes I have totally agreed with they was needed.
Im more concerned with looping perks/abilities regarding Survivors, as looping IS a Survivor related mechanic rather than Killer. Its Survivors that use/need looping to fulfill objectives. Its part of their options.
But yes, further focus on this core mechanic also opens up the potential for interesting Killer related perks on being looped.
Overall my purpose in this thread is to raise up into discussion this (core) aspect of the game that has seen remarkably little focus.
Its taken for granted without afterthought, and I think thats a missed opportunity for meta development also. Perhaps even at best, looping could turn into its own form of more involving mini-game.
see asking for something already so strong to be buffed even further is just outright nuts.
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the problem is most players killers and survivors agree slugging is boring and unfun gameplay so asking them to focus on that aspect further then it already is, would really only hurt the game and drive away some of the player base. however I would love to see a survivor perk that allows us to speed up the bleed out process, because if i am on the ground more then 1 min I just go afk.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2561137#Comment_2561137
It's not in your hands because it requires the survivors to do something specific, that might not even be the best decision at the time. Sometimes it's the better decision to let someone hit stage two, or even die on the hook- and again, sometimes survivors suicide on hook, or they're just not saved.
https://forum.deadbydaylight.com/en/discussion/comment/2561134#Comment_2561134
So survivors CAN make saves. That doesn't mean they will, and it doesn't mean a survivor won't kill themselves on hook if they're annoyed at your build, or your killer, or just at their teammates. You can't make the killer's win condition something they don't control. I empathise with the facecamping problem, but this isn't the solution.
its not so much a face camping problem its more that no one should get good mmr for doing the bare minimum in a match both survivor or killer right now the current system on both sides rewards the person doing the minimum the most. so much so that right now it is actually better to not make a save because the first to die takes the biggest mmr hit and so on and so on.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2561113#Comment_2561113
That's an absolutely terrible idea, the killer doesn't control how many hooks they get in a match. Survivors have to go for a save and not let their teammates die, and survivors equally have to not suicide themselves either out of spite or a failed attempt at making a Luck build work.
that is why it needs to go off hooks, a killer wont get rewarded by face camping some one on the hook. if you want more hooks you will need to leave the hook so survivors can make saves
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enter new anti slug perk. every time some one is put into a dying state you heal 5% of your recovery if your slugged at the time.
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1 Balance issues, 5% of survivors are at the highest MMR but 90% of killers player base is at the highest MMR that is so lopsided that is broken no matter how you look at it, at max 5% on both sides should be able to perform at that top level. most the killers complaining about the SBMM is getting a match with them 5% of survivors when in reality they are at best just mid tier of killer. this also leads to super long lobby wait times when playing as killer. so they really need to go off hooks for killers not kills when it comes to this SBMM. it takes far more skill to get 12 hooks then to get 4 hooks and 4 kills.
2 Perks/Metas need to shift on both sides, they should add effects like exhausted to killer perks to prevent killers from running three perks that do the same type of thing that run concurrently together at the same time, could you imagine if survivors didn't have exhausted and was able to run Lithe, Sprint burst and Dead hard all together? they really need to just trash all self healing type perks for survivors. that is what med kits are for. some perks on both sides have to high of requirements for the perks to activate for them to be selected or useful.
3 Killer design, most newer killers are not fun to go against they are just annoying to go against and that is not fun, and just because they are annoying to go against don't make them strong killers either. In my opinion the value of pallets has dwindled down a fair bit the last year and a half now days it feels like against half the killers that its a kobayashi maru. because more and more killers you face require you to throw said pallets far sooner and now after all the map reworks most maps have already less pallets then they used to. honestly I miss old school Nurse and Billy they was so much more enjoyable to go against. at least back then if you got your bottom handed to you you knew the person was rather skilled. now days it seems most these new killers are forced to take advantage of mid animation hits to be effective and that don't feel skillful to go against it feels cheap.
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I haven't spent a dime on the game since spirits release and do not plan to going forward. Untill they resolve some of what I consider major problems with the game.
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@latinfla4 said:
I mean a limited number of times...we dont want then to be OP.
sure I am fine with it with one condition. that we do not see the totems auras ever. so we would have to go look for and find one. and all tokens towards said perks are lost.
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nope
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so basically since the MMR system for survivors is not based off the entire team of survivors its based off the single individual. when can we expect survivor perks to be balanced as 1 vs the killer?
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the biggest takeaway is basically they said the leak about the MMR system was accurate there for. you got 5% of survivors at the highest tier of MMR and about 90% of killer players there. so its super out of balanced only 5% on each side should approach that area. so it leads a lot to think that killers now have it to easy for this MMR system to work properly. also leads to much longer killer lobbies because so many killers are queuing up in that MMR area.
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same
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The SBMM system is only really for killers, survivors really have no input towards it. you could play as survivor and escape from every single match, then every time you got a certain killer (say gunslinger) and you literally die instantly in that match and that would effect your SBMM against all killers. it isn't SBMM per killer on the survivor side of things only for killer side. so for survivors your not going to get harder matches against killers you do great against.
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Won't be playing nearly as often. Now will only play when I have a four man SWF group to play with this will end my solo game play.
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@gatsby said:
Cyberpunk 2077 is an extremely anticipated game thats been in development for 7+ years. And they delayed the release very last minute by 21 days to bug fix and optimize it in order for a Day 1 patch to make sure it had a solid launch.
DBD released a completely unfinished, unpolished, broken and bugged Chapter. Which they knew was going to happen because of PTB testing and it went exactly as expected... horribly. If one of the most anticipated games of the year can delay its launch for quality control, DBD should be willing to delay a DLC.
The players would’ve waited for a real product. No one wanted the new DLC to be released the way it was. Having some dignity and self respect is worth way more than getting money ASAP. I hope the Devs learn and are willing to prioritize quality in the future. Honestly, I’d be willing to skip a DLC launch in exchange for existing Killer, Perk and Overall Game Mechanic revamps. Take the time you need to make the game quality please
there was a game like DBD that had the cyberpunk theme in it it was called Gold Express, but sadly not to many play it and it never gained traction.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1791206#Comment_1791206
There is a downvote button for questions. Have you never browsed the Q&A section?
maybe its new last time I bothered reading them was a while back for sure, in fact it was probably before the upvotes come in honestly
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I just want to be able to get chase points when getting chased by Victor.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1791057#Comment_1791057
We choose the questions that have the most upvotes. We made this change after the feedback we received on these forums about only answering certain questions and not the ones that the Community wanted answered. We make very clear that some things can't be discussed, such as upcoming changes/content etc...but then when we don't pick those questions, we're accused of "cherry picking" - that's why we made the decision to use the questions with the most upvotes.
can we get a downvote button then to counter upvotes on some questions? i would instantly downvote every lore related question there was.
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@TheClownIsKing said:
PLEASE READ BEFORE COMMENTING!
I think it’s necessary, and the right time for our community, the devs, and whomever they are answerable to, to come together to openly discuss what THEY want to get out of DBD, so that WE can get what WE want out of DBD.
The current roadmap and scheduling is seemingly far too ambitious as evidenced by the latest chapter and the very confusing patch notes, but my guess is that the devs don’t have much say in the scheduling that needs to be adhered to due to financial targets they’re likely under a lot of pressure to meet or exceed. I feel bad for the devs at the moment. I’m sure some of them feel a little embarrassed.
I don’t want to see a DBD from this point onward where unfinished chapters becomes a normal trend. I want to see a DBD where the devs are able to deliver their creative vision the way they intend, something they’re proud of, gives us players a great experience, and keeps their publishers and other financial stake holders happy.
I’d be totally ok with less frequency of chapter releases if it meant achieving the above mentioned points. But it would probably mean EVERYONE coming together, and a little more transparency in BHVR’s goals and needs in order for them to open to discussion on what’s necessary to give the devs what is needed to produce the product they INTEND to produce.
So... we need to be open minded in simply considering (at this stage), does the price of DLC need to increase?
Do they need to abolish the option that characters can be purchased with shards? Or, perhaps shards just discount the amount of Auric Cells are needed to purchase a character?
It’s food for thought.
the last few chapters in the PTB. I have suggested they go to a 4 month cycle since they was letting to many bugs get thru, now its just unfinished DLC they trying to get people to buy. they seriously need to reevaluate just to do damage control over this DLC alone. as for the cost of DLC its fine how it is.
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@Axe said:
Take a shot every time their answer is "cant answer it"
you would die from that.
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I will sum the Q&A up right now "I think we did a pretty good job so far."
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make it so if getting chased by victor you actually earn evader/chase points.
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how about they do a no perk weekend.
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as killers have said time and time again nothing should be given to survivors for free, MoM was nerfed for this very reason it was a free hit survivors got against killers thru normal game play. (it rewarded bad game play) so its only obvious that killers also should not receive something for free that should also include bloodlust speed boost. you do nothing to earn it so get rid of it and the worst part about it, its part of the base kit unlike mom as it was an actual perk.
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is this one of them " the sky is falling" type threads?
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since Pumpkinhead wasn't on the list I got to go with Jason.